Stronger narrative continuity and enduring character development successfully pushes REINCARNATED INTO A GAME AS THE HERO'S FRIEND v2 to be better than the previous installment. Viscount Zehrfeld is still crammed between administrative muck, his military duties, and assorted game-driven cues to ensure Mazel, the hero, does his thing. Fortunately, more and more people are starting to pay attention when the viscount speaks.
HERO'S FRIEND v2 is a stronger, easier-to-read volume. Readers will encounter fewer slow-turning plot devices, more (identifiably) actively nefarious secondary characters, as well as more deliberate engagement between the point-of-view character (Werner) and his environment. In terms of delivery, readers are thankfully spared much (but not all) of the author's excruciating preference for rhetorical asides that diverge substantially from the actual narrative. The previous volume was so overloaded with useless worldbuilding and background information that one could skip a half-dozen pages and miss nothing. Wonderfully, HERO'S FRIEND v2 is different. Mostly.
As for what, exactly, is different in the current volume, one finds a more compelling story: unrest in a neighboring land sends five thousand refugees flocking toward the capital of the Kingdom of Wein. Knock-on effects arise in due order: heightened demon and beast presence; resource scarcity; division of military support/forces; political bickering and bargaining. Each new problem perpetuates another, and the young viscount struggles to keep his head above the fray.
The novel's strength rests in how it wields Werner's intermittent virtuosity as a multipurpose tool to each new problem. A multipurpose tool, one notes, that is never perfect, but often just good enough to get by. Werner must focus on keeping the refugees safe, but is keenly aware of the threat of beasts in the wilds. Werner must focus on strengthening the capital from an inevitable game-event attack, but is keenly aware of the nobility's strong desire to retake a lost military stronghold a few days' ride away. Werner must focus on maintaining a low profile among the numerous factions in the capital city, but refuses to overlook a good idea whenever it arises (e.g., engineering better aqueducts; instituting more effective battlefield tactics).
HERO'S FRIEND v2 is far more engaging because of the perpetual motion of Werner's accidental genius. The guy doesn't want to stick out, interrupt, or be a nuisance, but he's prone to over-work and never let's a decent idea slip by. As such, the story allows important secondary characters to take up Werner's ideas and move them along. In some cases, the story shoots his ideas down, and forces the guy to come up with something else entirely. One comical example sees the young man proposing a taxation method to help pay for the refugee's absorption of food and resources. The kingdom's high authorities agree, but not in the way the young viscount thinks.
The book pleasantly splits its time between pushing the presumptive hero-story and sticking with Werner's individual experiences. The story of Mazel and his destiny continues to unfold (e.g., gaining new allies, receiving new gear), but the author smartly and effectively pivots the perspective and events of the actual novel away from the hero stuff and closer toward everything happening behind the scenes: the maps behind the infiltration; the tactics drawn up prior to the battle; the alliances that permit the calls to arms. HERO'S FRIEND v2 reinforces the notion that this novel series is about the paperwork, not the bloodshed.
Nonetheless, bad habits are hard to break. Do readers truly need four whole pages on the inner workings of the postal service? Do readers need another four pages dedicated to articulating the measurements associated with feeding mobile populations? Or several more pages with wan comparisons to Roman-period supply lines? Do readers need four or five pages dedicated to nobles' home architecture and individual room use?
No. Obviously not. The book's worldbuilding, although less aggrandizing here than elsewhere, remains a patch of brambles. On their face, these interruptions appear helpful (e.g., discussing how to feed large populations during a refugee evacuation plan), but the reality is that they routinely disrupt the actual story. Starting a new chapter section with a half-dozen pages of worldbuilding tends to pull one out of the adventure (and put one to sleep).
The expanded cast of secondary characters is also worth mentioning. The battle to retake a fallen keep requires substantial military power, and the joint effort to escort the refugees likewise requires substantial arms and armor. The number of names and titles thrown about are confusing, and readers would definitely benefit from a hierarchical list or tree of some sort. Even so, a few new faces spice up the story. Duke Seyfert, an 80-something "old war dog" takes a liking to Werner and enjoys the young man's odd, single-minded dedication to each task. Count Engelbert, a 40-something martial noble with a discerning eye isn't so convinced, but he's willing to give the kid a shot.
Hermine Fürst returns and has a bigger role, which is great for multiple reasons. Aside from being the only female character of note in the whole novel, the young woman is clearly capable of holding her own. Whether she's clever enough to sniff out her problematic older brother is another question entirely.
Interestingly, REINCARNATED INTO A GAME AS THE HERO'S FRIEND v2 leans more heavily into the narrative-counternarrative dilemma the main character spied in only small snippets in the introductory volume. That is to say, Werner's observation of diversions from established game-story.
The viscount is increasingly cognizant that he's influencing the story (or, intriguingly, that the story itself is cognizant of his influence): "Was that my fault? Or was this just the game course correcting itself?" (page 151); "I was starting to notice more and more discrepancies from the original plot. I got the feeling that holding onto preconceived ideas about the future posed is own risks" (page 261). Werner believes he must be "wary" of the game's "finer points" moving forward, due to these progressively common narrative aberrations.
HERO'S FRIEND v2 is a good book; it's a better book. Werner's battlefield adventures are perhaps the more compelling facets of the story, but the action is often suitably balanced with back-room council meetings and stuffy banquets. Readers should enjoy the main character's detailed descriptions of massive, fanged sheep and deer with bladed antlers, because there's going to be plenty of paperwork to follow. Readers should enjoy Werner's private investigation skills (e.g., Who is burning down abandoned buildings? Who is paying off slimy town guards? Why do some beasts beget treasure and others none?), because chances are high a new and shiny distraction will follow only a few pages later.