Russ Pirozek, Fanbase Press Contributor

Russ Pirozek, Fanbase Press Contributor

We're now in the back half of the series, and it's become pretty apparent that the world is totally off the rails. With under 500,000 genies left for the remaining fifty million humans still on Earth, the landscape of the planet has changed so much that it's hard to even recognize what once was. Thankfully, havens like the Lampwick are still safe and untouched, thanks to the quick thinking of its owner; however, as months pass and it becomes impossible to even go outside without risking a swift death, the world slows as the characters we've been following are basically stuck inside the bar.

Here we are, eight weeks into the cataclysmic event that brought genies into the lives of every single person on Earth, granting them each one wish. With those wishes has come an incredible amount of destruction, death, and bonding, as a small group of people inside a dive bar called the Lampwick have found themselves protected thanks to a wish from the owner. In the eight weeks since things began, the world population has decreased significantly with the granting of wishes. People have become whatvever they wanted, helped others, hurt others, and made generally selfish wishes. But with time comes clarity, and, finally, this issue begins to unravel not just what is happening outside the Lampwick, but why it's happening, as well.

Eight Billion Genies returns, and with it comes the continuation of one of the wildest comics in recent memory. We're "eight days" into the story, and with about half of the world's wishes granted, we've also seen about a quarter of the world's population meet their end. Thankfully, though, none of those people are inside the Lampwick Tavern which is wish-proof, thanks to the wish of the bar's owner.

Ryan Browne and Charles Soule have returned for the second issue of their latest collaboration, Eight Billion Genies. In what feels like a spiritual successor to their previous hit, Curse Words, this series takes all of the beloved weirdness of their work together and ups the intensity, something that has to be seen to be believed.

Well, it happened again. Image Comics let Ryan Browne and Charles Soule make another series. Regardless of how good of an idea that is for the world at large, Eight Billion Genies is here, and it's just as delightfully ridiculous as anything else these two creators have put out. Somehow, they managed to put Browne's previous hit, God Hates Astronauts (as well as their previous collaboration, Curse Words), to shame, and we've only gotten the first issue.

We've reached the end of this first series from Critical Role's latest comics foray, and with it coming to a close, we get a full view of a beautiful story and of the incredible environment that is Exandria and the Kryn Dynasty. With Leylas Kryn, the Bright Queen of the Kryn Dynasty and her partner Quana dealing with the consequences of their journey, it will be up to them to figure out what to do when their child goes through a dangerous transformation.

The end of the first season of Prime Video’s The Legend of Vox Machina is upon us, and it’s - to take a word from our favorite flirtatious merchant - glorious. The final three episodes of the show have taken a major turn, as the group of burgeoning heroes known as Vox Machina have continued their quest for revenge and the reclamation of Whitestone, the ancestral home of Vox Machina member Percival De Rolo. In doing this, they have discovered the intricate plot of the wicked Briarwoods, a power couple that has all the wrong intentions.

Things have certainly picked up as the first season of Critical Role’s Prime Video series has moved past their halfway point. As the back half of the season kicks off, events are beginning to unfold as the group of plucky, would-be heroes has continued their attempt to restore Percival’s ancestral home of Whitestone from the villainous horrors known as the Briarwoods. As this season has continued exploring this part of Vox Machina’s story, it’s become increasingly obvious that this show has found its footing, bringing so much of what made the streamed game so rewarding into this medium.

The legendary (at least, in the future) adventuring group known as Vox Machina has returned as they continue their early misadventures. In this penultimate issue, the team continues to unravel a mystery in the city of Westruun -- a mystery that features an old ally, a false imprisonment, and a mighty dragon. After the group dealt with the ancient being in the last issue, they now face an utterly less terrifying, but still important, task: freeing Realmseer Eskil Ryndarien from prison after being blamed for the attack by the mighty dragon Skysunder. This leads to some challenges, as one member of the crew will have to re-open an old wound to find information, something that not even the members of the team they are closest with know much about.

During my review of the first three episodes of The Legend Of Vox Machina, I came away with an overall positive outlook of the show, but with some concerns. The first three episodes served as a look back into the events that happened before the actual play show began streaming to give us an introduction to the characters, as well as a glimpse into the story that would define the moment that Critical Role “arrived:” The Briarwood Arc, which serves as the first of the show’s big character arcs in the form of a revenge plot for everyone’s broody bad boy, Percival.

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