The Adventure Zone: The Crystal Kingdom By Clint McElroy,Griffin McElroy,Travis McElroy,Justin McElroy

Audio Book The Adventure Zone: The Crystal Kingdom with FREE MOBI EDITION Download Now!



Kindle Store,Kindle eBooks,Comics, Manga & Graphic Novels The Adventure Zone: The Crystal Kingdom Clint McElroy,Griffin McElroy,Travis McElroy,Justin McElroy
 4,9


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Audio Book The Adventure Zone: The Crystal Kingdom with FREE MOBI EDITION Download Now!


Based on the blockbuster podcast where the McElroy brothers and their dad play a tabletop RPG and illustrated by cartooning powerhouse Carey Pietsch, The Adventure Zone: The Crystal Kingdom takes this #1 New York Times bestselling series to haunting new heights.A desperate call for help interrupts holiday celebrations at the Bureau of Balance, and sends Taako, Magnus and Merle on a high-stakes mission to find and Reclaim a fourth deadly relic: a powerful transmutation stone, hidden somewhere in the depths of a floating arcane laboratory that’s home to the Doctors Maureen and Lucas Miller. An unknown menace has seized control of the stone, and is using it to transform the lab into a virulent pink crystal that spreads to everything it touches. It’s only a matter of time before this sparkling disaster crash-lands, but in order to find the stone and save the whole planet from being King Midased, our heroes will have to fight their way through a gauntlet of rowdy robots and crystal golems, decide whether they can trust the evasive Lucas Miller, and solve the mystery of what—or who—has put them all in peril, before there’s no world left to save.

At this time of writing, The Ebook The Adventure Zone: The Crystal Kingdom has garnered 8 customer reviews with rating of 5 out of 5 stars. Not a bad score at all as if you round it off, it’s actually a perfect TEN already. From the looks of that rating, we can say the Ebook is Good TO READ!


Audio Book The Adventure Zone: The Crystal Kingdom with FREE MOBI EDITION!



If Petals to the Metal was the first truly great arc of The Adventure Zone: Balance, The Crystal Kingdom was in some ways the first truly important one – one that allowed Griffin to start laying groundwork for the bigger mysteries of the campaign and for the world-building that would pay off dozens and dozens of episodes down the line. It was a tight story of a falling space station that could “Ice-9” the planet, but one that also opened the gates to the world of the dead, introduced perhaps one of the most iconic NPCs, and delivered a lot of needed exposition in between all of the usual goofs and silliness.In other words, adapting The Crystal Kingdom required a lot of work, and it’s notable just how good of a job that the McElroys and Carey Pietsch did here with turning this sprawling story into a cohesive, coherent graphic novel. More than any of the previous entries, The Crystal Kingdom gets adapted – entire sequences are removed or shuffled around, a key character interaction is entirely redone, and so much more, all risking the ire of die-hard fans who no doubt were wary of any changing of the podcast. And yet, every one of those changes is great, allowing the story to breathe and emphasizing its strongest points, leaving behind basically no scar tissue and indeed making the somewhat sprawling saga more digestible and clear. (It’s also worth noting how smartly Pietsch and the McElroys make the changes; without getting spoilery, they often find a way to have their cake and eat it too, making big changes to their story but keeping the fans in the loop and even finding ways to deliver the payoffs without the scenes ever happening.)The result is honestly the strongest story adaptation to date, one that incorporates the ability to foreshadow later events (and to prune out things that don’t matter) and marries it with a stronger sense of who the characters will end up being and who they developed into. Letting Merle’s crisis of faith hang over the issue makes his character development all the stronger and nicely pulls together some of his key moments, while knowing the role that someone like Kravitz will ultimately plays allows his characterization to come together more tightly and seamlessly from the outset. It’s a great adaptation of the podcast arc, and one that really feels like they understood how to change things for a graphic novel format as opposed to a weekly “actual play.”That all being said, there’s no denying two major weaknesses of the graphic novel, and both unfortunately fall at the feet of Carey Pietsch. Pietsch does a ton right here – her art absolutely nails the spirit of the podcast, conveying its tone and warmth through character design and art style alone, to say nothing of the way she peppers the frame with details that work for fans but never feel intrusive. Indeed, it’s hard to see so much of what Pietsch has done here and not think of how lucky we are to have an artist so much on the McElroys’ wavelength.But it also has to be noted that Pietsch has two weaknesses, and each has only grown and grown with each successive volume. The first is an overuse of sound effects, which have gone from endearing to irksome to actively frustrating here, as the sound effects overtake sharp panel design and ultimately distract from the good art, and “telling” the audience instead of “showing” even when they’re not detracting from page layout. (The biggest single offender here is the cosmoscope introduction, a gorgeous page design that’s genuinely cluttered with unnecessary sounds that hurt the impact of the beautiful art.) The bigger offender, though, is action sequences, an area that Pietsch has always struggled a little bit with. That struggle is on full display in the volume’s opening battle, a showdown which is genuinely incomprehensible (I even had someone else read it to see if they could follow it, and no dice), leading to lines of dialogue that I couldn’t follow and action that left me baffled. (There’s also a key example late in the book, where we’re supposed to be able to tell that something is happening, only for it to be left entirely impossible to follow.) The Adventure Zone has never been about combat, to be fair, but any D&D story – and pretty much every fantasy epic – has to have its showdowns, and Pietsch’s weaknesses here are starting to genuinely lead to issues with the storytelling.That all being said, if you made me choose between “perfect action sequences but the tone is off” or “the tone and mood are perfect but the action is wonky,” I’ll pick the latter every time. Do the volumes have some issues? They do…but at the same time, they’ve also captured so much of what I loved about the original series, bringing it to a new form and telling the story in a way that both honors the original but finds a way to adapt it. There are some warts along the way, and it’s not perfect, but it’s also wonderful in so many ways that the strengths far outweight the weaknesses. In the end, doesn’t it say everything that, even with my issues, you know I’m ordering The Eleventh Hour as soon as it gets announced?


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