A review by danilanglie
Critical Role: Vox Machina Origins Volume II by Matt Mercer, Jody Houser, Critical Role

4.0

I think this is a lot stronger than the first volume! The character voices are a little smoother and feel similar to what I'm used to at the table. I will say, that if I'm going to compare this to The Adventure Zone graphic novel series, TAZ does it better. It's really apples and oranges, and I know they're not trying to do the same thing with their series, but with Critical Role's attempt, I feel like I'm reading something set in a fairly generic fantasy setting, with some fairly generic characters... they don't come to life for me the way it does when I watch Vox Machina sitting around the table playing D&D. The comic doesn't lean in to its origins as a tabletop game, the way TAZ manages to do.

I really liked Pike and Percy's introductions, especially Pike, who managed to be sweet without cloying, and badass without turning into a cliché. I loved seeing the group split up and getting to highlight some different dynamics, too. Keyleth has been a surprising fave to me in the comics, since i think her naïve outlook could be too extreme, but there's a nice balance between her knowing what she's doing and contributing to the group, while also having that wide-eyed wonder that allows her to be something of an audience insert.

I'm glad they're doing a Volume III, and I'll get around to reading it when it's collected in an omnibus!