Review by Booklist Review
What appears, at the start, as a cute play on the inherent absurdity of sword-and-sorcery role-playing games quickly develops into a complex, deep-searching existential exploration, broken up into an epic, chapter-by-chapter puzzle plot that spans a wide breadth of space, time, and its characters' murky histories. Through literally endless, monster-infested dungeons, mysterious islands, and modern, mundane office buildings, we follow Harald, an apathetic, middle-aged white man, the only adventurer tired of mindless questing and revelry. As he goes from world to world in search of something more, his consciousness expands in an attempt to discover the source of the unending adventures and remember his own origins, the root of the existential trap in which he and his companions are caught. This volume collects a webcomic, begun by Brown in 2012, that over time developed into a sprawling saga, with Glendining's colors bringing it to life here for the first time. The art melds soft realism with the fantastical in a unified style that encompasses a millennium of human history, as well as a range of monsters and heroes, maintaining a sense of the modern--thanks also to dialogue blending heroic bravado with a hint of twenty-first century slang. Utterly surprising in its construction and philosophical scope, this remarkable adventure is one that readers will happily repeat, though the finale provides an impossibly satisfying end.
From Booklist, Copyright (c) American Library Association. Used with permission.
Review by Publisher's Weekly Review
After Harald Nussbaum washes ashore onto a Valhalla-like fantasy world, he joins its inhabitants in an endless cycle: awaken and drink, adventure into a dungeon with a never-ending series of levels, die and respawn. Harald and the others, including friends Alma and Jimmy, retain only faint glimpses of life prior to the island--all from different periods, including present day and medieval times--and no one can give a straight answer about why the island's denizens take on the dungeon daily. Harald decides to try and break the cycle, learning that an unknown person drives the time loop, and a library belonging to Merlyn lies hidden on the island. Brown's story, originally a webcomic, uses online multiplayer gaming tropes to explore themes of taking responsibility for one's actions and the importance of facing challenges head-on. Strong illustrations, rife with nods to the original black-and-white rendition, create clear scenes of action amid monsters and magic. Though the story at points jumps haphazardly between temporal moments, the ending creates a meaningful spark of hope for the main characters' futures. Ages 13--up. (Sept.)
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Review by School Library Journal Review
Gr 8 Up--On a dark and mysterious island, a dungeon lies waiting to be conquered. Day after day, adventurers rush, swords in hand, to fight perilous monsters and foil deadly traps, all for the promise of eternal riches and glory. Death is certain, but the adventurers always come back to life at the entrance of the dungeon. Harry's companions, the flame-wielding Alma and sword-brandishing Jimmy, are content to pillage and rage, but Harry urges them to consider the reality of their quest. Why are they risking life and limb for an impossible feat? Why doesn't anyone have memories of their past? Are they in Heaven or are they in Hell? Realizing that the cyclical nature of his task--fight, die, regenerate--is not yielding the adventure fantasy that it promises, Harry embarks on a new quest, one that may be even more perilous. Brown's epic fantasy imbues traditional role-playing game elements with existential philosophy. His use of ample shading highlights the enigmatic nature of the island, while colorist Bex Glendining takes Brown's story--initially a black-and-white webcomic--to the next level with a dark palette that weaves between warm and cool colors, emphasizing each character's unique journey. What begins as a twisty fantasy adventure ends as a call to action, empowering readers to question the status quo and create a world in which we are stronger together. VERDICT Combining sword-and-sorcery RPG elements with social justice themes, this is a must-have for all collections.--Elise Martinez, Racine, WI
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Review by Kirkus Book Review
On a mysterious island, three strangers-turned-friends find themselves in an endless loop of fighting monsters; can they find a way to break the cycle? Harald, James, and Alma spend their days battling ferocious beasts in endless dungeons on an island they cannot seemingly depart. For the most part, the trio enjoys their group dynamics and the fighting, finding gamelike satisfaction in always having another foe to defeat. But soon, Harald begins to question the nature of their reality; could there be something more to this life than an interminable circuit of creation and destruction? Is there a way off this strange island? The trio finds that they must confront their lives and the choices they made prior to their arrival on the island. Brown's clever mashup smashes genre constraints, rendering this akin to It's a Wonderful Life told through a delightfully snarky gamer's lens, absent Christmas but heavy on the monsters. The full-color illustrations add a rich cinematic quality to the already nuanced storytelling. At times,the storyline can be demanding, with its intricate plotting and frequent and dizzying temporal jumps, but for all of its seeming recapitulation and futility, a heartwarming (but decidedly not cloying) conclusion awaits and should satisfy even the most cynical readers. The three main characters appear white; secondary characters encompass a broader spectrum of skin tones. Complex, challenging, and ultimately rewarding. (Graphic fantasy. 13-adult) Copyright (c) Kirkus Reviews, used with permission.
Copyright (c) Kirkus Reviews, used with permission.