Baldy. Last time we saw them they had just saved the village of Mudwich. As a result they're invited to the capital of the Kingdom and once there are invited to a fancy dinner with some local nobles.
From here on things naturally take a few turns towards the predictable unpredictable. As you might imagine Shorty isn't exactly a calm guy and Baldy is far from discrete. When they're framed for a little something something they didn't do all hell breaks loose and the find themselves against all of Urbia's population.
There are minor spoilers ahead. Tread carefully.
How is it?
As soon as you turn the first page you know that something will go horrifically wrong. Shorty and Baldy are invited to a formal dinner with the nobles of Urbia. Can you imagine these two among civilized people? Me neither. Fate has it that the hooded assassin from the first story arc also has an interest in that very same dinner. Then a something something happens and thus begins a new adventure.
I don't know if Jim Zub intended to mimic the standard structure of a RPG game or not, but this story arc has a lot of similarities with it. Breaking down this story arc in a RPG game perspective:
- Heroes get to new town;
- Immediately are introduced to local problems, thus creating a new main quests;
- Eventually meet new (and opposing) factions;
- Then have to build reputation with said factions by completing quests for them;
- There has to be a quest for gear in order to overcome new challenges;
- Faction quests conflict with each other, or in other words, the heroes can't make everyone happy;
- Confrontations with increasingly difficult bosses;
- To win the final boss confrontation the heroes need to rely on the participation of one of those factions;
- Heroes move to the next town.
Originally Published at Reading Graphic Novels http://readinggraphicnovels.blogspot.com/2013/04/review-skullkickers-volume-2-five.html