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358 pages, ebook
First published February 24, 2017
Viridian Gate Online #2: Crimson Alliance – Review by Kiba Snowpaw
Introduction:
Alright, pups and packmates, settle in. Here’s my cold, sharp-fanged take on Viridian Gate Online #2: Crimson Alliance by J.A. Hunter—a follow-up howl in the LitRPG wilds, first published February 24, 2017. This one’s still fantasy with a post-apocalyptic twist, and it’s a direct sequel, so you’d better have chewed your way through Cataclysm first. If the first book was about running from extinction, book two is about staking your claim in a world where the old rules are as dead as a frozen hare. Spoiler: it’s not all smooth snow.
Plot Summary:
Three days after virtually “dying” to escape an asteroid-blasted Earth, Jack “Grim Jack” Mitchell finds himself deep in the digital wilderness of Viridian Gate Online. Instead of settling into a fantasy vacation, our shadowmancer has to deal with a raging power struggle. There’s a tyrant emperor on the rise, old-world crime lords turned in-game supervillains, and a misfit alliance that looks about as reliable as a pack of stray mutts. Jack's plan? Build a resistance (the Crimson Alliance), snatch a city, and outwit enemies on all sides—player, NPC, and AI alike.
The world’s still fantasy medieval, but the stakes feel bigger, the scale wider, and the politics messier. There’s no reset button. Every alliance, betrayal, and backstab can be for keeps, especially with the real world wiped off the map.
The Author:
James A. Hunter is grinding out his name as a LitRPG mainstay. His Yancy Lazarus series shows his knack for urban fantasy, while Viridian Gate is his flagship into MMO mayhem. Hunter's style: brisk, punchy, and heavy on the action, often favoring energy over introspection. No major literary trophies on the wall, but he's a reliable alpha for fans who crave their genre with plenty of hit points and just enough bite to keep you turning the pages.Does he always deliver on nuance or emotional depth? No, but he’s consistent in his craft.
Characters:
The pack is back and bigger—Grim Jack, still uncomfortably noble and sometimes naive for a survivor, is at the center. He’s now leading the Crimson Alliance, juggling strategy, shadow magic, and a bunch of quirky followers. Cutter the rogue still brings the best banter and comic relief, now with a bit more depth. Abby’s presence fades a little, more plot device than dynamic partner. We meet more players and NPCs (and the line between them is getting blurry). Villains ramp up: Carrera the cartel boss gets a real showing, but he’s as subtle as a blizzard and not much deeper than a pawprint in fresh snow. Supporting characters get some love, but most are still built more for function than feeling—think “raiding party” more than “family.”
Structure:
Chapters are short, pacing is relentless, and the story rockets from battle to politics to city-building to another boss fight. Hunter isn’t afraid to skip over grind and jump straight to the “good parts”—but this sometimes means essential development is lost in the rush. Narrative sticks mostly with Jack, first-person, giving us his inner thoughts (sometimes too much—he can overthink like a wolf chasing its tail). But the relentless focus on Jack leaves the supporting cast a little underfed.
Themes & Analysis:
Survival, freedom, power, and digital identity—those are the bones buried under the snow. Crimson Alliance tries to bite into deeper questions: What does it mean to lead? How do you build something lasting in a world that can delete you? What’s the value of AI “life” when players are code too? But just like in the first book, most themes are only scratched at, not chewed to the marrow. The “faction wars” and city politics show the dangers of feudalism and power consolidation, but Hunter prefers action to philosophy.
Scenes:
Don’t come looking for heat or fur-flying romance. The closest thing to “romance” is a little loyalty and a few awkward glances—this is PG, swords out, not shirts off. The dynamic with Abby is teased but stays cool as a snowdrift. The focus is on alliances, battles, and the drama of leadership, not harem antics or steamy dens. Even monster scenes (like the spider queen) play it straight—no forced sex-appeal, just menace and alliance-building.
World-Building:
This is where Crimson Alliance still shines. The MMO world of Eldgard is big, dangerous, and more immersive than most. Cities, factions, monster alliances, politics, and hidden AI agendas add layers. There’s clever stuff: rare classes, custom spells, game-mechanics-driven politics. But there’s also confusion: sometimes mechanics shift, skills get retconned, and you’re left wondering if the author’s keeping track of his own rules. The setting is solid for action, but maybe not the best den for those seeking deep lore.
Praise & Critique:
Praise:
- Energetic pacing, never a dull pawstep
- Faction-building, city conquest, and politicking make for great “pack vs pack” drama
- Expanding cast and world, plus improved stakes
- Still a great “fun” read for LitRPG junkies
- The overminds (AIs) add a new layer of intrigue and manipulation
Critique:
- Jack’s a little too good at everything—shadowmancer, strategist, tank, DPS, you name it—sometimes feels like he’s running with God Mode toggled on
- Supporting characters often get left in the snow, especially Abby and new allies
- Emotional fallout from Earth’s destruction is handled with a paw wave; too little grief, too little humanity
- Some narrative jumps are jarring—plot points appear or vanish like a fox in a blizzard
- Mechanics are inconsistently applied; rules shift for the sake of drama
- Dialogue and inner monologue sometimes border on tedious, especially when Jack overthinks every move
Comparison:
Compared to Book 1, Crimson Alliance dials up the action and strategy, but at the cost of some emotional resonance. It’s still more grounded than power-trip LitRPGs like The Land, but not as philosophical or dark as Awaken Online. Fans of classic “underdog alliance” stories—think Sword Art Online if it had more politics and less teen angst—will find plenty to chew on here. Against Hunter’s own work, this book is a natural evolution—more at stake, bigger fights, slightly deeper world.
Personal Evaluation:
As an ice alpha, I came into this looking for deeper bite, not just a bigger bone pile. The book had me running with the pack, enjoying the fast pace and high-stakes battles. But, truthfully, I wanted more from the character dynamics and the world’s emotional stakes. Sometimes it was hard to keep track of who was where or why things escalated so quickly—almost like the author hit fast-forward and forgot to check if the pups could keep up. Still, I had fun, and the “pack politics” tickled my strategic brain. If only Hunter would slow down, let us feel the snow under our paws, and mourn the world we lost before building the new one.
Conclusion:
Crimson Alliance is a high-energy, high-stakes LitRPG that’s all about pack survival, fast conquests, and alpha challenges. It stumbles in emotional depth and consistency but still delivers on the promise of wild MMO adventure. If you’re here for a quick, thrilling read with a bit of strategy and a whole lot of fighting, jump in—just don’t expect your heartstrings to get much tug. 7/10 frostbitten pawprints from this alpha—fun, flawed, but worth a run through the snow if you’re already on the trail.
Stay sharp, never trust a cartel boss, and remember—sometimes the best alliances are forged with the unlikeliest pack. Kiba out.