A fantasy novel about saving the continent from an encroaching legion of beasts, monsters, and fiends, magical or otherwise, should not be this fabulously boring. Similarly, an adventure about navigating the intersections of noble scrutiny and commoner need, institutional or otherwise, should not be this woefully sluggish.
REINCARNATED INTO A GAME AS THE HERO'S FRIEND v1 sets for itself an extraordinary challenge: to squeeze an engaging, ongoing adventure out of a decidedly simplistic, low-concept premise. Cleverly, one might abide the curiosity of an administrative professional dedicating all of his time and resources to helping a not-yet-legendary hero be as strong and competent as he can be. Regrettably, readers of HERO'S FRIEND v1 are stuck with messy and disorganized backstories, atrocious and profligate worldbuilding, and irrelevant, clerical nonsense that routinely get in the way of the actual story.
Werner Von Zehrfeld is the son to the Kingdom of Wein's minister of ceremonies. Being reborn into the nobility is a pretty good deal. The problem? The coming resurrection of the Demon Lord and his numerous, frightfully powered minions foretells of a laying waste to the continent. Werner's seen this all before, in his past life, and his recognizing his new-world schoolyard buddy, Mazel Harting, as the soon-to-be hero should ease everyone's worries, right? Not quite. The hero is a bud, yet to mature. Also, stampedes of hideous demon beasts are threatening to demolish a good chunk of the capital, putting the health and safety of the royal family at stake.
HERO'S FRIEND v1 holds that the secondary and tertiary characters associated with a hero's party are worth paying attention to. As such, readers are introduced to a plethora of second- and third-level infantry commanders, forgotten younger siblings, overlooked knights, and seldom-discussed court mages. The novel's net of main characters contains all of the individuals a typical adventure novel might overlook.
The book takes this nifty approach and tries its darndest to spin an exciting tale, but only rarely and with exception truly holds readers' attention. Three major issues hamper this novel: (1) unbalanced character stakes, (2) administrative discourse, and (3) scatterbrained worldbuilding.
Of the first, the book's cast is good, but characters drift into and out of focus with unsatisfying relevance and with indistinguishable weight and value. For a good example, one needn't look beyond Hermine Fürst, a female knight and the daughter to a neighboring count. The young woman earns respectable time on the page as a character who doubts Werner's fortitude but slowly grows to respect him. Hermine sees Werner on the battlefield, as well as in more noble settings, and her support for him grows when she learns the guy isn't all hot air. She is frequently, ironically, disregarded as a side character by the narrator, but her presence in the story presages something intriguing. Will the author actually capitalize on this investment?
Bad examples, however, appear more frequently. Felix Ernert, a rogue, is slated to join the hero's party. But the kid's arrival feels wholly accidental when he appears during a random visit to the adventurer's guild, in the middle of the book, only to disappear and never be heard from thereafter. Felix is introduced as though he might tip the balance in a crucial moment, but he's around for fewer than a dozen pages. Recruiting an essential character for a weeks' long assignment, only to disregard him, is a rather faithless move.
Of the second issue of administrative discourse, one grudgingly acknowledges that an overwhelming majority of this novel tracks Werner running around, filling out paperwork, holding meetings and negotiations with nobility and commonfolk, and simply barking orders. The novel truly shines during two short instances of actual combat, but beyond that, HERO'S FRIEND v1 is entirely devoted to the minutia of fantasy world clerical work. How does one retrieve water from a well? How does one discern whether the well is deep or shallow? How does one go about memorizing royal forms of address? What are the economic allocations necessary to secure a merchant caravan? How does one harvest, sort, organize, and sell magical weapons at scale?
Very little information found in these conversations is relevant to novel's greater story about defending against demons and saving the kingdom from darkness. Readers needn't read pages and pages of administrative blather to know whether Werner is taking action behind the scenes, but it would appear the author felt different.
Similarly, of the third problem, worldbuilding, readers would be better served by skipping whole sections of the book. So much of the novel's worldbuilding is so utterly useless that it's almost admirable. HERO'S FRIEND v1 includes paragraphs upon paragraphs, and pages upon pages, of narrative discourse on the nobility's taste in food; the sewage system; writing utensils; popular and civilian use of luggage and second-hand clothes; a comparative analysis of land governorship; and most painful of all, a sleep-inducing, nine and half pages expounding on the country's peerage system.
The occasion to feed readers' intellectual curiosity hits a brick wall when the story deploys so many awkward and staggering narrative ticks that prevent reader engagement. With all due apologies to the translators and editors who had to wade through this book from the beginning, readers will encounter an array of rhetorical asides that shove the narrative well askew (e.g., "by the way," "but I digress," "another fun detail," "my thoughts were veering off track," "another thing worth mentioning," etc.).
REINCARNATED INTO A GAME AS THE HERO'S FRIEND v1 has potential, but spoils its own opportunities. For example, Werner's work behind the scenes means he's in touch with dozens of people on all levels of power to ensure the hero, his buddy, rises up the ranks. But Werner's successes curiously unbuckle the possibility that he's less of an ally and more of a foil (or even a villain), who benefits from others' success (Werner: "Far better to be a hypocrite who took action than a saint who did nothing," page 232). Regrettably, readers gain little insight into the hazards this perspective might preclude.
Elsewhere, the novel plays with the increased likelihood that as Werner and Mazel gain experience, their lives proceed in ways that diverge from Werner's past-life knowledge (although not with enough certainty to warrant a shift in narrative quality). Acknowledgements of fault and supposition go a long way, in fantasy stories, toward skewering the inevitable. For example, when the hero party defends against a black mage who is supposed to be mid-tier, but ends up looking like quite the badass boss, Werner is rooted with legitimate fear.
HERO'S FRIEND v1 is a long slog. The novel's page count could be reduced by one-quarter or one-third, if one were granted the luxury of cutting out all of the fantasy jargon and irrelevant worldbuilding notes. Much of this extraneous information reads as if it were added post haste. Regardless, the book's actual focus and its actual story isn't too bad. One simply has to dig around for it.