SPACE ASSASSIN
Andrew Chapman
Reviewed by Mark Lain
Originally
advertised in Warlock #3 as FF#13 Assassin, the second Sci-Fi FF (eventually
#12 in the original series) had very little to live up to given how dull the
first effort in that genre (Starship
Traveller) had been and was a chance to instill renewed faith in Sci-Fi FFs
into fans of the series.... and it failed miserably. In fact, after these two
outings, it’s a miracle any more futuristic FFs ever got green-lighted and,
indeed, very few would be.
The premise
of this book revolves around your being the titular Space Assassin who is sent
on a mission to bump-off a crazed scientist (Cyrus) who has been abducting alien
species to conduct hideous experiments on. Not content with that, he now
intends to use your homeworld for a more ambitiously-hideous experiment which
will have disastrous effects on everyone/thing that lives there, so the Assassins’
Guild have decided he needs “terminating with extreme prejudice” (to quote Apocalypse Now.) The plot involves you
having to find your way onto his ship, the Vandervecken (pretty good name
actually), and make your way through whatever obstacles you find, eventually
tracking Cyrus down and killing him. The plot sounds quite intriguing when you
first read the introduction and there is some motivation to play this (which,
sadly, fades very quickly once you get into the mission.)
The mission
itself does have a logical flow inasmuch as there is a limit to how tangential
wandering through the corridors of a spaceship can realistically be, so most of
the decisions are of the turn left or right, open the hatch/don’t open the hatch,
pull the lever (normally disastrous), or open the door type. So it’s a dungeon
in space then, really. The direct route (up the corridors) is, understandably,
very linear, but there is an alternative route that you can find yourself
taking (and most likely will as there are numerous ways that you can inadvertently
end up on it) and this is one of the ways in which this book totally beggars belief
– somehow Chapman thought it appropriate to put an entire planetscape on the
ship with forests, ravines, rivers, plains, etc. What the hell is that all
about? There is just no context to this idea at all. The first time I ever read
this, I thought there’d been an error at the printers and that my copy had got
jumbled into some other FF – sadly, this was not the case and SA really is meant to be like this. If
you can manage to stay on the corridor route, the book is bad, but at least it makes
sense. If you find yourself on the “planet” deck you are sent on an endless
catalogue of North-South-East-West junction choices that eventually loop back
on themselves so you can end up just going round and round forever until you
either get lucky and find the way out, get even luckier and get killed by
something (not that there’s much there, by the way), or decide you’ve had
enough and bin the book. All this stupid section achieves is eating up loads of
paragraphs that could have been put to better use writing a decent FF book.
There is a
mercy in that you are saved having to waste too much time playing this as the
linear corridor trawl is quite short and it does not take long to reach Cyrus,
but I’d much rather have seen a longer and more immersive mission, rather than
pathetic excuses to flesh the pages out. Not only does the “planet” use up
loads of sections, there is also an (admittedly fun, given what else is on
offer here, but it comes very late on and you won’t care anymore by then) tank
battle game where you are forced to play one-on-one against the book – this eats
into the paragraphs as well, as you chase each other around. Added to this is a
feature that seems like it should be useful but that, again, just pointlessly
wastes sections – you can acquire various guidebooks along the way that advise
on things like robots or alien species. Sadly, the “advice” tells you nothing
of any use eg: “this creature is very dangerous” just as said dangerous thing attacks
you.
This book
would have some saving grace if it was at least well-written, but it is not.
The text is very informal, almost jocular and, at times almost seems smug and sarcastic
(as if Chapman knew this was poor.) This has to be one of the worst-written FFs
ever, both in terms of the prose itself and its dull/ridiculous structure. The
few aliens you meet seem to be small and cute (there is a particularly bizarre
encounter with some space squirrel things) if at times aggressive, and the NPCs
are all one-dimensional. Plus most of what/who you meet seems to be more than
willing to give you advice or surrender equipment to you (unless everyone hates
Cyrus, but can even androids have emotions?) than you’d normally expect (or, at
least, than would present any level of challenge.) There are so many stupid
episodes in this book that it’s impossible to list them all, but, notwithstanding
the planet debacle, amongst other encounters we are offered a philosophical
droid that is becoming obsessed with the meaning of its own existence, a room that
can only be described as the Vortex in The
Adventure Game, three ship’s cleaners that seem to be felines and instantly
attack you for no apparent reason (why are cleaner cats psychotic?), and a robot that
asks you gibberish questions that you are somehow expected to be able to reply
to with similarly partisan twaddle. To boot, this all may sound whacky in a
satirical way (like Star Strider
manages to achieve), but it’s not – it’s all just desperately uninteresting due
to the slapdash way that it’s written and put together.
...And it’s a
shame because, on reading the rules, the unique game mechanics could have led
to a really well planned and varied adventure. Firstly there is the Armour stat
– this represents the battle suit you are wearing (which can be swapped later
on for an even better stat-boosting one) and adds a bit of realism to your
ability to take hits from lasers etc. There are rules for dealing with Gunfire
combat which are basically a prototype of testing your Skill, but they do add variation
from traditional hand-to-hand combat rules. You can also sometimes throw a
grenade before combat if (realistically) there is time and/or space to do so. There
is a futuristic version of Provisions (Pep Pills) that restore a more “advanced”
5 Stamina points (health technology has logically improved.) My favourite rule
is the fact that you can roll one die and use the number to “buy” various
different weapons that have various different damage levels – I always like to
see modifiers being applied for weapon size/power and this is a nice realistic
feature. It soon becomes apparent that there is no point in choosing an assault
blaster as you can often pick these up by destroying robots, but at least there
are choices and realistic variables here. If only these rules had been used in
a better book!
The problems
don’t just amount to bad writing and stupid game design. Assuming you don’t
fall into one of the many traps and die instantly (including a self-destruct
function on the ship that you can accidentally set off, leading to an unnecessarily
protracted death as the book counts down to self destruction by eating up even
more paragraphs!), this book is actually very easy. As with most Sci-Fi FFs,
there are hardly any items to collect and most of those that you can find
(including a squirrel that I have no idea what you are supposed to do with) rarely
if ever serve any useful purpose. The combats are all fairly easy with low stats
(even Cyrus himself only has Sk 9 St 12 and you don’t need anything special to
be able to fight him), you quickly learn to avoid levers and buttons so it’s
easy to see through what is meant to catch you out, most of the rooms you can
visit offer nothing other than something to do if you’re bored with walking
down corridors, and the book is so linear that the true path is difficult to
avoid (even if you end up on the stupid planet deck.) Add to this the fact that
it’s not worth even rolling up a Luck stat as Chapman seems to have all but
forgotten that there’s such a thing and, all in all, you get an adventure that
you can complete in comparatively few sections with very few rolls of the dice
(especially if you’re trigger-happy and take the often available option of just
blasting whatever you meet without even getting into combat.)
All these
shortcomings ultimately amount to one massive failing on this book’s behalf –
it is very difficult to not lose interest part way through and there is no
feeling of immersion or intrigue, you just want it over with one way or
another. If you die it’s a relief, if you win you just don’t care – and neither
does the book with its perfunctory three sentence paragraph 400!
You could get
some mileage out of the art which is futuristic looking and is fairly weird to
suit the weird things that are going on on the ship, but even this makes a
basic error as the images are cropped wrongly and don’t fill the full frame –
in most cases they are almost square-shaped leaving several centimetres of
blank page under them. The cover has an air of mystery to it (and is by the always
great Chris Achilleos), but the scene depicted is just one short cameo that offers
no challenge (hardly surprising) and is instantly forgettable, but the cover is at least
atmospheric and dark (which is more than can be said for the contents.)
So,
there is little to recommend this book. It’s not as dull as Starship Traveller but it’s much stupider
and is designed even worse than ST.
The writing is appalling and it’s hard work sticking with it, even when it’s as
short as it is. It’s a real surprise that the FF selection committee let this
one get through. In a word: Rubbish.
this is the 3rd 'it's crap' review that ive read today and after playing it twice and dying i like it but i agree it's crap. i got lost in an annoying maze on the planet and the hallways/ducts are very boring to travel through
ReplyDeletegreat review, i skipped the spoilery bits but this seems to be an honest, thoughtful review of the book and the experience
ReplyDeleteThe only thing I remember about this book is that one of the guards has a gun that kills you with one hit. If you win the fight, you can't take the gun.
ReplyDeleteWas there more to it than that?
Funnily enough, that's the part where you can use the squirrel.
DeleteI like the book, it's strange but good. Especially the 6-legged squirrels, the random outside world/robot game sections, and the black spheres.
ReplyDeletePlayed this through yesterday and really enjoyed it. As a child I never enjoyed any of the sci-fi FFs. I was a big fan of two sequels, ToC and MR, both I thought were absolutely excellent, especially the epic intro of ToC and the vivid Port Blacksand (surely this inspired Harry Potter elements) of MR. Space Assassin is a really great way back into FF because it has a fairly complex system involving armour and multiple weapon systems in addition to gunfighting, hand-to-hand and the luck/skill/stamina mix we are all accustomed to. I agree the path was fairly linear, and fairly short - I
ReplyDeletegot onto the planet deck and went something like s,s,w,l,l and was out so didn't experience any looping. I really enjoyed the tank battle, and found it merciful, if anticlimactic to capture Cyrus very soon thereafter (3-4 rooms later). Coming into this after about 30 years, my expectations were very low anyway and this helped. Ultimately, I found Space Assassin fun, light enough to enjoy, but complicated enough in the battle sequences to be immersive, and think the hyper-negative reviews on it I keep reading are too harsh. I will have more comparators which will raise the bar soon. If you compare this to how dire some of the CYOA books were, it's league above and a really good one to start out with given that things apparently, can only get better hereafter.
I agree....this is a bad book. But I think the reason for the "planet inside the ship" was maybe a large laboratory for Cyrus to experiment on without having to leave the ship. That being said, just exactly HOW BIG is the Vandervecken, that it could contain an entire freakin' planet?
ReplyDeleteI liked the tank battle, but it seemed rather pointless. It would have been better if you actually gained something from winning it.
Worst yet? The ending is two sentences. TWO. That's it? This is one of the supremeo bad guys in the galaxy, and they basically tell you "Congratulations." Yawn. In RL people get a lot more adulation from eating 43 hot dogs in ten minutes than capturing an intergalactic baddie? Yeah, right.
Oh....and if you're an assassin, why not just kill him? Too many questions, and stupid answers to them (as the pilot of the Vandervecken might have said before I blew him away in one of my encounters).
I did have some fun with this one but I won't read again, its just too stupid and badly written.
ReplyDeleteThis is one of the ones that I prefer playing than reading, if that makes sense. I honestly think it's a reasonable enough adventure to play through (not a great one, but not I'm not left feeling like it's an hour of my life I'll never get back or whatever). But yeah, as a book it's weird, I remember being really thrown by the tone and feel of it when I first got it
ReplyDelete