Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Monday, December 12, 2011

DestinyQuest: The Review

I've been meaning to do this for a while, but it's probably about time to get a review done of DestinyQuest Book 1: The Legion of Shadows by Michael J. Ward. For those not in the know, this is the first in a brand new series of fantasy gamebooks, notable especially for its size (790+ pages), non-linearity, and character advancement.

Rather than drag this out into a lengthy series of posts, I thought I'd try a quicker review process where I summarize all the bits I like; the bits I think could do with more work; and a concluding statement containing my final thoughts.

For the record, I purchased my copy direct from the author via eBay as a special deal including a rare weapon card, a DestinyQuest postcard, and a set of four DQ dice in a little red velvet bag.

Things I like about DestinyQuest
  • The size. There's more adventure here than you could wave your character's main weapon at. Just looking at the maps that accompany the three Acts in the book (Tithebury; Mistwood and Blackmarsh; and The Bone Fields), is an invitation to continue adventuring. "Just one more quest..."
  • The character sheet. It's a nice, simple, easy to understand two page spread. The location-based layout for equipment is intuitive and far more comprehendable than, say, Lone Wolf.
  • Non-linearity. Go where you want, do what you want, when you want. It's the Skyrim of gamebooks in this way...
  • Travel. No endless trekking from A to B, dealing with a host of random encounters along the way. If you want to go to visit the weather wizard, turn to 66. In this way the entire map essentially functions as a hub paragraph, with all encounters and their consequences radiating out from it like a web of choices... 
  • Equipment upgrades. Get better gear, all the time. But wait! What would you prefer? Ebon Boots or the Hood of Night? You can only pick one, so choose wisely...
  • Lack of hoarding. Unlike Fabled Lands where you tend to accumulate huge quantities of items and artefacts scattered across numerous bolt-holes throughout Harkuna, in DestinyQuest equipment upgrades mean losing whatever is being replaced. In other words, what you carry is all you have.
  • Character advancement & careers. You start DestinyQuest as a generic adventurer, but by the end of it you can pick not only a profession but also a career specialisation. Necromancer, anyone?
  • Character uniqueness. Again, unlike Fabled Lands where you characters tend to do the same quests, raise the same abilities and gain the same powerful items, the character specialisation and unique item upgrades means that your character is likely very different from someone else's.
Things I'm not too sure about
  • No pictures. Although I realise the logistics of commissioning and inserting pictures into a gamebook this size are daunting, I do miss the gamebook with pix format.
  • No dying. There is no character death which is a bit of a shock for someone brought up on a steady diet of books by Ian Livingstone and Steve Jackson. Instead you simply respawn and begin anew. I can see why it is like this, and I do enjoy it, but it just feels wrong somehow...
  • Grind. Towards the end of the book, when the opponents get tougher, the combats tend to grind a little, and all the various special abilities can be tricky to remember and implement correctly.
  • Bold type for choices. Sometimes choices are in bold font, and sometimes not. Consistency with this would be good.
  • More choices. It would be good to avoid single choice paragraphs, particularly if they lead to more single choice paragraphs. Always offer the reader some kind of choice.
  • No indication for legendary beasts. It would be nice o have some vague idea of how tough these critters are as the paragraph for them is an immediate combat experience. An intro paragraph highlighting some of their more gruesome achievements, followed by a choice ("Do you want to face the Jabberwocky or not?"), would be good.

Summary: Despite these minor flaws, DestinyQuest: The Legion of Shadows is possibly the best and certainly the biggest solo fantasy gamebook I've played and enjoyed! This is the absolute closest you can get to a MMORPG in dead tree format if your internet connection goes down, and even if you are online, BUY IT ANYWAY! Guaranteed hours of entertainment as DestinyQuest puts you in charge of the action! 

If you haven't yet bought it, you can order it here or here.

Wednesday, June 29, 2011

Return to the Catacombs of the Undercity!


Wow! How long has it been? I'd talk about why it's been a while, but frankly it's just tedious real life nonsense that may be of personal importance but has nothing to do with this blog. It would be good if there was now an improvement in my blogging output, but I start a Masters in August, so there may well be an ongoing struggle between what I want to do, and what I should be doing...

In the meantime, (and how is it my pageview stats have essentially doubled even though I have posted absolutely nothing?) my entry in Tin Man Games "Gamebook Adventures" series, Catacombs of the Undercity, has been accumulating some very promising and awesome reviews (and no, I didn't pay anybody - I'm flat broke!).

Firstly, Tim Harvey gave it 4 out of 5 over at Proxholic, noting:

"In many ways, the gamebook really emphasizes the game aspect, since it's all-in-all a very interactive experience. The book part of the equation is really well-done too, however, with a very well-written story and some interesting and compelling characters."

Tim also notes that the gameplay is:

"An excellent mix of compelling story, branching choices for exploration and replayability, fun RPG elements and lots of random outcomes to keep you on the edge of your seat!"

Secondly, Andy Boxall at iPhoneFreak said that it was the best in the series yet (although Al Sander's The Wizard of Tarnath Tor has since been released to some deservedly fantastic reviews)!

Andy's review went on to say:

"If you’re an experienced role-player, then the thought of battling through dimly lit tunnels will probably appeal, and it certainly did to me!  Thanks to the descriptive writing, it’s easy to lose yourself in the story and even without the help of those excellent illustrations – from the same artist who worked on An Assassin in Orlandes – mentally visualizing your world is easy and very rewarding. 

I’m not going to bury the lead here, Catacombs of the Undercity is the best entry into the Orlandes series I’ve played yet.  It’s exciting, atmospheric and even amusing at times, plus there are plenty more beasties to battle too."

Lastly, Digitally Downloaded gave it 4.5 stars out of 5, saying:

"What makes this gamebook if anything better than Tarnath Tor is the story itself. Within the first passage of the book your character finds himself thrown down a deep, dark well, with no equipment. The goal? To survive and escape. This means the book is a classic dungeon crawl in its truest form, which is incidently a perfect fit for the form.

Given the quality of the story, this is the one of the best gamebooks I’ve ever played."

What can I say, other than I'm really happy that the amount of work I put into planning and writing Catacombs of the Undercity, and all the effort the amazing Tin Man team put into getting it into a publishable format, has been duly recognized!

You can find Catacombs of the Undercity here.

Friday, January 7, 2011

Heart of Ice (Part 4)

Figure 1. The cover of Heart of Ice
by Mike Posen (from Morris, 1994).
In this final installment of our Heart of Ice review (see Figure 1), we’ll look at the setting of the gamebook. Returning to our original plan (Wright, 2011); we’ll consider the physical setting, the writing that describes it, and the characters that inhabit this distant frozen world.

3. Setting. Firstly, it’s post-apocalyptic in tone, but not of the Mad Max or zombie-apocalypse genres (though zombies do feature marginally towards the end!). Instead, this icy, glacial future earth evokes an atmosphere similar to science-fiction author J. G. Ballard’s loose ‘trilogy’ of disaster novels: The Drowned World, The Burning World, and The Crystal World (one could argue that Heart of Ice forms a logical addendum to this sequence as “The Frozen World”).

There is also an element of future dystopia in the milieu when we consider the stinking, decaying cities of Venis and Kahira (see Figure 2) that we encounter during the adventure. Here we find the bizarre mix of both high and low technology that characterize such bleak visions as Terry Gilliam’s Brazil, while Paul Mason (2004) has stated that there is at least one reference to Blade Runner in the book.

Additionally, Per Jorner (2007) notes that “there is a palpable ‘dying Earth’ feel pervading the book, with evident homages to [Jack] Vance and the genre in general”. This is best documented in the background section:

It is now 2300. The rich stand aloof, disporting themselves with forced gaiety, waiting for the end. The poor inhabit lawless slums where disease is rife. Between the cities, the land lies under a blanket of snow and ice. No one expects humanity to last another century. This is truly ‘the end of history’. (Morris, 1994, p. 11)

This compares favorably to an oft-quoted section from Vance’s inaugural eponymous collection The Dying Earth: “The vapid mannerisms of pale people, using up their lives. Mincing murder, extravagant debauchery, while the Earth passes its last hours,” (1950, p. 72).


Figure 2. The city of Kahira
by Russ Nicholson (from Morris, 1994).


As we can see, if we’re comparing the writing to Vance, then it must be good! Dave Morris says that gamebooks can be considered thought-provoking literature that explore interesting ideas in real depth (FalcoDellaRuna, 2008), and that is certainly the case with Heart of Ice. To quote liberally from Per’s review:
       
The success of this setting can be attributed to superb use of exposition, tone, and detail. You can come across historical records, encounter mutants of the frozen wilds, explore forgotten facilities and learn additional information about the world around you. Technology whose deeper secrets are lost to the centuries meshes wonderfully with a kind of freakish neo-Renaissance civilization of explorers, opportunists, merchants and nobles. At all times does this world feel as if it exists outside of your immediate experiences, outside of the page… (2007).

In addition,

The style and narration are virtually faultless. I’ve spoken on the lack of evocation in gamebook prose in the past (which is not necessarily the same as dryness or briefness), but I’d have to turn over all the stones to find something to complain about in this one: it is inspired but not florid, ambitious but not conceited. Dialogues and descriptions frequently contain interesting observations, curious particulars or amusing exchanges. (Jorner, 2007 - see Figure 4)

Of course, if the writing is this good, it would be remiss of me to avoid providing examples. The following are simply some of the passages that you will encounter while traversing the pages of Heart of Ice.

For instance, a chance encounter in the frozen heights of the Atlas Mountains:
       
The only other people you spy are a group of Hamadan ascetics on their shaggy camels. They pay no attention to you, as their creed insists that they disdain all outsiders. Adjusting their white-and-tan turbans with cold contempt, they go bounding off across the lone and level snows. (Morris, 1994, paragraph 273 - see Figure 3)

Figure 3. The lone and level snows by Russ Nicholson (from Morris, 1994).

 Or this, from the catacombs beneath the Lost City of Du-En:

As you step out from among the stalagmites, you fail to notice at first that a thick glowing vapour is roiling around your feet. …  You take another step, then you realize that the mist is draining your strength. It rises across your vision, a luminous fog that seeps into your skin like ice water. … Then you see a sight that sends a tingle of dread through you. Taking shape within the mist, reaching towards you with ghastly imploring fingers, is a horrible twisted figure that looks like a squashed effigy of white clay… (Morris, 1994, paragraph 39)

The final element of the book’s setting to consider are the characters that share your journey, and intersect, however marginally, with your given choices. These characters actually form a major part of the adventure. To quote Aaron Tubb:

Along your way, and especially near the end, you will encounter other people who heard GAIA’s message about the Heart of Volent; you will have to work cooperatively with some of them to find what you’re looking for, but these are very shaky alliances because no one will want to share the Heart when/if you finally find it. These other characters and their interactions really add some great storytelling to the book. (2010)

Per Jorner agrees whole-heartedly:
       
The characterization of your competitors surpasses that of many a novel. Suffice to say that I’ve found few gamebook moments as gratifying as telling Boche off on the quay in Venis, or as portentous as stargazing with Janus Gaunt, or as disturbing as coming eye to eye with Baron Siriasis for the final time. This is no gang of Mungos! Your antagonists are smart and resourceful and your only consolation is that hopefully so are you. (2007).

My personal favourite involves an encounter with Chaim Golgoth, the USI assassin:

You find Golgoth squatting by torchlight at the end of the colonnade, where he has laid out all of his weapons on the flagstones. As he checks each, he slips it into its concealed sheath: a garotte wire under his belt, along with a flexible steel blade; poison darts in a bandolier inside his jacket; guns at hip, ankle, and wrist; small flat grenades clipped along his sabretache. You watch him aghast for a few minutes.
                ‘Quite the professional killer, aren’t you Golgoth?’
                ‘Don’t get far if you only make it a hobby,’ he says. 
               
(Morris, 1994, paragraph 126)      

It was not my intention for this post to degenerate into a series of excerpts from Heart of Ice and its reviewers. However, given its reputation, it seems only proper to allow the book to speak for itself, along with those who have enjoyed it and published their thoughts and reckonings about it online. It’s that good.

The penultimate say on Heart of Ice, the summary of all that has been made evident by this series of posts, goes once again to Per Jorner and his epic review:

I can’t say with absolute certainty that this is the best gamebook I’ve read, but if not it’s certainly one of the very best, with the best character design, the best one-shot world design and the best writing. Almost every point of criticism has to be aimed at something which is clearly the exception and not the norm. Rather than a hackneyed outing that you struggle through and put behind you, Heart of Ice is an experience to remember and reflect on. It shows every sign of having been written by someone who loves the gamebook medium, and with great narrative skill and vision to back that energy up… (2007)

The ultimate word goes of course to the adventure gamebook itself:

As the daylight fades, a gap in the louring cloud reveals a handful of diamond-bright stars. The bar is opened and the atmosphere aboard gradually acquires a current of bonhomie, but you remain aloof and troubled. Most of these people have no further destination in mind than Kahira, no ambition beyond a small profit and a frisson of petty adventure. But your own goal is direly remote: the lost ruins of Du-En, in the far hinterland of the Saharan Ice Wastes. It seems impossible to believe but there in Du-En you will either grasp the ultimate power – or perish… (Morris, 1994, paragraph 246)

[Once again, you can download it here! Enjoy!]

Figure 4. Yes, these are the Pyramids.
By Russ Nicholson (from Morris, 1994).

References

FalcoDellaRuna. (2008). Dave Morris interview 2008. Accessed from http://www.librogame.com/modules/PDdownloads/singlefile.php?cid=8&lid=21

Jorner, P. (2007, May 31). Reviews part 18: The future’s so bright I

Mason, P. (2004, April 5). bring a friend and share a miracle. Message posted to http://groups.yahoo.com/group/gamebooks/message/5977

Morris, D. (1994). Heart of Ice. London: Mammoth.

Tubb, A. (2010, September 28). Heart of Ice – A solo gamebook adventure in post-apocalyptic Europe and Africa. Review posted to http://rpggeek.com/thread/568777/heart-of-ice-a-solo-gamebook-adventure-in-post-a

Vance, J. (1950). The Dying Earth. New York: Hillman Periodicals Inc.

Wright, A. (2011). Heart of Ice (Part 2). Message posted to http://fantasygamebook.blogspot.com/2011/01/heart-of-ice-part-2.html

Thursday, January 6, 2011

Heart of Ice (Part 3)

Figure 1. Map from Heart of Ice
by Leo Hartas (from Morris, 1994)


Last time out we looked at the rules for Heart of Ice and how they contributed to making it an enjoyable gamebook experience. This time around we’ll consider the gameplay aspect and how this has played a part in building Heart of Ice’s reputation as one of the best gamebooks ever.

2. Gameplay. Unlike say the Fabled Land series, which perhaps mark the zenith of non-linearity in gamebook fiction, Virtual Reality Adventure titles such as Heart of Ice were essentially linear stories, following a prescribed arc towards a given set of endings. To throw in a bit more terminology though, would we consider them ‘one true path’ or ‘multiple paths’ (Wright, 2011a)? Interestingly, it’s here that opinions differ.

Personally, I consider Heart of Ice a multi-path adventure because mechanically there at least four main ways (and a few other minor variations) to reach your goal: The Lost City of Du-En. Without giving away spoilers, even a glance at the map (given you start at the Etruscan Inn in Italy - see Figure 1), suggests a variety of different ways to approach the Saharan Ice Wastes. For others however, it’s not so clear-cut. For instance, Per Jorner (2007) says:

…you have the classic choice of going east or west. One of the paths is potentially very long and the other is potentially very short, measured in references, and this can be seen as an imbalance. It’s well known that in gamebooks, managing to get somewhere with as little fuss as possible often means you’re sorely underprepared for what awaits you there. It is true here for some paths though not for all. Also, depending on your choice of path, certain skills may take on great importance while others become worthless.

At first glance this would appear to support our multiple path hypothesis. However, he then goes on to state that:

Anyway, the task of planning out differing “true paths” for various skills or skill sets is simply so complex as to be impossible, and what’s been done here – focus on a broad major path with a couple of key points, add a few side tracks and hope that everything balances out in between – is certainly one valid design. (Jorner, 2007)

The design process he advocates here instead postulates a ‘broad major path’ which tends more towards the one true path approach. This is validated in an interview with the author Dave Morris, where he says:

Better to have one path and make it really gripping than to have a bunch of mediocre threads. So even if you look at a much later book like Heart of Ice – well, there you’ve got two main routes to get to Du-En, but once you’re in the city there’s a single main path. You can play it all kinds of ways with different alliances (thank heavens for codewords) so your choices make a difference, but the actual flowchart still follows a single main thread. (FalcoDellaRuna, 2008).       

The answer therefore is that while Heart of Ice has the appearance of a multi-path gamebook, it actually follows one true path. The difference however, between a strict adherence to a one true path strategy such as Creature of Havoc (Jackson, 1986), and Heart of Ice, is that in the latter, your choices (in the form of your Skills, equipment and codewords) do make a difference to what actually happens along that path. 

Figure 2. The codeword automaton Gilgamesh
by Russ Nicholson (from Morris, 1994).


Ah yes, codewords (see Figure 2). We looked briefly in the previous post at how Skills and equipment affect the rules of how you play a Virtual Reality Adventure (Wright, 2011b), but it is the codewords that decide how the story ultimately unfolds for your character. Codewords were actually introduced as far back as The Demon’s Claw (Morris & Johnson,  1987), which was the third book in the Blood Sword saga, and probably reached their pinnacle in the Fabled Lands series, where they were ordered alphabetically for each book (all the ones in the first book started with ‘A’ for example). Concerning the origins and implementation of codewords, Dave Morris notes that they were:

…lifted from the flags used in computer text adventures at the time. It was very powerful for remembering whole chunks of prior actions. I got to the point where I had a subliminal bug-checker running in the back of my mind. I’d plot out twenty or thirty paragraphs, then I’d go to the gym and I’d be in the middle of a workout and I’d suddenly think, “Oh, there’s a broken link between 27 and 30” or “I need a new codeword in 45” or whatever. I bet Plato did a lot of his best thinking the same way. (FalcoDellaRuna, 2008)

The end result is like reading a ‘proper’ novel, with the difference that your previous actions (remembered as codewords) can have a profound effect on the plot, and provoke consequences that you may not have been anticipating.

This brings us around to the final element of gameplay, that of replay-ability. Is Heart of Ice a book we can continually pick up and play just to see what happens if we do this or that, or is it instead a challenge that we complete successfully, cross it off the list of things to do, and place it back on the shelf? Most fans opt for the former. Tubb (2010) for instance states: “I even read through the book multiple times after I beat it, so I could see some of the other interesting places and events that I missed because I went different ways or had different skills”. This level of replay value is interesting, given that it is perfectly possible to complete this book first time out, unlike many other gamebooks (see Figure 3). Indeed, Per Jorner (2007) says:

Figure 3. First time end-game?
 by Russ Nicholson (from Morris, 1994).

       
Also I suppose some will enjoy the fact that even your first character is not the berated doomed adventurer just dropped off outside the Trial of Champions for his first foray into Deathtrap Dungeon, but rather a true pulp hero with a very real chance of success.

This is reinforced by Dave Morris when he opines:

Ideally a gamebook should be completed at the first attempt. Any time you kill a character, as the writer you’ve failed. I prefer to let players make mistakes that sidetrack them, and chip away at their hit points, rather than taking them straight to a death paragraph. It’s the same in a computer game – if I get killed and have to start again, it just annoys me. (FalcoDellaRuna, 2008).

Dave Morris also notes that he would ensure that it was possible to complete one of his books with any random combination of skills, but also says “A lot of people talk about the need for a gamebook to have replay value, but why? The real point is that it needs to be enjoyable.” (FalcoDellaRuna, 2008).

On that note, we’ll end here, and in our next post, consider the last aspects of Heart of Ice, namely, the setting, the writing, the characters, and the overall ambience.

References

FalcoDellaRuna. (2008). Dave Morris interview 2008. Accessed from http://www.librogame.com/modules/PDdownloads/singlefile.php?cid=8&lid=21

Jackson, S. (1986). Creature of Havoc. London: Puffin.

Jorner, P. (2007, May 31). Reviews part 18: The future’s so bright I

Morris, D. (1994). Heart of Ice. London: Mammoth.

Morris, D. & Johnson, O. (1987). The Demon’s Claw. London: Knight Books.

Tubb, A. (2010, September 28). Heart of Ice – A solo gamebook adventure in post-apocalyptic Europe and Africa. Review posted to http://rpggeek.com/thread/568777/heart-of-ice-a-solo-gamebook-adventure-in-post-a

Wright, A. (2011a). The Adventure Game Part 2. Fighting Fantazine 5(January, 2011). Unpublished (but not for long!).

Wright, A. (2011b). Heart of Ice (Part 2). Message posted to http://fantasygamebook.blogspot.com/2011/01/heart-of-ice-part-2.html

Wednesday, January 5, 2011

Heart of Ice (Part 2)

Figure 1. Cover of the reissue of Heart of Ice
 by Paul Mason (from Morris, 2000).

Returning to part 2 of our overview of Heart of Ice, it’s time to look at just what is it that makes this epic tale of adventure so well regarded among gamebook fans. Aside from Russ Nicholson’s consistently good artwork (and unusually this time for Russ, in being science-fiction in theme rather than that of fantasy), I’ve stated previously there are three main components for such acclaim (Wright, 2007). Expanded and reinterpreted, these elements are:

1. Rules. What are the rules like? What’s it like to create a character? How do the rules play out over the course of the book?

2. Gameplay. Are there multiple paths to victory, or just one true path? What methods are used to track your progress within the book? Does it have replay value?

3. Setting. What differentiates the setting from others? How effective is the writing? What are the other characters in the story like?

The first of these will be considered in further detail below:

1. Rules. The Virtual Reality Adventure series of which Heart of Ice is a part, advertises itself as having a “unique non-random game system” with no dice to roll and thus depending on “Not luck but judgement!” (Morris, 1994, back cover). Apparently, this return to simplicity in the form of a totally diceless approach to solo-gaming was because:

[Mark Smith] and I were thinking of people playing the books on a train or a bus, where it’s not convenient to throw dice. And we’re both very interested in the narrative more than the strict mechanics of the game – probably because of our background in role-playing. So we though we’d try something that you could read like a novel, only with choices. (FalcoDellaRuna, 2008)

This ease of play aspect to the book has certainly been noticed by gamebook fans. In his review of Heart of Ice, Per Jorner (2007) notes that:

An obvious advantage with the luckless system is that less bookkeeping and no dice means it can be read pretty much in any situation where you might read a normal book, like on a train, where (in the absence of champagne-drinkers to beset) people could be expected to stare at dice-rollers, prod them with umbrellas or otherwise behave menacingly.


Figure 2. Heart of Ice Adventure Sheet
 with art by Russ Nicholson (from Morris, 1994).
From a pre-completed second-hand copy
(check the inventive use of Life Points!).


In addition to the lack of randomness, and the brevity of the rules (only four pages of rules, and five if you count the Adventure Sheet (see Figure 2)), the other interesting aspect to the system is that of character design. Each character starts with a certain amount of Life Points, Money (the currency is ‘scads’), and possibly some Possessions (of which you are limited to eight in total), as well as a choice of four Skills drawn from the following list of twelve (Morris, 1994, p. 9):

Agility
Close Combat
Cunning
Cybernetics
ESP
Lore
Paradoxing
Piloting
Roguery
Shooting
Streetwise
Survival

Also, if you are too lazy to try and choose your Skills, you can just pick one of the seven sample characters that come with the book (Explorer, Bounty Hunter, Spy, Trader, Visionary, Scientist, and Mutant), each with their own pre-chosen Skills and equipment. The end result is plenty of flexibility and creativity even before you start the adventure. For instance, Per Jorner (2007) states:

This system is not only simple and elegant, but it makes an absolute joy out of character creation; you can pick your own archetypes out of 495 possible – and viable – character builds. This is in fact the only gamebook so far where I’ve felt I could actually design and play – even role-play – my very own character.

As an example of this process, my own favourite character is a nod to Mad Max:

Figure 3. The Road Warrior
(from Mad Max Rockatansky, 2001).
The Road Warrior (a.k.a. “Angry Andy” see Figure 3)
Skills: Cunning, Piloting, Shooting, Survival
Profile: For too long you have prowled the icy roads between Kastilan and Bezant on a bombed-out snow-mobile, protecting the weak and innocent from bandits, mutants, and worse…
Life Points: 11
Possessions: Barysal gun (6 charges)
Money: 30 scads

In practice the system runs very smoothly – if you have a Skill you can use it, if you don’t, you can’t – while your Life Points measure how long your character can stay alive before expiring (when your Life Points are reduced to zero!). Tubb (2010) notes that the combat system is sort of like:

After walking down the dark alley for about a minute, you are attacked by two thugs armed with knives. If you have Close Combat, turn to #. If you have Agility, turn to #. If you have Shooting and a barysal gun with at least one charge remaining, turn to #. If you have none of these, turn to #.


Figure 4. Combat in Heart of Ice
by Russ Nicholson (from Morris, 1994).
Happiness is a warm barysal gun! 


All or some of these options would then lead to some loss of Life Points depending on how effective your Skill choice would be for that given combat (see Figure 4). In addition, and in general, the use of Skills is a positive and proactive experience. Per Jorner (2007) says “Commendably, you can almost always choose a likely option and assume your character isn’t going to act dumb and attempt something that has a low chance of success. This lack of “gotcha” mentality is refreshing”. It’s also very different from what many of us may have experienced when playing other gamebook adventures.

In the next part of this series, we’ll look at the actual gameplay element to Heart of Ice. In the meantime, if you haven’t already (see Figure 1), why not download the free ebook version here!

References

FalcoDellaRuna. (2008). Dave Morris interview 2008. Accessed from http://www.librogame.com/modules/PDdownloads/singlefile.php?cid=8&lid=21

Jorner, P. (2007, May 31). Reviews part 18: The future’s so bright I

Mad Max Rockatansky. (2001, November 19). Accessed from http://www.imdb.com/media/rm1511430144/ch0005626

Morris, D. (1994). Heart of Ice. London: Mammoth.

Morris, D. (2000). Heart of Ice ebook. Panurgic Publishing. Accessed from https://docs.google.com/leaf?id=0B63rIuFhh29eYmRiNDgyZmUtZjNlNy00YzQ4LWJhMjItNGJkZTE0YTRhMzkz&hl=en&pli=1

Tubb, A. (2010, September 28). Heart of Ice – A solo gamebook adventure in post-apocalyptic Europe and Africa. Review posted to http://rpggeek.com/thread/568777/heart-of-ice-a-solo-gamebook-adventure-in-post-a

Wright, A. (2007, October 3). Top ten gamebooks (part ][): My top ten – Off [the top of] my head. Message posted to http://groups.yahoo.com/group/gamebooks/message/8942

Tuesday, January 4, 2011

Heart of Ice (Part 1)


Figure 1. Heart of Ice cover
by Mike Posen (from Morris, 1994)


If gamebooks are dinosaurs, and Deathtrap Dungeon (Livingstone, 1984) is Tyrannosaurus rex (ugly, lethal, and the layman’s favourite),  then Heart of Ice (Morris, 1994) is surely the Triceratops of this primordial world – big, spectacular, majestic, and one of the last of a dying line that previously embraced an expansive radiation. Three different versions of this gamebook have been published over the years. The original 1994 version (see Figure 1), which was the fifth and penultimate book in the Virtual Reality Adventure series by Mammoth; a reissue in 2000 by Paul Mason’s Panurgic Publishing (Katz, n.d.a); and a PDF ebook version of the reissue, which is currently available for free (Morris, 2010a)! (My advice? Grab a copy of the free ebook NOW!)

I can’t speak for the reissue, but the original is a hefty paperback tome with 453 paragraphs, excellent black and white internal illustrations by Russ Nicholson, and a full colour inside front cover map by Leo Hartas (see Figure 2). The ebook version contains one picture not present in the original, that of the adventuress Thadra Bey, from paragraph 286 (see Figure 3). In addition, Russ Nicholson had to re-draw the Gargan Sisters prior to the original book’s publication as:

He had them in army-style muscle t-shirts and [the art director] wanted them wearing something big and baggy. Which made no sense at all; they were hardbody soldiers and proud of it, not the sort to favor dungarees that gave them the outline of an old floor cushion. (Morris, 2010b).

The cover of the original version is by Mike Posen, and shows, well, no, that would be telling, wouldn’t it…


Figure 2. Map from Heart of Ice
by Leo Hartas (from Morris, 1994).


Heart of Ice is a post-apocalyptic adventure, though very different from the usual Mad Max-inspired settings. Instead, the premise of this book can be succinctly summarized as follows:

A few hundred years into our future, the world is becoming a glacial wasteland. One day the mad supercomputer responsible for this mess sends out a message about a cosmic artefact of great power hidden in a dead city. A number of daring and resourceful characters take up the challenge; one of them is YOU! But who’ll be the one to get their hands on the power, and what is to come of it? (Jorner, 2007).

Interestingly though, as an adventure it has a far older history and setting than its publication record would suggest. In an interview with the Italian website Il Mondo dei Librogames, Dave Morris said that Heart of Ice “got started as a role-playing session – I can pinpoint it exactly to Christmas 1976, I was back home after my first term at college and I needed a scenario for a large number of players” (FalcoDellaRuna, 2008). The ‘frozen world’ setting and the Lost City of Du-En (see Figure 4), was inspired by “marveling at the buildings of Christ Church, absolutely deserted late on a frosty night after the end of term, with the buildings lit up pale against this immense field of stars” (FalcoDellaRuna, 2008). Even at that stage there seemed to be something intriguing about the scenario, for:

After the first game session, I was walking home with one of the players and he said how he was imagining Du-En as a movie, and what he liked was that the focus of the session had been in the tension among the characters camped out in this ruined, snow-filled city. (FalcoDellaRuna, 2008).


Figure 4. The Lost City of Du-En
by Russ Nicholson (from Morris, 1994).


I’m not sure if the session was run several times with different participants, but Paul Mason (2004) has confirmed that the scenario he participated in was set in Professor M.A.R. Barker’s science-fantasy world of Tekumel, where “a bunch of likely characters competed to wrest the Heart of Durritlamish from the Mad City of Du’un”. Interestingly for gamebook fans, Mason’s character in the session was Karunaz (Mason, 2004), who is not in the Heart of Ice book, but does turn up earlier in the fifth book of the Blood Sword saga The Walls of Spyte (Morris, Johnson & Thomson, 1988), set in the Dragon Warriors game world of Legend.


Figure 3. Thadra Bey
 by Russ Nicholson (from Morris, 2000).

Heart of Ice consistently gets rated up there as one of the best gamebooks ever, if not the best of all time (e.g. Jorner, 2007; Wright, 2007; Falcon, 2008; FalcoDellaRuna, 2008; Zman, 2009; Tubb, 2010). Even Dave Morris considers it, of all the gamebooks he has written (59 at last count, including reissues (Katz, n.d.b)), the one he likes the best

by a very long margin. It was almost exactly what I wanted it to be. If only it could have been a bit longer, though. I ran out of time and space there at the end. No work of art is ever finished, only abandoned. (FalcoDellaRuna, 2008).


Why so much affection for this book? We’ll find the answer to that in part 2 of this post. Until then!



References

FalcoDellaRuna. (2008). Dave Morris interview 2008. Accessed from http://www.librogame.com/modules/PDdownloads/singlefile.php?cid=8&lid=21

Falcon. (2008, March 23). Falcon’s thoughts on Heart of Ice. Review posted to http://www.gamebooks.org/show_item.php?id=2882

Jorner, P. (2007, May 31). Reviews part 18: The future’s so bright I gotta wear polarized goggles. Message posted to http://games.groups.yahoo.com/group/fighting_fantasy_gamebooks/message/2752

Katz, D. (n.d.a). Heart of Ice. Accessed from http://www.gamebooks.org/show_item.php?id=2882

Katz, D. (n.d.b). Dave Morris. Accessed from http://www.gamebooks.org/show_person.php?id=70

Livingstone, I. (1984). Deathtrap Dungeon. London: Puffin.

Mason, P. (2004, April 5). bring a friend and share a miracle. Message posted to http://groups.yahoo.com/group/gamebooks/message/5977

Morris, D., Johnson, O., & Thomson, J. (1988). The Walls of Spyte. London: Knight Books.

Morris, D. (1994). Heart of Ice. London: Mammoth.

Morris, D. (2000). Heart of Ice ebook. Panurgic Publishing. Accessed from https://docs.google.com/leaf?id=0B63rIuFhh29eYmRiNDgyZmUtZjNlNy00YzQ4LWJhMjItNGJkZTE0YTRhMzkz&hl=en&pli=1

Morris, D. (2010a, February 7). Free e-gamebook. Message posted to http://fabledlands.blogspot.com/2010/02/free-e-gamebook.html

Morris, D. (2010b, March 14). Art of ice. Message posted to http://fabledlands.blogspot.com/2010/03/art-of-ice.html

Tubb, A. (2010, September 28). Heart of Ice – A solo gamebook adventure in post-apocalyptic Europe and Africa. Review posted to http://rpggeek.com/thread/568777/heart-of-ice-a-solo-gamebook-adventure-in-post-a

Wright, A. (2007, October 3). Top ten gamebooks (part ][): My top ten – Off [the top of] my head. Message posted to http://groups.yahoo.com/group/gamebooks/message/8942

Zman. (2009, October 19) Zman’s thoughts on Heart of Ice. Review posted to http://www.gamebooks.org/show_item.php?id=2882