"Vermis II" is the second of an artbook series by the artist Plastiboo. A pure act of world-building inspired by old dungeon crawler games. It could be considered an official guide of a game that doesn't exist, since it's not a game at all!
In a way, I got what I wanted - it does seem that Plastiboo stepped up the writing for the sequel to this gloomy, murky adventure. The prose itself is considerably improved - even the occasional interesting and archaic word is thrown in. However, I think they then lean a little too far into this - now telling the 3rd person story of the Wayfarer instead of the 2nd person "You, the Adventurer," Vermis II is able to devote even more energy towards (comparatively) lengthy narrative paragraphs on a majority of pages here, describing the story and atmosphere, all of this of course supported, hell, carried by the fantastic, spooky, gritty artwork, just as good and creative as the first time around.
Despite the feeling of being a rickety, amateurish translation, I think the 2nd-person guide-book style of the narrative of the first Vermis was superior to this. Vermis II is more great artwork and good, creative ideas, but is bogged down by a lot of storytelling that doesn't elevate the setting, artwork or ideas very much at all. This book (and the previous) are at its strongest when introducing rosters of enemies or characters each with a brief description and accompanying artwork. That's when the creativity really flows, I think.
It's not as good as the first one, in my opinion. It felt more like a traditional story rather than a video game guide like the last one. That was the concept that got me to read the first book, then second was more linear and followed one character the whole way through. The art, as always, was incredible, however, and that alone deserves 5 stars, but at points, the lost concept holds the book back. The ending depicting the characters and artifacts the wayfarer came into contact with was a cool concept. On top of that, the wayfarer as a character was fascinating, and I loved reading about him, but the belief that this is a video game guide is shattered, unfortunately. The book also contained some spelling mistakes that brought me out of it but didn't ruin it for me. The Spotify Playlist Platiboo created added a lot while reading as well, so that was much appreciated. I still highly recommend Mist and Mirrors for the breathtaking art, amazing world concept, and a book that you won't forget. You will find out who stares back from the dark glass.
This entire review has been hidden because of spoilers.
Vermis and Vermis II are incredible journeys through art and story telling in a surreal horrific world. I can't say enough nice things about the incredible books that Plastiboo has created. I think I personally prefer Vermis I between the two, but Vermis II is well worth the price.
Sequels not matching the magic of the original is a truism, but what's shocking here is the specific open goal that's been missed. Sure, maybe the opening desert setting wouldn't have been as natural for the murky Vermis aesthetic as the first volume's marshes and caverns. Maybe having already attuned to the wavelength wouldt mean that new creations such as the Flying Effigy and Living Cage wouldn't have the same uncanny impact as the earlier horrors. But the big problem is that the writing appears somehow to have forgotten the entire conceit of being an official guide to a (nonexistent) game. Part of the previous installment's brilliance was the way it would address the player in the second person, and if somehow 'you' seemed to have minimal agency or chance of escape, that was part of the impact. Here, inexplicably, we're instead told in the third person what is happening to 'the Wayfarer', and regardless of the illustrations or boxing details out, now it's just a story, not a fake guide at all. In particular, I don't normally have much time for the writing advice which imperiously forbids adverbs, but "the Wayfarer slowly descends the stairs and carefully approaches the figure" sums up a book that has completely lost sight of its bit. Unless, I suppose, the goal here was to capture the spellbreaking annoyance of excessive cut scenes?
El arte de Plastiboo sigue evolucionando, este tomo es visualmente más potente. Sin embargo, da la sensación de que se pierde el rollo "guía de videojuego". Narrativamente es un desbarre. En la primera parte, a pesar de sus limitaciones y su abrupta resolución, había un viaje. Aquí las transiciones entre un escenario y otro son confusas e inconexas: sueños, reflejos, brumas... se hace cansino y monótono, puesto que no hay tanta variedad como en Vermis 1, manteniéndose casi de manera constante la misma atmósfera. Hay páginas muy buenas, como el ascenso al campanario o las extrañas criaturas en busca de iluminación, pero lo cierto es que me ha costado terminarlo. No tengo ni idea de cuántos más libros de Vermis tiene pensado publicar, lo que sí está claro es que mi paciencia va llegando a su límite.
I appreciate artists trying new things, but switching from second to third person was a mistake. The second person narrative of the first volume presents a unique journey to the reader. The diction is modern, simple, and digestible, as it's intended to be a guide to an imaginary video game. There's nothing else like it.
In volume two, however, the perspective is switched to third person, and doesn’t really feel like a game guide at all. Rather, it's just a dark fantasy story with amateurish prose. The combination of archaic and modern words feels off-putting to say the least, and there's the expected misuse of verb conjugations for “thou.”
The art is still great, so no complaints there. But the story is mostly just exposition and a disconnected series of events.
Did not enjoy this one as much as the first. It’s apparent that the author attempted to build upon the lore of the world but this one is less “guide for a game that never was” and is more of a narrative adventure, and the author really struggled with that. Whatever complaints people had about the first book should actually be directed at this one instead of the first. The art though is top tier. Worth the buy only for the deepest of fantasy fans.
El único motivo por el que no se lleva las 5 estrellas es porque es una novela gráfica, no una guía para un videojuego. Es verdad que tiene algunas secciones con bestiarios y la descripción de algunos ítems del juego, pero son algo totalmente testimonial, como una excusa para poder llamarlo guía. Si me lo hubieran vendido como "The tales of Vermis - Una novela inspirada en el videojuego", se habría llevado las 5 estrellas, pero como guía para un videojuego no me lo venden. Ahora bien, hasta ahí llegan mis críticas a esta obra, porque todo lo demás es increíble.
SPOILERS AHEAD!!
En esta ocasión, la trama gira alrededor del misticismo de los espejos. Son la pieza central de la obra, y generan algunas mecánicas de gameplay que llevan a nuestro Wayfarer por los distintos lugares del universo de Vermis. Para no engañar a nadie, la verdad es que me he visto un vídeo explicativo del lore de Vermis al acabar este segundo tomo, y me ha hecho darme cuenta de muchísimas cosas que se me habían pasado. Sobre todo de la relación de continuidad entre los dos tomos de la obra. Tengo que leérmelos seguidos en algún momento.
Sobre la trama en sí, pues es una historia de civilizaciones perdidas y cultos religiosos. Eso no puede fallar conmigo. Además, es una historia entregada a retazos, lo que la envuelve en un aura de misterio aún mayor si cabe. Es también una historia circular, con un plot twist hacia el final que nos hace darnos cuenta de ello y que a mí me ha encantado. Tuve que leerlo varias veces para asegurarme de haberlo entendido bien.
Me gustaría poder decir más, pero es que tampoco tengo muy claro lo que está pasando en Vermis. Aunque claro, tratándose de un juego estilo Dark Souls, tampoco es de extrañar que esa sea la intención de Plastiboo. Lo que sí sé es que el arte en esta obra consigue sumergirme por completo en la trama. Te deja ver lo mínimo para resolver algunas dudas y plantear otras tantas. Al acabar de leerlo, tienes la sensación de haberte asomado a algo gigantesco a través de una ventana minúscula. El lore que ha creado aquí Plastiboo es increíble, eso hay que reconocerlo.
Recomiendo mucho esta lectura, siempre y cuando te adentres a sabiendas de que es una novela gráfica con algún toque de literatura experimental, no una guía para un juego ficticio.
Despite being about mirrors, I found this to be less reflective than the first book. The move from second person to a sort of detached third person made me feel much more disconnected as a reader.
The narrative and setting are still just as introspective, but less immersive. The conceit of it being a game book was also only loosely followed, with occasional mentions of possible loot, or enemy stats.
The art is the stand out of this sequel, with several pages I wish I could adorn my walls with.
Note on the Forsaken Edition: As I said in my review of Vermis I, the Forsaken Edition smells strangely like plywood or sawdust. I'm hoping it wears off over time, but they're both quite fragrant.
The first time I read this I was disappointed by the use of the third person voice, since Vermis 1 had used the second person to such incredible effect. On the second read, I was able to embrace Vermis II on its own terms, and found it to be a great piece of art, in some ways even more haunting and eerie than the original. It was great to read with a soundtrack of Depressive Silence and Gothmog.
Hopefully Plastiboo will eventually produce a third volume in the series.
One of my favorite books of all time. Like the first book there is wonderful atmosphere and art (though perhaps not as grounded in location as the first). However, these elements become more supportive to a stronger, improved narrative arc than the first book that I found extremely compelling. The twist at the end is particularly brilliant, one of the best I’ve ever read.
While many reviewers seem disappointed that this wasn’t the same as the last book (complaints that there’s more storytelling and the pretense of it being a guidebook isn’t as strong) I think this is mostly a case of people surprised that the book wasn’t quite what they expected it would be based on the first. I personally really like this new direction and hope to see more of it!
When I began I thought that perhaps the well had run dry but I finished liking this perhaps more than the first. It has more of an illusion of story. Feels like a memory or a dream about a very intense computer game played intensively through the summer of some early teenage year, the kind of relentless play I can't manage any more, until the shape, form and aesthetic of the game become a suprareal armature for the subconsious.
This is amazing, so unique and you can really feel all the work that went into it. I enjoyed being thrust into a world that was well described but left plenty to the imagination.
This review is for both volumes of Vermis, which have a few differences between them, but overall are very similar. Creating a guide for a video game that doesn't exist is an intriguing idea and I enjoyed the end product, though I wish that author & artist Plastiboo had doubled down on the gimmick. By that I mean that video game guide books tend to be dense in information, since they're tasked with communicating a lot of practical advice while also being esthetically pleasing. Take a look at this sample page of the Ocarina of Time guide, for instance. That two-page spread is a mix of narrative, specific game advice, general information about the setting, and wider world-building. The Vermis "guide," on the other hand, is largely focused on the art, with the references to the mechanics of the fictional game only ever discussed in the abstract. Indeed, the second volume of Vermis largely drops the pretense of being a game guide, essentially functioning as a short novella until it's slightly re-contextualized in the volume's final dozen pages.
All of this could have worked if Plastiboo’s art was amazing, and to be clear it’s very good, but it has some weaknesses that keep the visuals from carrying this product. I’ve seen reviewers suggest that the art and the fictional games are meant to evoke Dark Souls, which is true at times, but I think the aesthetics of the games Blasphemous and Fear & Hunger are more similar to the images here. The art style of Vermis lends itself to atmospheric location depictions, the impressionistic images being evocative of things lurking in the shadows, of something strange waiting just around the corner. However, I don’t think this art style lends itself to detail work, so I found some of the images of the creatures that inhabit the world of Vermis to be underwhelming.
In light of its good, but not great, artwork the story is left to carry Vermis, but judged purely as a story it’s only okay. Plastiboo’s prose is fine, but the narrative isn’t particularly complex, and it tends to favor things that sound interesting but that ultimately aren’t made substantive (the first volume’s refrain of “which flesh is your flesh” comes to mind). However, even though neither of the component parts of the artwork and the narrative blew my socks off, Vermis is more than either of those things because of the form it takes, since the angle of a fake game guide could make reading this more thought-provoking and fun to explore than a regular narrative. This is where I repeat my disappointment at the comparatively slim content in Vermis compared to a real game guide. Now, it’s not realistic to expect Vermis to have the information density of a real game guide, but it has maybe 10% of that density, and I don’t think I’m crazy for wanting that density to be in the 25-40% range. Even that is asking a lot of a sole creator, but creating a fictional game guide is the project that Plastiboo set out to accomplish, so I’m going to judge the work as such.
There’s a lot to like about Vermis, I am still happy to have read it, and I wouldn’t be surprised if I mention it positively to some friends in the coming weeks because it’s such an interesting novelty. I just wish there was a bit more here, either in terms of the art, the narrative, or the execution of the premise. Still a fun read. If you enjoyed Vermis then, despite being very different in many ways, you might enjoy the narrative of the game Signalis, I found it had a similar feel. If you want to stick to books then The Museum at Purgatory by Nick Bantock is an interesting work that has some more concrete similarities to this one. Vermis was an entertaining time, and I wish Plastiboo success in future ventures. 3/5.
Com está obra Plastiboo enriquece mais o mundo concebido em seu primeiro volume, embora aqui se afaste mais da fórmula de guia e adote uma fórmula mais linear de narração da história.
Neste segundo volume, acompanhamos um viajante, referido apenas como Wayfarer, que viaja por Agerutt, deserto onde se situava o coração da civilização do velho mundo.
Muitos viajam procurando riquezas do velho mundo presentes nas várias ruínas espalhadas por todo o deserto, que se revelam e escondem com o movimento das dunas. Já nosso viajante foge de sombras que o perseguem dia e noite.
Fugindo dessa forma, acaba encontrando uma ruína antiga, onde, através de um espelho, acaba entrando no Purgatório de Vidro, e é aí onde a maior parte do livro se passa.
A arte do livro é fantástica, Plastiboo tem um estilo muito característico que combina muito bem com esse tipo de história, os cavaleiros com suas diversas armaduras e os vários monstros e cenas de batalha presentes no livro dão uma vida e personalidade sem igual a história.
Porém, tenho que admitir, não gostei muito do estilo de narração desse livro, como a maior parte do livro se passa no Purgatório de Vidro, mesmo que várias situações diferentes e interessantes aconteçam, não traz a mesma sensação do primeiro volume.
Creio que isso se dê pelo autor ter deixado um pouco de lado a parte de "guia de jogo" que foi o que alavancou tanto o primeiro livro, pra ter um foco maior na história do Wayfarer nesse segundo volume, além de amarrar pontas soltas do primeiro volume.
Mesmo com isso, creio que valha a pena a leitura, afinal o mundo é interessantíssimo e as artes de Plastiboo não deixam nada a desejar. Vamos ver se uma continuação virá por aí.
This doesn’t quite feel like a sequel. It feels like an expansion pack. Same weird universe, new skin. The Lonely Knight is gone, and in his place we get the Wayfarer, another protagonist trudging through another half-legible myth where everything looks ugly, and the central question is why ugly somehow feels like the default setting for existence.
Like the first volume, Mist & Mirrors is less about slaying monsters than it is about diagnosing atmospheres. The Wayfarer wears armor, but the armor isn’t just armor. It’s a metaphor stacked on top of a metaphor: it covers the wounds, but it also signifies the very act of covering wounds. He decapitates strangers as a profession, but only because he’s trying to stitch himself back together. Every enemy speaks in a voice he should recognize, but he doesn’t, because for you, the reader, this is the first playthrough and the tutorial never loaded.
On paper, these books are incredibly simple if you’ve ever played an RPG. Pick up items, wander dungeons, question whether anything has a point. But the simplicity is misleading, because Vermis doesn’t let you hold it at arm’s length. It makes you accept the confrontation. You can read this as an art project or as swords-and-sorcery fan fiction, but either interpretation misses the core truth: this is about how fantasy worlds expose fears we refuse to name in our own.
So yeah. Consider me a full-time disciple.
And credit where it’s due: shout-out to Super Eyepatch Wolf for dragging this strange and beautiful artifact into my life.
A strange and unsettling narrative and sensory experience.
Having read the first book, I was curious was changed could be made upon the premise of “video game guide for non-existent game”. I was suppressed to find this book have more of a narrated story, following a character. I think in doing so, this fixes one of my criticisms of the first book, that the narration style draws the reader in TOO much, leading to an unsafe reading experience. This time around, I felt the same dark fantasy uneasiness, but now from the comfort of a character within the world.
Beyond this, I think that the use of art and intermittent lore drops make reading this still feel like a video-game, with me imagining these as the loading screens between areas.
Finally, I don’t know what they do to these damn books, but they have this smell. I’ve had multiple people back me up on this, and the smell fits perfectly for the contents within, but never before have I thought the smell of a book has elevated the reading experience. Maybe this is just by copy or something, idk. If that’s the case, my copy is better than your copy 🤪
I hadn't even finished the first one, which I have previously praised, when I just ran to buy this second volume once I heard of its existence. Again, amazing art and concepts drawing inspiration from certain videogame artstyles (dungeon crawlers, conversational adventures...) but I think it also tries to adopt a more straightforward narrative, veering further from the more official guide style we saw in the first volume. Nothing to complain about the decision itself... but I think it just doesn't work as well as that first book did.
There's a certain loss of that game guide feels while it doesn't feel as a comic book of the adventures of this enigmatic Wayfarer but also, the dark and mysterious narrative can get rather murky here and it certainly doesn't help. All in all, I don't know if Plastiboo wanted to aim for something different and taking the risk didn't completely pay off but I'm still a devotee of the faith of Vermis and I'll count the days for a third volume.
So to preface this, Vermis 2 maintains the incredible artwork and world-building that the first volume introduced. There are two simple reasons that I believe the first volume is stronger:
First, the perspective shift from First-person to Third. While the original volume made me feel like I was walking through my own Dark Souls playthrough, Vermis 2 made me feel like I was watching someone else play through it. Not an awful choice, but it leads into the second item
There is a lesser focus here on maintaining the video game facade. Vermis 2 does benefit from a more coherent narrative throughout, but I enjoyed the fake video game aspect a TON. I will say some sections do swing back to that original direction, but they are sporadic.
Overall, this book is awesome for anyone that enjoys dark fantasy and video games in general.
just as stunning as the first vermis book and developing the world even more
unfortunately i have 2 issues with this book, the first one being that its a different height and width to the first one, which is entirely a shelf aesthetic issue and doesn't detract from the art or story in the slightest, but it does frustrate me somewhat :']
the second is that, while the first book feels more like an actual long lost game strategy guide, this one is definitely more of a narrative. it follows a singular character, not us the reader, and in a way i felt like it detracted from some of the horror that id otherwise feel while reading
these are only minor issues, and i still greatly enjoyed this one, however i still prefer the first book by a mile :]
This is basically the same deal as the first Vermis, but imo it's worse. The first book felt like a video game guide that was weirdly vague and unhelpful at times, but this one is like. idk. i can't even figure out what the game portion of this one would be. it feels like it can't decide if its a fake video game guide or more of a graphic novel, which is probably in part bc the fake game Vermis II seems to have more of a linear story than the first, but it leads to the thing being a bit confused. The art is still great, and the snippets of worldbuilding and disconnected info are all still really cool, but it's not doing it for me in the same way as the original
Loved the way this volume expounded on some of the minor tidbits of lore found in the first book. I was really fascinated by the way it plays with identity of the protagonist. My one issue is that the atmosphere of the book didn’t quite hit as hard as the first one. At times it felt like the lore took precedence over the protagonist’s journey, and one of the things I liked the most about Vermis I is that it ultimately centered on the hero’s journey, occasionally giving glimpses into the darkness of the world they inhabit. Overall still a great book filled with fantastic art (as expected), and I hope that the story of Vermis can continue, even for just one more volume.
unfortunately a downgrade from vermis I :( completely does away with the ‘video game guide’ style with the second person pov and game ui aspects (despite being advertised as one?) in favour of a very straightforward third person pov story. the art as always is incredible but the story and world building just felt so lacking and mostly pointless. he goes here, then he sees this, then he feels this, then he goes here, then here. i was bored!
that being said i will be reading vermis III which seems to be going back to an actual game guide from what i can tell from the preview pages.. very excited..
Bigger and bolder to its slight detriment :( gone are the mysterious janky italian to english translations. This is a wordier journey with more of an attempt at a straightforward narrative. Unfortunately it's a half commitment which ends up making certain sections a bit taxing to read. I still think this concept holds an amazing traditional story that can be told one day, this just isn't it.
And that's totally fine. This is still gorgeous, chilling, delightfully gothic and liminal, a feast of pixels and lore and rust and blood. I will gladly slop up another five of these things, thank you