Okay, if we want to be technically accurate about things, I guess we could say that last month’s opening installment of George Romero’s Empire Of The Dead : Act Three was the “beginning of the end,” since it appears that some combination of editorial decision-making on Marvel’s part and agreement among the book’s creators (specifically, I’m sure, Romero himself) has come about to wrap this four-color epic up a bit sooner than originally announced (after three five-issue “arcs” rather than the previously-mentioned four or five — that’s what selling fewer than 10,000 copies a month does, ya know), but it didn’t really feel like the big wrap-up was imminent until this second issue hit the stands today. Gone is some of the dilly-dallying that had slowed down previous issues here and there, gone are a fair number of the supporting players (although they’re sure to be back), and, most crucially — gone are the zombies!
Seriously. There’s not a one of ’em to be found in the pages of this book. And that’s more than just a little weird.
Wih the “shamblers” having temporarily shambled off-stage, our erstwhile “street urchin,” Jo, takes commands the spotlight for about the first half of this issue, as she makes a new friend in her detention center/concentration camp, and the two of them quickly try to effect an escape once they figure out —or at least make an educated guess at — the true purpose of their new “home.” After that, it’s back to the “palace intrigue” swirling around Mayor Chandrake, his less-than-faithful wife, and his quickly-falling-apart-at-the-seams political opponent, Chilly Dobbs. Trust me when I say if our vampiric sitting chief executive of New York can’t beat this guy, well — he just plain doesn’t deserve to stay in office.
Dr. Penny Jones pops up for a brief moment — as seen below — but don’t expect any appearances from Paul Barnum. Detective Perez, or Xavier this time out — the action here is pretty concentrated and generally of the “set-up-for-a-big-climax” variety. The “rebel crew” once — and possibly still, to some extent — allied with Dixie Peach has a big part to play, though, as they reveal an audacious scheme to rip off the Federal Reserve Bank of New York in the midst of all their otherwise-random destruction — and that destruction finally begins in earnest as this issue wraps up.
As you can see from the preview pages I’ve included with this review (feeling decidedly un-lazy today), Andrea Mutti continues with his obviously-Maleev-influenced ways here and the art looks pretty good on the whole, certainly a step up from what we were served in the second act, while Romero, for his part, has thrown all subtlety out the window with his scripting and is painting his characters with pretty broad brush-strokes at this point. Yeah, it may be clumsy at times, but it serves the purposes of the story just fine now that we’re in “time is definitely of the essence” mode.
So, yeah — the end is nigh, and in Empire Of The Dead : Act Two #3 you can definitely feel it fast approaching. The once-sprawling chessboard is getting tighter and tighter as the pieces move ever closer together and the moves they’re able to make become reduced exponentially. I have a pretty solid feel of where it’s all going and where each of our players is going to end up once it’s finished, but I certainly wouldn’t put it past Romero to still have a wild card or two left in his hand (shit, I’m mixing my game metaphors here) that he’s saving for precisely the right moment.