“FANTASY HEARTBREAKER,” Part Four Our heroes reach the civilization of Glass Town and do what heroes have always done upon reaching civilization. As in, go to the pub. As it’s DIE, you can guess people don’t exactly get happy drunk.
The dog bit destroyed me... But it's brilliant writing. It's so very human to want this one small thing in the mist of everything that's going wrong, and it's so very human to be willing to inflict oneself with unbearable pain for just a flitting moment of pure happiness. Gillen's talent when it comes to characterization is unmatched, and Stephanie Hans' art sublimates every emotion he creates.
In issue four, the party makes it to Glasstown, the resting stop that will hopefully provide them with a way to get to the Gamemaster and maybe convince Sol to let them all go home. But few things are easy, particularly when the GM has a very good motivation to put obstacles in your path.
More than any of the previous issues, this one feels like horror. From the lack of requirements thrust upon the Godbinder to the introduction of the Neo's dog to the beauty and camraderie of Glasstown, you can just tell that it's about to all come crashing down. Almost wish I had waited a month to read this as I wouldn't then have the interminable wait to find out what happens next.
A typical D&D game usually (or so I've been told) has some down time, when the adventurers have finished one major battle or campaign and they need to regroup while the game foreshadows what is about to come while they congregate in a small town, or the local pub. That's exactly what we have in this episode.
The team has reached Glass Town, and Sol's handiwork is all over it, including statutes of him lining the streets. When they arrive, they are soon recognized as "The Paragons". We are given no explanation as to why this group is considered models of excellence... especially since we have seen in the past three episodes that they are so far from perfect such a title is laughable.
WE get more information about Sol's misrule and the people who have lived under it, we learn more about Isabell's power and connection to the gods, we see Matt's relationship with his family and why it is so easy for him to connect to his emotions, Ash deflects a question most readers want an answer to, Chuck seems to undergo some character growth, and Angela has a touching moment with … her dog.
But then their new reality comes back into sharp focus when they are told there was a list of tasks that must be performed, yada yada yada. And that's why my favorite part of the arc (so far) happens. I won't spoil it here, but suffice it to say, I am a fan of Ash's proclamation!
At last, an opportunity to get some more information about the cast of characters. Kinda. Sorta. We do get back story for one of the cast. A question that's kind of been left open ended since the start of the run is asked of a second character and no answer is given because they don't really have an answer to give. And we have a few little bits of information scattered in there regarding the others that are just sort of dropped in passing. All while the cast waits for information on how best to proceed on their journey. And once they have that information, it seems they've decided to try to apply some TNT to the railroad tracks they feel they're on.
This feels to me like the second issue in a row that's a bit of a breather. And considering where the issue ends, I fear that I'm going to be very glad for the break we've had come the next issue.
I have no idea how they’re pulling this off so well but I’m happy about it. My only real complaint about this is my complaint about all contemporary popular comics: too fast re: pacing. I understand the appeal of making single issues really pack a punch and stand somewhat I dependently, but how much better would this be if it took longer and we got more gorgeous artwork and not everything had to be a badass line or zinger? D&D does not move this fast, and people still listen to and watch other people play it, so we know it could work here too. I know a goodreads review isn’t gonna change an industry. Anyhow I should’ve just bought the trade paperback, but it wasn’t stocked at my local comic shop. Oh well. This series is so good, you should treat yourself to it!
This issue hit me right in the feels. Seriously. Okay, that’s my biases showing and I know it (and if you know me, you can probably guess what happens, at least in general terms). It was a brilliantly done issue though. They took some time to lay out the groundwork for a bunch of the characters we didn’t know that well. They also showed up more of the world itself, which is greatly appreciated. Two moments in particular were really rough for this issue. One was a bittersweet sort of moment; the other was realizing what one of the characters had gone through. Both the story and the event helped to make these characters more real, and I loved that.
I also remember how much dwarfs drink. So this isn't a good idea. But for the first time here, I'm smiling.
Creo que este es el que más me ha gustado (?) Ya se ve un poco el pasado de cada personaje y en la forma en la que acaba te deja con ganas de más. Además hay un perrete robot <3
Die #4 sees the party enjoying a few pints in Glass Town. A typical RPG interlude. Ok, maybe enjoying and typical are not the right words… Isabelle, Matt, Angela, and Chuck reveal interesting aspects of their past, including something that was foreshadowed on page 2 of #1. Though there’s little action, #4 is far from boring.
This issue picks up a lot for me and helps me to understand the tone of this book. Getting to know these characters really is going to make the stakes even higher as the series progresses.
This book continues to be beautiful and amazing. No action in this one really, but plenty of character moments. I especially liked Matt's flashback scene.
I like how the characters are so human . How Gillen shows the needs of the characters,their pain and their emotions by inflecting it on their acts is done superbly.