Steve Jackson
Reviewed by Mark Lain
Following hot
on the heels of the extended Caverns Of
The Snow Witch (FF 9) came another expanded adventure that had also first
appeared in Warlock magazine in
shorter form. However, whereas COTSW
was stretching the point in a bid to get 400 paragraphs-worth of material, FF
10 House Of Hell still remains taut
and exciting when doubled to full-length FF format, without any of the
pointless longeurs that made the final third of COTSW such hard work to motivate yourself to bother finishing. In
fact, the more House Of Hell the
better as this is one of the best of the early books and probably Steve
Jackson’s second best effort ever after Creature
Of Havoc.
Interestingly,
if HOH was the first FF you ever
played it would give you totally the wrong impression of what FF is. It’s set
in the real world (you even have a car), you are a normal person, you have no
weapons (and no prodigious fighting talents of any kind), dialogue plays a huge
part in this book, and there is no actual mission to speak of. Similarly,
combat is not a key part of this book (granted there are combats, but they are
rarely particularly difficult) and this book actually keeps the normally
meaningless FF promise that anyone, no matter how low their stats, can win. HOH is a refreshing change to the normal
FF formula rather than a benchmark to measure the bulk of the series against
and the key to making this a successful and welcome addition to the series
rather than a diverting or deranged anomaly is how brilliantly this book handles all the
non-FF elements it contains to the point where you genuinely believe you are
playing a conventional FF.
The real
world setting is made acceptable by there being very few blatant references to
this. Granted you start in your car, crash it and then need to find a phone you
can use. Beyond this opening premise, the bulk of the book could be set at any
post-17th Century time – indeed, the dress-code is very late-18th/early-19th
Century if the illustrations are anything to go by. The encounters could also
be from any era and, whilst largely restricted to various undeads or ghosts,
this really makes it feel like FF. Plus, the undead specials (eg the vampire)
behave like any other FF vampire which helps HOH feel in keeping with the series.
Normally in
FF YOU are able to remain steadfast and unflustered even when faced with the
most terrifyingly-huge salivating death-beast that no normal human could ever
possibly want to stand still and confront. This is not the case in HOH as it is possible to literally be
frightened to death. This makes perfect sense as you wouldn’t expect to witness
any of the things you have to deal with in this book in the real world that you
are used to without feeling a bit scared. Your character has a Fear attribute and,
once this is reached, you drop dead on the spot. This adds to your feeling of
immersion in this book as you really dread any moments where your Fear may
rise, especially when you are told to add 2 or 3 Fear points!
Your lack of
weapons is a brilliant conceit. There is often a logic problem in FF where, no
matter how big or small the weapon, it rarely has an impact beyond a +1 or -1
damage adjustor. In HOH you start
weaponless (which makes sense) and have to find potential weapons as you go
along, to the extent that you start with an automatic Skill penalty to reflect
your defenceless state when faced with something massive that has claws, etc.
The potential impact of these weapons depends on the Skill boosters they are
worth. In other words, HOH is
actually very logical and doesn’t leave you having to suspend disbelief as you
play.
There is
probably more dialogue in this book than in any other in the series and you
cannot make many discoveries without talking to people, be they ghosts,
devil-worshippers, potential sacrifice victims, an actually quite smug
hunchback, or the Earl Of Drumer (an anagram of "Murder" incidentally) and Franklins themselves. It’s great fun getting
to converse with your enemies and it makes the sense of unease all the more
evident. Likewise, when you find someone (or something) that is actually
benevolent you also get a feeling of genuine relief.
This brings
us to the other excellently-handled aspect of this book that helps to draw you
into the proceedings: the mission. Frankly, there isn’t one. But there is a
plot and it is the most logical approach you could take to this book and its
opening premise. Basically, having established that this house is probably not
a good place to spend the night (you have already narrowly avoided one attempt
at poisoning by the time you make it to bed, which is about half a dozen
paragraphs into the proceedings), your only goal is to escape and destroy whatever
unpleasantness is contained in this house. The emphasis on discovery (largely
through dialogue) is the body of the book’s plot and the true extent of just
how evil this house is gradually dawns on you as you experience genuine chill
after genuine chill.
So, here we
have a FF with no mission, you are not some sort of superhuman, and you are
expected to spend more time talking to people than killing them. Yes, there are
some disgusting undead abominations that you can despatch along the way, but
that is not the point, as creatures/monsters are not needed here. The way the
NPCs are handled and used to add depth to the plot and atmosphere replaces any
need for the usual FF slash-and-steal motives. Your own desire to escape is the
real key, created by the vivid and frightening text, the really chilling art
(bar the comedy skeletons in panama hats, and the rather fey-looking
Christopher Lee and Peter Cushing clones that are the opening and closing
baddies of the piece), and the non-standard FF character elements (the Fear
stat, the Skill-building as you find weapons, etc.)
On
first appearing, this book may have seemed baffling to many readers due to the
method needed to beat it. It is not simply a question of tracing a true path,
finding the items you need, and then killing the end baddie and/or finding the
treasure. This book is in fact one big puzzle that takes many plays to even
begin to try to piece together. SJ was always fond of secret passageways and of
knocking you out and dumping you somewhere random where you could no longer
trace an understandable route, but HOH
would be the first of SJ’s two FFs that require you to use info from previous
attempts to gradually unravel the mystery of how the environment is laid-out.
There are secret passages and doors that you can only find when your intuition
tells you you are in the right place to use the special reference you wrote
down earlier when a ghost or something told you about it. There are
mathematical versions of this as well (eg: deduct 20 from where you are now and
hope it makes sense.) SJ even throws duplicate paragraphs at us to disorientate
and trick us even more. All this adds up to a very complicated adventure that
can leave many people believing cannot be mapped-out, but there are some playthroughs online. HOWEVER, don’t go near these – the
fun and the adventure element is in unravelling the puzzle. SJ would later take
this approach to the nth degree in what most people regard as the series’ best
entry (Creature Of Havoc.)
Another
unusual aspect of this FF is the handling of the difficulty level. HOH is incredibly hard (probably one of
the hardest FFs), but not in the usual one true path + massive shopping list +
really high stats + loads of Luck = still only 50% chance of winning way. As
FFs go, the small number of combats are not difficult (bar the end Hell Demon
who has Sk 14 St 12, but the essential Kris Knife that you cannot win without will reduce his Skill anyway), and there are not too many instant deaths (certainly not
the 40 or 50-plus that some FFs throw at you.) The difficulty is in the
complexity of solving the puzzle and that’s what makes this such a rewarding
experience to play and what ends up being one of the best FFs in spite of it
going off at such a tangent from the FF norm.
Bizarrely,
dying is actually quite rewarding in this book as the instant deaths are very
imaginative and fun, as well as being very well written (as is all of this
book.) My favourite is the death by getting sucked into an evil genie’s bottle!
If
there is a bad point, it is that you can grow frustrated by this book, due to
numerous plays that only ever yield the same discoveries and outcomes along
with the general feeling of disorientation as you try to logically work out
where you are going. There is also a feeling that there might be a bug in this
book somewhere (until you start to crack the puzzle.) You could argue that
there is too much of the cellar where the devil-worshippers are (although if you end up that far along you have lost anyway) and that there
are far too many secret passageways, but this wouldn’t be much of a house of
hell if it was simply a couple of landings with nice rooms on them. It is also
fairly easy to keep dying of fright, but after several plays it becomes evident
that a lot of the rooms are red herrings and you don’t even need to bother
going in them as they will just lethally increase your Fear scores well before
you come up against anything really horrific that you genuinely need to face to
win through. Plus, I have to say that the twist where Manvers/Peter Cushing
turns out to be the Hell Demon is fairly obvious. Also, as is often the case, the Wizard Books re-issue cover is totally devoid of atmosphere, relevance, or any real artistic merit.
Of
note is that this book is the only FF ever really to be censored and it did
cause quite a stir when first released. It was re-titled House Of Hades in America as “hell” was evidently blasphemous
and/or a bit too strong a word for the youth of America to be allowed to see on
a book cover. WHSmith initially refused to stock it in the UK due to its fairly
adult tone, its graphically chilling art (even the cover is pretty eerie), and
its portrayal of devil worship which was a big media bugbear in the early 80s
due to cases of alleged satanic child abuse. It has to be said that this book
and the next (FF11 Talisman Of Death)
are notably more adult in tone and are definitely not aimed at the usual FF
readership. As an 8-year-old first reading this book it really did scare me!
The furore over its content never really died-down in the FF world to the
extent that the Wizard Books re-issues do not contain the picture on reference
264 of a naked girl being sacrificed. This is actually quite bizarre as a) her
modesty is covered-up by a conveniently draped bit of devil-worshipper outfit,
and b) some of the other pictures are far nastier (eg: the decapitated ghost
thats severed head drips blood, the hanged old man swinging in the rain, the
hell demon, and the ghost woman being torn apart by ghost dogs, to name but a
few...) Some may also have been uncomfortable with the (actually quite clever) fact that all the upstairs rooms are names associated with Satanism and Demons.
Overall,
HOH is a gem in the series. It is
original, totally unique, succeeds in bending the accepted expectations of FF
without becoming either overly-bizarre (eg: Spectral
Stalkers) or just awful (eg: Starship
Traveller), and, in spite of its seemingly over-convoluted construction, is
challenging and makes you want to try to beat it as it really rewards your
patience. It has atmosphere to spare and is one of the most immersive FFs ever,
although it really pushes the boundaries of taste and is genuinely frightening
in places. Plus, whilst within the FF output it is very original, within
popular culture it is fairly run-of-the-mill horror fare: think The Rocky Horror Picture Show meets The Old Dark House meets The Devil Rides Out and you’ve pretty
much got the idea!
Never mind the sacrifice picture, the zombie illustration made me jump the first time I saw it! Utter terrifying, especially when playing after midnight for the first time! Had to put it aside after that like a big jessie.
ReplyDeleteGreat review for a great book. You make a good point about the Wizard re-issue, which actually kind of gives away the ending if you think about it. I actually wasn't expecting the butler to be the demon in disguise. Also, the butler's name is Franklins, not Manvers, unless that's a reference I'm not getting (which I suspect it is, knowing me).
I find the ghoul illustration really sinister. The way you can just see the eyes at the top as it emerges from shadow, with that grin, and the exposed ribcage...
DeleteWell spotted. I've changed it to Franklins. Manvers was a place near where I once lived. Must have been at cross-purposes!
ReplyDeleteAnd, yes, I agree, the zombie that is literally clambering out of the frame is pretty damn terrifying
First book I ever read - was a loaner and I was freaked out...my mom found it and ordered me to return it immediately but the damage was done...I was hooked on the stuff.
ReplyDeleteI must say I found it disappointing going back to this book as an adult. I had just revisited Spectral Stalkers which I think is brilliant and very imaginative and this didn't compare well. I find the artwork a bit crude and the layout of the adventure not very inspired, ooh a zombie behind a curtain! Although I suppose I should consider it did come out 7 years before Stalkers.
ReplyDeleteYeah great book, but it's SO HARD!!!!
ReplyDeleteYeah, I found that too
DeleteStill my fav FF book of all time, masterpiece
ReplyDeleteProbably my least favorite FF simply because of the tone clash it is built in. Dungeon crawl doesn't mix with suspense horror, if you're trying to scare the player and make them feel helpless and threatened by horrors that pose a real threat, you shouldn't also make it a slog of fights where every monster gets 2 minutes of screentime and then gets sorted out by being whacked over the head. The authors threw in every horror trope they could think of (here's a werewolf, there's a genie, there's a cultist, here's a zombie)
ReplyDeletenot even bothering to make their presence make sense or fit together. There can be no sense of some ominous plan or tragedy (not that the writers bother) which is so key to most horror games when you just have Jack the Ripper jumping out from behind a corner because why not. And then you upgrade your +1 blessed weapon and chug a health potion.
It's a good book, but -- from what I remember -- you are doomed to failure if you have a FEAR score less than 9. That's just a crock. Why even bother creating a game with a built-in "you're gonna die, sucka!" aspect to it. (admittedly, a SKILL 7 isn't the best, either, but there are ways to improve the Initial skill and some books where it's not necessary to have a SK 12)
ReplyDeleteYes, it's impossible with a FEAR lower than 9
Delete