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Filled with humor, charisma, and brilliant self-awareness, Dungeons & Dragons: At the Spine of the World impresses and entertains.
Dungeons & Dragons: At the Spine of the World is a fast-paced, delightfully engaging collection of the first four issues of the At the Spine of the World arc from IDW’s Dungeons & Dragons title. The collection follows the adventurers Runa, Saarvin, Patience, Amos, and Belvyre as they come together under unlikely circumstances and slowly realize they may hold the future of the frosty Icewind Dale in their collective hands. With majesty and grandeur of setting that meld wonderfully beside the humor and levity of the characters, At the Spine of the World strikes just the right tone for a fantastic Dungeons & Dragons read.
Written by Aimee Garcia and AJ Mendez, drawn by Martin Coccolo, and colored by Katrina Mae Hao, At the Spine of the World takes classic Dungeons & Dragons concepts and molds them into an extremely charming narrative with colorful, magnetic characters and some gratifying twists and turns along the way. The narrative moves along at a breakneck pace but always makes space to slow down and enjoy itself rather than cramming too much into each issue. At the Spine of the World‘s best feature is that the book feels, incredibly, like a real, tactile adventure. It reads as though the characters both understand the truly dire circumstances they have landed in and simultaneously never take a moment too seriously. It is this beautiful blend of moods is that makes At the Spine of the World read so smoothly.
There is incredible ease with which Garcia and Mendez have imbued in the script for At the Spine of the World that makes both the narrative and the characters irresistible. Though on face value the book is largely conventional, the style and charisma with which the characters interact with their world and each other are so subtlety satisfying that the book will hook readers into the tale. There is a warmth that permeates through the panels that feel both fun-loving and grandiose. Even momentary side characters manage to steal the spotlight. Characters interact with the story in ways that feel like an expert DM is adding a bit of dramatic flair to a tabletop session. All in all, the writing on At the Spine of the World dexterously jumps every hurdle with ease, and results in a wildly enjoyable read.
Martin Coccolo’s pencils on At the Spine of the World doesn’t disappoint either. Though, as with the script, no conventions are being breathtakingly upturned here. Coccolo delivers page after page of strong, bold graphics that focus on selling character interactions and personality. A focus that yields incredible dividends when it comes to selling the bonds between the main characters, as well as the severe tone of the book’s villain. While it takes place in a tundra, which would make it easy to rely on a bland, icy wasteland, Coccolo cleverly understands just how essential the expansive land of snow and ice is to the feeling of the comic, and succeeds beautifully. Color-wise, Katrina Mae Hao uses a palette that accentuates the bright colors of the heroes and hides the darker undertones of the villains. While the colors and panels lack the easy subtlety of the script, both elements will mesmerize the reader.
At the Spine of the World is a wonderfully paced adventure with undeniable humor and heart strung throughout its pages. The book never demands too much or takes itself too seriously. It understands its purpose entirely. An easy read, At the Spine of the World, features a strong cast of dynamic characters, some wonderful artwork, and an exciting adventure.
Dungeons and Dragons: At the Spine of the World is recommended for all comic fans, though certainly, those familiar with Dungeons & Dragons have a bit of a head start. That being said, the book is accessible, witty, and fun to read. For anyone looking for an exciting and refreshing new comic to pick up, At the Spine of the World‘s trade paperback does not disappoint.
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