REBEL PLANET
Robin Waterfield
Reviewed by Mark Lain
Previous
attempts at Sci-Fi FFs to date had been miss-able at best. The first two were
terrible (#4 Starship Traveller, #12 Space
Assassin), the third was a novelty Max Max 2 rip-off (#13 Freeway Fighter), and the fourth was irrelevant (#15 The Rings Of Kether), so expectations
were not high when FF #18’s forthcoming release under the far from inspiring
title of The Aliens Of Arcadion was
announced in Warlock #5. Thankfully,
by the time it appeared on store shelves it had been re-titled to the better-sounding
(but not actually very accurate in terms of what’s involved) Rebel Planet. This is Robin Waterfield’s
first of four FFs and his only Sci-Fi outing in a similar writing progression to
Luke Sharp, in fact, who also wrote a Sci-Fi FF and then three medieval ones.
Waterfield’s books are, generally, very good - he penned the very tough and
interesting #23 Masks Of Mayhem as
well as the excellent and very ambitious #28
Phantoms Of Fear, and I’m pleased to say that Rebel Planet is no exception. This was the book that made it seem
that Sci-Fi was not a lost cause in the world of FF and was the first Sci-Fi FF
that I can actually say I ever genuinely liked. I kind of feel sorry for The Rings Of Kether as it’s all but
forgotten and is not a bad book, and Freeway
Fighter, whilst pretty enjoyable, is so unoriginal that it’s little more
than filler in the series, but neither of these could be described as
necessarily any good in real terms. Rebel
Planet, on the other hand, works on many levels and is very good indeed.
On opening
the book, the reader is presented with a lengthy section describing the
backstory that has led you to be given your mission and some nice descriptive
material on the different species of the enemy alien race (Arcadians), along
with some historical detail covering the universe that forms this book’s
setting as a whole... and it’s all very interesting and does make you want to
visit the various planets and meet the various Arcadian types, so things seem promising
from the outset. The rules follow this (unusually) and it’s pleasing to see that
there are not endless pages of rules to deal with different types of weapon
combat. Weapons are by definition banned by the ruling Arcadian Empire, so no
need to cater for these. Your character possesses an illegal laser sword (a
rather too obvious nod to light sabres in Star
Wars), but this works in the same way as a normal sword, meaning combat
rules don’t change if using this. As your character is highly trained in
martial arts, there are special rules for unarmed combat but these simply
involve rolling a die to determine who has hit who. In addition, unarmed combat
allows for instant KOs if you roll a six at any point which, whilst linking
neatly into the concept of you being a space ninja, makes it seem that your
hands are far deadlier than your (normally pretty lethal, you would have
thought) laser sword, so this doesn’t really make sense. But at least you don’t
have to get your head around loads of extra rules that inevitably hardly ever
play any part in the adventure, as is normally the case with Sci-Fi FFs.
The plot itself involves YOU being deployed (under the guise of a merchant) to track down three rebel cells dotted about on three occupied planets, get secret codes from each of them, then travel to Arcadion itself (the Arcadians’ homeworld) and destroy the super-computer that controls the Arcadians. The Arcadians rule your galaxy with an iron-fist and are part of a Borg-style collective mind that is guided by the queen computer that you need to destroy, thus rendering the Arcadians all purposeless and freeing the enslaved human race. The story moves along logically, with you having pre-defined cover missions as you move from one planet to another. These missions rarely come into the plot much (barring the final stage between the third and fourth planets) and the focus is on you landing on each planet, then locating your contact(s) as quickly as possible without attracting the attention of the authorities. For the most part it all makes sense and even the book acknowledges that the oddest moment (on planet #3) leaves you having no idea what just happened.
The differences
between the planets themselves, along with the subtler variations in the behaviours
of each of the three Arcadian species, are the real plus-points in this book’s
design. The first planet (Tropos) is a very oppressive Police State and you do
feel constantly under surveillance, as you get followed and watched wherever
you go. There is a claustrophobic and grim feel to Tropos and you really do
want to leave it as quickly as possible. A generally more pleasant experience,
the second planet (Radix) is fairly laissez-faire (although there is still an
Arcadian presence that can cause you problems) and seems more developed than
any of the others in this game. The human inhabitants are either decadent
capitalists or intellectual right-on students and the cityscapes are high-tech
and advanced. By stark contrast, stop-off point number three is the planet
Halmuris, which is still in a creation stage, being a fairly barren and
foreboding rock with appalling (and potentially lethal) night-time weather and
primitive animal inhabitants. The only human presence is still at the researching
stage and this is effectively Pluto to Radix’ Earth, I suppose. Finally, you visit
Arcadion itself which gets hardly any descriptive coverage and seems to just be
a building with a computer in it – this fourth stage is the least
well-presented and it seems that the adventure was running out of steam by this
point and this planet functions purely as an end to the mission. It would have
been nice to get some insight into the Arcadians’ home planet, but this never
comes, presumably as, if you’ve made it this far, you are pretty eager to face
the final showdown. Tropos and Radix are very well designed and the feel of
each of these worlds comes across very well as you move from the dictatorship
of Tropos to the relief of exploring the far nicer Radix. Halmuris is, on one
hand, dull and little effort has gone into making it interesting, but on the
other hand, a pre-evolved planet is hardly going to be very exciting or hospitable
so there is something to be said for its lack of party atmosphere.
The three
Arcadian variants seem to almost mirror the design of the planets, which is a
subtle but clever touch. Northern Arcadians are primevally psychotic and stupid
(= Halmuris), Southern Arcadians are mildly pretentious and talk in arty riddles
(= Radix), whilst Central Arcadians are arrogant and semi-bureaucratic (=
Tropos). Each type can be found on each planet, but they each consistently
follow their species’ traits adding interest and variation to what can happen
if you encounter them, whilst also demonstrating the level of thought that has gone
into ensuring consistency in terms of how the global universe of this adventure
functions, which really does make it work very well.
There is
little doubt that the first two planet visits are far more stimulating and
offer far more playability than the final two, but this does make sense in context,
even if it makes the adventure seem lop-sided and there is a feeling that it
loses steam half-way through. The Halmuris section in particular seems little
more than an outdoors go North, go West, go South, etc path-following plod and
there is hardly much to do other than keep dying horribly as this part is
pretty tough. The Tropos part (assuming you can get past customs safely),
whilst feeling dangerous, is almost impossible to fail as there are various
ways to find your contact – it is the design of this part that makes it work so
well. Radix is light relief after Tropos, but is intentionally misleading as it
is fairly tough and one wrong move can lead to failure by not finding your
contact quick enough. As for Arcadion, the challenge with this final section is
in surviving the trip on your own ship as you have to deal with a rather tricky
incident involving two Arcadians travelling with you. Plus, if you haven’t got
the codes you need to access the computer building, you’ve had it anyway, so
this final part is a case of either you crack the code or you fail at the final
hurdle, as it is possible to get right to the end, only to discover you don’t
know what you need to know.... or, more to the point, you simply can’t figure
out how to use the codes even if you have them, which is a big aspect of this book’s
difficulty level.
Clever construction
and planning pervades this book and the key to beating it lies in picking up subtle
hints as well as getting the all-important codes from the rebel cells on each
planet. The intro section mentions that Arcadians only have two digits on each
hand/foot which makes binary an ideal means of communication. If you pick up on
this, you can make the connection between the codes being nothing but ones and
zeros (bar the second part which requires you to ignore some twos thrown in to
muddy the waters) and the Arcadian use of binary. Assuming you manage to
acquire all three codes (the first is impossible not to acquire as such but you
do still need to decipher the poem it’s hidden in, the second is in a picture
and you have to find it visually, so that all adds challenge) you still need to
fathom out a table that matches the code itself to various paragraph numbers,
ignore the sections that link to zeros, and then add the one-linked numbers
together to reach the paragraph that gets you into the computer building. It
took me several attempts to even understand the instructions for this, let
alone actually work the answer out and I refuse to believe that children (as
these books are fundamentally aimed at children) could ever work this out (and
I doubt too many adults could, either.) This is one of the most intricate and
original ways of winning ever included in a FF book and, whilst undeniably
complicated, it is a great bit of gamebook design.
Combat and
encounter-wise, there are few real challenges. Combats are rare (which makes
sense if you are trying to avoid drawing attention to yourself) and almost
always lead to your being followed and/or retribution coming later on. The
third planet involves lots of instant death situations, but its harsh
environment suits this, plus you would expect the book to get tougher the
further through it you get. There are many Luck and Skill tests throughout the book
and Skill and Luck of less than 9 gives you little chance of survival. There
are also several arbitrary single die rolls that can result in success or failure
peppered throughout the book that can seem a little like the cards are stacked
against you, but this does make sense as, in real terms, the likelihood of a
resistance mission to destroy the heart of the occupation actually succeeding
is incredibly low, so this is both logical to the plot and slightly unfair to
the player.
Run-ins with
the Arcadians themselves are frequent and range from police/customs harassment (that
you can normally con your way out of, as the aliens involved tend to be stupid),
gladiatorial contests (literal and psychological), or just social interaction
in the form of pandering to their egos and showing you empathise with the
gibberish they talk. A very interesting element linked to this is the way the
book rewards you (with Luck bonuses) if you either behave honourably by not
murdering fellow humans, or if you demonstrate understanding of the importance
of empathy in surviving under the Arcadian Empire. A little pompous maybe, but
still an intelligent bit of game design.
In a similar
approach to FF #27 Star Strider,
there are some nice elements of humour included in this book, including a trip
to the Fission Chips, a night at Porky’s, and the opportunity to attend a
boring University lecture that you fall asleep during. Needless to say, two out
of three of these take place on the light relief planet that is Radix, but subtle
humour is a nice touch all the same.
Unusually for
a FF book, the art seems almost irrelevant (except the all-important picture that
contains the second clue) as the depth of backstory and description creates much of what you need to know image-wise in your head. Consequentially, you
could be forgiven for not taking any notice of it but it is actually highly effective with vertical sweeping organic cityscapes and, let's face it, would you be able to visualise the different Arcadian species accurately without Gary Mayes' detailed images of them? The cover
is however not particularly inspiring with its white lettering on a black
background showing a far more aggressive-looking Arcadian than any of the ones
shown in the book, facing off against what I can only assume is YOU. The only
real intrigue with the cover is the fact that the “dragon” cover version
reverses the picture.
Whilst this is
a very well designed and eminently playable gamebook (and it will take many
attempts to beat it), there are a few elements that don’t quite gel, but these can
go un-noticed due to how good it is overall:
- · Laser swords are surely more powerful than human hands?
- · Why don’t each of the cell contacts all just rendez-vous somewhere, share their parts of the code with each other, then send a volunteer to destroy the computer?
- · Why is the third “human rebel” contact a sort of shape-changing ethereal wind that trades information for decorated wooden staffs?
- · And finally, how is it that, if Arcadians are all a collective entity, they seem to show so much free will when you meet them?... and, given this, why are they so lost when the computer is destroyed?
On a lesser
note, the title is a bit misleading as there is no “rebel” planet. Each of the
three you visit has rebel cells on it (Radix’ student population in particular
seems close to revolt), but there is no one inherently rebellious planet - the
rebel is YOU, surely?
In spite of
these final slight niggles, this is a superior gamebook and is easily the best
Sci-Fi FF ever (not that there’s much competition!) It is extremely well put
together, generally consistent to its conceptual creation, and very varied in
terms of the places you visit along the way. Its solution is excruciatingly
complicated, but it makes a nice change to just killing something/someone at
the end or putting the right keys in the right sockets to get to the treasure.
A definite contender for re-issue by Wizard considering that they re-released Starship Traveller!
Why don’t each of the cell contacts all just rendez-vous somewhere, share their parts of the code with each other, then send a volunteer to destroy the computer?
ReplyDeleteThe only humans allowed to travel in space are merchants. The cell contacts can't rendez-vous because they're not allowed off-planet.
Why is the third “human rebel” contact a sort of shape-changing ethereal wind that trades information for decorated wooden staffs?
The weird shape-changing thing isn't the third human rebel contact. Part of the information it gives you in return for the staff is the name of the human rebel contact.
Presumably the cells could pretend to be merchants, just like the character you play in the book does?
ReplyDeleteAnyhoo, given that any criticism is fundamentally based on subjective interpretation and one's own opinion, all my write-ups are purely illustrative and I don't claim in any way to be an (or THE) authority on the subject :-)
im playing the first world and its very tough. Great review btw Man
ReplyDeleteRadix, not Radax. How many times did you say "Radax" in that review?
ReplyDeleteWell spotted. I've changed all the Radax's to Radix's for you. Probably the same keyboard spasm that SJ had that made Prax change its name involuntarily in Starship Traveller
DeleteMy first FF book and still one of my all time favorites. Also has a bit of the noir style that Rings of Kether has, as tropos has that "casablanca" feeling to it.
ReplyDeleteThe Arcadians are easily the best and most realized alien race in FF, and the mission was a nice logical one.
Agree it starts to drag a bit at the end, but the first two worlds are wonderful and rich.
I think the deal with your hands being apparently more lethal than the laser sword comes from the fact that (I think) you only ever fight on level terms i.e unarmed you (for whatever reason) vs unarmed opponent or armed you vs armed opponent, so the sword never feels more powerful, although it's definitely letting you stand a chance where you'd be doomed if unarmed - I believe that there's a bit on early Halmuris where if you don't have your sword, you die there and then. Agree that the fact that combats were forced to be one or the other, rather than offering you a bonus for using the sword in some situations, makes your hands feel more deadly due to the one-hit mechanic.
ReplyDeleteAgree about "Why is the third “human rebel” contact a sort of shape-changing ethereal wind that trades information for decorated wooden staffs?" - I know someone else already pointed out that the wind thing isn't the contact, just giving you a clue, but the ethereal nature of that section felt incredibly odd - they could have just used an enigmatic human character for a similar but probably more coherent effect
I always thought the "Rebel Planet" in question was describing Earth as that is the planet leading the rebellion against the empire?
ReplyDeleteNo other FF made me feel quite such a dunderhead!
ReplyDeleteI too had low expectations for this gamebook, and was pleased with the depth of the story and the difficulty (even though it was quite frustrating to not know the code words on the last planet, what a "bitter" pill that was). Robin Waterfield was one of the better FF writers. Kudos!
ReplyDelete