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Spawn 370 featured image

SPAWN #370 – New Comic Review

Posted on November 20, 2025

Spawn #370, by Image Comics on 11/12/25, is a quiet-til-it-isn’t pressure cooker where Spawn uses his vampiric upgrade to put everyone on notice and form an unlikely alliance.

Credits:

  • Writer: Todd McFarlane
  • Artist: Brett Booth, Adelso Corona, Steve Lachowski, Daniel Henriques
  • Colorist: Robert Nugent
  • Letterer: Tom Orzechowski
  • Cover Artist: Jonathan Uribe, Steve Canon (cover A)
  • Publisher: image Comics
  • Release Date: November 12, 2025
  • Comic Rating: Teen+
  • Cover Price: $3.99
  • Page Count: 30
  • Format: Single Issue

Covers:

Spawn 370 cover A
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Spawn 370 cover B
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Spawn 370 cover C
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Spawn 370 cover D
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Spawn 370 cover A
Spawn 370 cover B
Spawn 370 cover C
Spawn 370 cover D

Analysis of SPAWN #370:

First Impressions:

The opening pages throw you straight into the point of view of a wounded vampire who cannot quite believe a Hellspawn is saving her, which instantly flips the usual “monster vs monster” script and feels tense and fresh. The mix of internal narration, medical horror, and Spawn’s blunt entrance hits like a hard stop, signaling this will be a story about lines in war and what happens when those lines are crossed. Emotionally, it feels focused and purposeful right away, with the core concept of enemies turning into uneasy partners landing clearly by page three.

Recap:

In Spawn #369, Al and Nyx shared a brief, human moment in Spawn’s lair before refocusing on the ugly work ahead, using a heat map to track clustered energy signatures that could signal gatherings of angels or demons, with Al planning preemptive strikes to thin their numbers. Elsewhere, Sinn tightened control over a reluctant ally at an opulent table while mapping out a plan to resurrect Malebolgia and restore Hell’s original hierarchy, reopening old wounds from Violator’s past betrayal and setting the stage for another infernal power struggle.

On the human side, NATO leaders in Brussels argued over how to respond to superhumans after the catastrophe in Oregon, splitting along lines of fear, self-defense, and uneasy cooperation, which mirrored the chaos brewing among supernatural factions. The issue closed with TV broadcasts and backroom meetings showing a world rattled by talk of biblical doom, while political operators, including Al himself, maneuvered for advantage as northern Canadian scientists experimented on hybrid angelic, demonic, and vampiric material to create the abomination known as the Wings of Damnation.

Plot Analysis:

The story opens on a female vampire whose human memories barely reach back to her twenties in Mississippi, but who very clearly remembers that Hellspawns have always been her people’s mortal enemies. She watches in shock as Spawn carves through Heaven’s “medical butchers” who have been dissecting her and a companion, cracking his chest open and amputating his wings in a way that guarantees his death. Spawn orders the surviving scientists to back away, forces one of them to sew her up, and lays down a blunt rule: war is one thing, but torture and Nazi-style experiments are off-limits, and if he sees it again, they will regret being left alive. He then ends her friend’s suffering with a single, final act before warning the scientists to tell their bosses that he is coming for them, delivering the threat in a calm tone that reads more like a statement of schedule than anger.​

Spawn flies the injured vampire out, sensing she is struggling to keep up in the air, and asks if she needs rest, which leads them to a hidden safe place she knows that angels have not discovered yet. She gives her name as Martina and leads him into tunnels where her injuries keep dragging her down, prompting Spawn to help her sit and instruct her to fold her wings so they do not tear off, trying to ease pain he knows will not kill her but is clearly real. Their scenes quietly sell the shift from pure enemies to reluctant partners, as she balances centuries of hatred with the fact that this Hellspawn just saved her life from Heaven’s fanatics and their demon allies. At the same time, the book reminds you that Spawn’s “mercy” still includes killing her already-doomed friend without flinching, underlining the hard moral line he walks.​

The narrative then jumps to Africa near the Congo Basin, where two village scouts track a target into a massive cave that serves as a forbidden sacred burial site filled with strange skulls. Inside, they are blasted by a sudden powerful light and confronted by a woman who tells them they should not be there, just before another villager tries to flee deeper into the cave, only to run straight into an unseen monster whose presence turns his escape into off-panel screams. In parallel, a group led by Toxin and Skinner explore the same bone-filled cavern in search of a specific piece of bone their source says they need, digging through hundreds of remains until Toxin finally finds the right one. Sinn appears, praises Toxin and Skinner for honoring the cause, promises rich rewards, and hints that this single bone could become the key resource in a new conquest, solidifying that Hell’s power players are hoarding very specific, very nasty tools for what is coming next.​

The final act moves to New York, where Bludd, the vampire “master,” stews over the fact that with all super-beings restored to full power, his kind have gone from dominant apex predators back to prey in under a month. Spawn steps out of the shadows, telling Bludd he expected this meeting eventually, and delivers a sharp reality check: Heaven and Hell both see humanity and vampires as diseased animals to be wiped out, and they want everyone else at each other’s throats to make conquest easier. Bludd bristles, claiming his people have survived thousands of years against all enemies, but Spawn counters with evidence, tossing down the severed wings taken from Bludd’s tortured soldier and explaining how angels mutilated him and Martina without mercy. That proof breaks Bludd’s denial; after Spawn pitches an alliance built on shared vengeance and an ocean of enemy blood, Bludd studies him and decides the Hellspawn is serious, then agrees to lead the way, ending the issue with both of them ready to fly together toward a three-way war teased as “the trifecta.”

Story

The pacing is steady and segmented, moving through three clear acts: the lab rescue and moral speech, the African bone hunt, and the New York alliance pitch. Each section has a defined purpose, but the middle cave sequence reads more like pure setup for Sinn’s bigger plan than a fully satisfying beat on its own, which slightly loosens momentum between two stronger Spawn scenes. Dialogue is blunt and direct, which matches Spawn’s character but occasionally leans on repeated “we’re at war / rules of war” explanations instead of trusting the visuals and situations to sell the point. Structurally, the issue does a clean job of threading its parts into one through-line: torture in the lab forces Spawn to redraw moral lines, Sinn quietly gathers resources for a new conquest, and Bludd is pushed into alliance by the undeniable evidence that old survival habits are no longer enough.

Art

The art is sharp on clarity, keeping even busy scenes of medical horror and bone-strewn caves easy to read, which matters when you are juggling surgery tools, wings, skulls, light blasts, and monsters in tight spaces. Brett Booth’s line work leans into dynamic poses and sharp, angular figures, so Spawn always looks like a blade cutting through the panel, while Martina’s wounded body language and the villagers’ fear sell the emotional stakes without needing extra captions. Panel compositions often frame Spawn low and looming over cowering scientists or stack him against immense bone piles, which visually reinforces the power imbalance and the scale of the forces in play. Robert Nugent’s colors sit heavy in deep reds, blacks, and sickly medical lighting, then shift to eerie glows in the cave and more grounded tones in New York, giving each location a distinct mood while staying firmly in the traditional Spawn palette.

Characters

Spawn’s motivation here is crystal clear: stop torture, punish those who cross the line, and force former enemies into a practical alliance when survival demands it. His behavior is consistent with a ruthless soldier who has learned to care about rules, not peace, which makes his speech about the “rules of war” feel like an earned boundary rather than a sudden bout of conscience. Martina gets enough internal narration and reaction shots to register as more than a prop; her shock, pain, and flicker of hope show a centuries-old fighter who is stunned that the old war map might be changing. Bludd is sketched as a prideful leader who has spent centuries reading people, and his shift from mocking defiance to grim acceptance when he sees his soldier’s wings feels believable and sets him up as an actual thinking partner for Spawn, not just hired muscle.

Originality & Concept Execution

The big swing here is not “Spawn kills angels and demons” but “Spawn condemns war crimes and recruits vampires,” turning a traditional enemy into a co-belligerent, which gives the long-running conflict a new angle. The African bone hunt and Sinn’s interest in a specific relic add another layer of worldbuilding, suggesting that future battles will be fought with targeted supernatural resources rather than just brute force, even if the issue only hints at why this bone matters. Conceptually, the book promises a three-way clash between Spawn, vampires, and Sinn’s faction, and it delivers the first solid step toward that premise by ending with a locked-in alliance and a clear sense of incoming escalation. The ideas themselves are not wildly new in genre terms, but within Spawn’s current arc they feel like meaningful evolution rather than simple repetition.

Positives

The best value in Spawn #370 is how cleanly it moves the status quo: vampires go from long-time enemies to necessary allies in one tight, motivated conversation, and that shift is built on concrete evidence rather than a hand-wavy truce. The lab sequence gives you immediate, visceral stakes, while the New York scene pays them off by turning that horror into fuel for a larger strategy, so your money buys both strong moments and a clear forward trajectory. Add in crisp, energetic art that never muddies action or setting, and you get a chapter that feels important to the ongoing narrative rather than a disposable side quest.

Negatives

The African cave storyline, while visually cool and important for Sinn’s long game, functions almost entirely as setup with no emotional anchor, which can make that middle stretch feel like a detour if you are mainly here for Spawn and Martina. The dialogue sometimes states themes outright (“rules of war,” “they want us segregated”) instead of trusting subtext, which can flatten scenes that are already strong on visuals and body language. If you need each issue to stand completely alone, the heavy reliance on ongoing plots and teased future “trifecta” conflict means this chapter will read more like a crucial puzzle piece than a full, self-contained story.

Art Samples:

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The Scorecard

Writing Quality (Clarity & Pacing): [3.0/4]
Art Quality (Execution & Synergy): [3.5/4]
Value (Originality & Entertainment): [1.0/2]

Final Thoughts:

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SPAWN #370 earns a spot in a tight comic budget if you are actively following this run and want to see the moment the board really changes, as enemies become allies and the coming war gains a sharp new edge. The mix of moral line-drawing, gruesome consequences, and a hard-won alliance gives the issue a clear function and decent punch, even if the middle cave dig runs a bit cold. If you are a casual reader or just sampling Spawn, this is not the best jumping-on point, but for current fans it is a smart, necessary purchase that actually moves the needle instead of spinning its wheels.

Score: 7.5/10

★★★★★★★★★★


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