Such a disappointment. A bland, depressing and thoroughly uninteresting narrative which somehow manages to retroactively make the first installment worse.
I'll preface this by saying that I consider Worm to be one of the best pieces of fiction that I've ever read. It's got it's hiccups and flaws and issues (looking at you, timeskip), but you can tell from the beginning that it's a story with a very clear plan - even while the core narrative starts small (minor criminal heists and conflicts with not even the fate of a city at play), there are rumblings in the background that make it clear that there is more going on behind the scenes, and most of that setup is paid off in a satisfying way. This works, even over a serialized story spanning years, because Taylor is so goddamn fun to read, and because Wildbow's signature doom spiral of maximum escalation always feels like it's building to something, at least once the story really hits it's stride in Arc 8.
This ain't that.
Ward is not poorly written, but it lacks the clarity of focus and voice that made worm so compelling to read,and on top of that, it is saddled with a THOROUGHLY unlikable and uninteresting protagonist. To break it down:
1. The Protagonist
Victoria isn't interesting, either in terms of her powers (she's a mediocre flying brick with some fairly mediocre utility powers) or her character. With Taylor, you had a protagonist whose powers lent themselves to continual growth, creative reinterpretation, and a different approach to combat than you typically see in superhero stories. This made conflicts interesting, particularly because of how she managed to leverage those powers to be frighteningly effective in conflicts which, at a first glance, she ought to just lose. Victoria, on the other hand...her options in a fight boil down to 'hit it harder' and 'throw a thing'. This does not make for interesting and dynamic cape fights, not helped by the fact that she spends MOST conflicts agonizing over exactly how hard to hit people and the moral ramifications of hurting the bad guys (show, WB, don't tell.) Now, these action set pieces aren't the be all and end all of Worm/Ward, but they were a major strength of the first book, and their absence here is notable.
As a character, Victoria is similarly uninteresting. She spends a lot of time being introspective (allegedly), but nothing actually comes of it, and her behavior never changes in a meaningful way. Her main claim to fame in Worm was being a shitty teenage 'hero' who suffers one of the more horrific fates worse than death in the series, and y'know what? I never felt like she needed to be more than that. In many ways, she does not develop far past where she was in Worm, except that now, the narrative has been written in such as way as to make her continually. right. all. the. time. As a consequence, she does not significantly develop over the story, because (unlike Taylor) her perspective on the world is never meaningfully challenged, she's never forced to reassess her priorities or her (obnoxious, holier-than-though) mindset, and she remains much the same character at the end of the story as she was at the start.
In a great many cases, the story feels like it's shaping itself around her, in order to ensure that she can be included, useful, and vindicated, when none of these things really feel natural or earned. She's not particularly powerful. She's not really smart (aside from I guess being a 'cape geek', which in no way makes her qualified to outperform actual parahuman researchers.) She's got no real reason or motivation to be involved on invested in any of the central conflicts (particularly as a central figure). As a consequence, her involvement in the story ends up feeling forced and unnatural.
Worst of all, though, Victoria is passive and reactive as a character. She does not have long-term or large-scale goals or plans, she doesn't seem to WANT anything (aside from Amy dead and generic hero motives), so she ends up reacting to the desires and plans of other characters. This makes her feel uninvested in the conflicts, because in a very real sense, it's not her fight. She's just a supporting character. And the only real stake she has is her desire to win/stay alive so she can return to the status quo. There's very little emotional investment in conflicts as a result, and very little direction to the story (because plot only occurs when another character does something to force Victoria to react.) This feels especially jarring due to the frequent interludes and POV-swaps to other characters for a chapter or two, where we get a glimpse at a MUCH more interesting story, only to be dragged back to another series of chapters were Victoria angsts, gets dragged into someone else's fight, gets involved in uninteresting and confusing cape fights, angsts, and then returns to her life without materially changing or progressing as a character.
2. The Antagonists
Worm had a great rogues gallery, and most of them felt compelling, unique, and had obvious chemistry with Taylor, in the sense that there was usually some sort of personal relationship with her being forced to grow, evolve, and change from her interactions with them. Her fights with Lung informed a lot of her worldview towards fighting (hit them first, hit them hard, make them fear you), and it shows throughout the series. The fight with Bakuda had lasting consequences, and established that even her well-intentioned actions have consequences. Coil transitioned from patron to overlord to enemy over the course of several arcs, and the impact he had on the story (including being the first person Taylor personally killed) was felt (and meaningfully referenced) for arcs afterward. On top of that, the enemies Taylor dealt with had their own sets of motivations, desires, and goals, and conflict came from those goals conflicting with Taylor's own, so conflict felt organic and natural when it emerged (it also meant that the stakes weren't CONSTANTLY life and death/world ending apocalypse, though it gets there eventually).
Ward, on the other hand, has a monster-of-the-week format. Villains show up, have their arcs/involvement with the plot, and then disappear from the story and are never heard from again. The Fallen, Goddess, March (%#@%! March), Teacher...they all get their arcs, they attempt to implement their master plan, and then they are foiled and either dead or never heard from again. Additionally, there is very little overlap between the groups, and most of them come with a posse allies, which makes it EXTREMELY hard to keep track of everyone (not helped by the serial's problem with complexity creep, something I'll deal with later. On top of that, their plans are almost all of the apocalyptic or at least LETHAL variety, where loss means death for the protagonists (and possibly everyone else) so there's a reduced degree of tension. We KNOW the author isn't going to blow up the setting and kill/enslave everyone before the climax of the story, so constantly threatening to do so over and over becomes dull and tedious. Whereas with Worm, there were fail states for our protagonists other than death (in part because they ALSO had proactive goals they wanted to accomplish), so there was room for failure, partial victories, Pyrrhic victories, in addition to out and out success, in Ward there is no room for that. Which not only means that the scenarios leading to Breakthrough's involvement feel artificial (where are the real heavy hitters who should ACTUALLY be dealing with the planetary/interdimensional class threat?) It also means that the only possible reasonable outcome for most confrontations IS success, because failure means the story just ends (and consciously or subconsciously, the reader knows that won't happen).
Also, I have to mention March. AKA the worst piece of writing I have ever, EVER seen out of a writer as otherwise talented as Wildbow, and 100% emblematic of the villain problems that this series has. Shows up largely out of nowhere (aside from some background mentions), has an apocalyptic/world-destroying plan (I say plan, but in reality there is no actual motivation there), proceeds to body literally every major top-tier hero from Worm because plot armor (I mean, 'implausible power hacks'), apparently kill several much better written characters, then die in what is the ward-equivalent of a cutscene. No emotion, no tension, no real buildup, no clever applications of powers, she just swoops in, does her thing, then dies unceremoniously once her purpose has been fulfilled. Terrible arc, left a bad taste in my mouth, only mildly alleviated by the fact that said much better character does not actually die, and thus the damage to the series wasn't as bad as it could have been.
3. Complexity Creep
Holy hell does this series have a problem with power complexity creep, which in turn shifts one of the greatest strengths of the series (the innovative power system) into a confusing and jumbled mess.
In Worm, almost every single cape's power was (relatively) easily comprehensible. Skitter controls bugs. Grue makes darkness. Armsmaster makes super science weapons. Tattletale has superpowered intuition. Sundancer creates a miniature sun. Battery stores up energy and releases it for bursts of extreme speed and power. Legend has laserkinesis. Lung slowly morphs into a dragon over the course of a fight. The capes that DON'T have easily comprehensible powersets are the exception, not the rule, and they stand out because they ARE so weird and unusual (like Coil). Of course, there's more to each cape's powerset than the brief description tells you, but the snappy, sound-bite description makes it easy to visualize and understand what each cape can DO at any given time (critical when you have action scenes involving easily a dozen capes). Some of the extra details are critical, others end up not mattering (though they assist in worldbuilding, because they add to the sense that the setting is fully realized and fleshed out), but rarely do they feel completely out there or nigh-impossible to comprehend (and when they do, again, it's the exception which stands out and becomes memorable). This makes (particularly) action scenes (a highlight of worm, and a lowlight of ward) snappy, easy to follow, and reasonably comprehensible, because the AUDIENCE understands the situation, they understand (roughly) the options available to all those involved, and if some of the things that Taylor pulls off feel a tad implausible (lots of the things she does with silk feel...off), they're at least reasonably thematically consistent with her character, her mindset, and her powers.
In Ward, things ain't like that. EVERY new power that is introduced needs to have at least one WEIRD and OUT-THERE aspect to it. I'd be hard pressed to tell you what most of the new characters powers actually DO in ward (except for the core cast, and that's only because they're exhaustively and repeatedly explained to the audience.) What the hell is up with Nursery? Why can Lab Rat do half of the things he does (and more importantly, WHY, except to squick out the audience?)This is not helped by 2 secondary issues:
1. The number of cluster capes: Look, I get that this is a running theme through many of the arcs/antagonists, what with Rain's cluster, Goddess, March, etc, but it does not assist in making your characters well-defined and memorable when each of them has 4-5 distinct powers, in some cases without any apparent synergy between them (looking at you, Rain). Like...in Worm, cluster capes tended to either follow a theme (Circus) in terms of powers, or they tended to have synergistic and cohesive powersets (Foil). In Ward, many of them just seem to get a bunch of random powers that add needless complexity to scenes without actually adding to the story itself.
2. The aforementioned monster of the week problem. So many characters show up for a fight, do their thing, then die or are removed from consideration, potentially coming back for one more brief appearance later. This means that in the space of a scene, the reader needs to understand who the combatants are, why they're fighting, what the respective goals are, and what each new cape's powerset is, without the aid of the aforementioned heuristics. Again, contrast to worm, where you got ADDITIONS to the cast of characters from arc to arc, but you also had many characters that were around for an extended period of time, such that we were able to get familiar with their character, their powers, and to some extent their role and mindset, often BEFORE we had to parse them into an action scene.
On top of the above, Wildbow seems to have developed a serious fetish for finding ways to make minor powers highly impactful, which I'm GUESSING is an attempt to recreate something that worked for a very small number of characters in Worm (Alternatively, it's a desperate attempt to make Victoria seem interesting in action scenes). Either way, it becomes seriously grating to have an otherwise decently written action scene GRIND to a halt because WB wants to make damn sure we know that Rain's 'mild aura of guilt' is a useful and impactful power. Or that Victoria's emotion aura is way more valuable than her strength, durability, and force field. This (again) feels extremely contrived, particularly with how often it happens.
4. It degrades the original
If you read any of my other reviews, you probably know that I rate a work much, much more harshly when it degrades previous, otherwise good works in a series. Thankfully, Ward does not ACTUALLY ruin Worm, because Worm had a complete and satisfying ending (excluding Teneral 5, ignore that chapter's existence). However, it DOES degrade it's ending (Which left a lot of questions unanswered, but in an interesting way which encouraged speculation about what came next) by showing us that what comes next is...boring and uninspired. The survivors just rebuild a new city, much like the old cities (but without any of Brockton Bay's character), then they get (nearly) obliterated by the shards a few years down the line, because it turns out that the main resolution to the climax of Worm DIDN'T actually save the world,/resolve the main threat it just pushed things down the road a bit. Which, in turn, degrades the entire plot of worm, Taylor's journey, and her ultimate sacrifice. Feels a bit like Rise of Skywalker, in that respect - pulling the rug out from under previous entries in the name of cashing in on the setting by refighting the same battles that we thought were resolved in the original.
Also, the revelations about Amy and Victoria were gross, unnecessary, and (in my view, whatever WB may say), an outright retcon of Worm. Sexual assault should not be forced in just to be edgy, and the change makes several characters look like idiots or monsters.
Anyways, out of characters. /endrant.