ARMIES OF DEATH
Ian Livingstone
Reviewed by Mark Lain
Having wowed
us with the brilliance of #6 Deathtrap
Dungeon and then impressed us with its long-hoped-for sequel, #21 Trial Of Champions, a third visit to
Fang’s designer dungeon would probably have been a bridge too far. Instead, IL
chose to continue the franchise by expanding on the closing line of ToC that tells you that you decide to
spend your winnings on assembling an army. Conveniently, we learn in the
opening section of Armies Of Death that
this comes at the same time as this week’s scourge of Titan surfaces in the
form of the Shadow Demon Agglax. In a slightly forced-seeming backstory you learn
of how a scavenger called Drek found a sealed bottle that, on breaking the
seal, accidentally released Agglax who immediately headed off to assemble an
army of death to destroy Allansia (well, we certainly haven’t had that kind of idea
in the series before, have we?)
So, on the
one hand, IL has not taken the simple way out and re-built Deathtrap Dungeon
yet again which would have been fairly easy to do and would have been a
crowd-pleaser, assuming it came out at least half-decently as no-one expects
too much from a second sequel. However, on the other hand, and this is the
biggest problem with this book, the whole construct seems tired and almost laboured.
One thing that strikes you very quickly is how the encounters for the most part
just seem to be a hodge-podge of creatures from very early FF books: Gark,
Calacorm, Fire Imp, etc, plus a catalogue of monsters in particular lifted from
#3 The Forest Of Doom (Hill Men,
Fishman, Werewolf, Goblin, Shapechanger, even Yaztromo’s crow Vermithrax has a
cameo!) Coherence in terms of creature habitat is always welcome and these have
already been established as Allansian species in previous FFs, but it seems to
me that IL could not be bothered to include many new ideas, preferring to
simply re-use some more memorable creatures from the series’ past. His
inclusion of the Shapechanger in particular should not be seen as a shock given
his self-confessed fondness for it and, granted, there are still a few new
monsters here (the Blog is amusing in restrospect lol), but it does all feel a
little forced creature-wise. The incorporation of mass combat rules should be a
positive attempt at introducing a whole new dynamic to FF books but the rules
for Skirmish Battles where you get to “command” your army in combat do not
feature much and are (oddly for IL) more often than not very weighted in your
favour eg: a whole 10 Centaurs against several hundred of your troops is not particularly
likely to cause you any problems. Particularly odd, given that this book is
fundamentally supposed to be about ARMIES, is that the final showdown between
yours and that of Agglax requires no Skirmish Battles and only involves select
small units of your army and, even then, these are “do you have....?”
checkpoints where your army acts as if it were items rather than warriors. This
is a big problem that makes the end seem completely un-climactic and you do
wonder what role your army was ever really meant to play. Add to this a very
crap end baddie who takes very little defeating, along with the fact that it is
practically impossible to fail any of the army SIZE counting checkpoints that
feature here and there, and you end up with something that fails to live up to
either its title or any expectation of an almighty showdown to save the world.
It is of course possible to not have certain people in your army (and this will
kill you) but getting them to join is easy as is finding them on your journey.
The final
section is at odds with the opening part where you are very much in command of
a large body of fighters. You start with 100 Warriors, 50 Dwarfs, 50 Elves, and
50 Knights, and carry (an otherwise unheard of in FF) 700 Gold Pieces with
which to buy more support along the way. Initially the book has you choosing
whether to have them travel by boat or march, but, after a few “group”
episodes, the book quickly reverts to a more conventional solo trek through
Zengis (which takes up a large chunk of the adventure) followed by a brief solo
dungeon in search of a key NPC called the Oracle (hmm, very original!) Then
follows a reuniting with your army to head across plains in search of the big
payoff that never really happens. If you take the wrong turning right at the
start, the book can seem rather more like it really does just involve leading
an army as you very quickly meet your opposing force, miss out most of the
book, and fail miserably as you have missed all the key items/retainers which
are on the solo route. No prizes for guessing then that this is a typically
linear one true path Livingstone effort that requires you to amass a long
shopping list of essential items and, as it comes post-Crypt Of The Sorcerer, a huge amount of incidental detail
information too. But, this time some of the information is unbelievably granular
to the point where you have to know how much gold you paid for two particular
items (assuming you guessed right and bought them, of course, not that money is
an object for once) and, in one outrageously obscure moment, you are even
expected to answer a question the answer to which is nowhere in this book and
you need to have read Titan – The Fighting
Fantasy World to know it (although you do have a 1 in 3 chance of just
picking the right answer from the choices, of course.) Similarly, characters
with low Skill or Luck scores have no chance as there are many tests of both,
and this book contains the single most brutal Skill penalty that I know of
where you can be blinded for -6 Skill and -2 Luck – this can potentially leave
you with no Skill at all! IL’s use of arbitrary dice rolling to determine your
fate rather than any stat comparison is back again and it has to be noted that
throwing a 1 is almost always disastrous so there is a predictability in the
chance rolls that you don’t normally get in his books – again, this feels a little
lazy. To further make the player suffer stat-wise you do not start with any
Potions or Provisions and there are only two moments in the game where you can
restore lost Stamina, which is very harsh. Unusually for Livingstone though,
most combats (either solo or skirmish) are actually quite easy and you don’t
need to have all that many battles to get through the book (and the end baddie
is not insanely tough for once), although there are two tough fights just before
you find him that you might not have much hope of winning purely due to your
severely depleted Stamina by this stage. In a logical move, incidentally, if
your army is wiped out you are assumed to have died in the melee too which is a
realistic touch. Also, in a bid to keep tracking your army size manageable
everything works in sets of 5 ie troops die, and are found, in multiples of 5.
What makes less sense and, again, makes the whole skirmish/army concept work
badly is that you can choose which units your troops have died from –and it
does not take a genius to work out that Elves and Knights will probably have
special talents that you are going to need, which means your Warriors tend to
become sword fodder.
It is not
just the execution of the overall concept that seems awkward in this book
though, as very little of the army-based element makes much sense: Why does
your army just stand around waiting patiently for you whenever you go off on a
solo mission? Given the number of spies that Agglax has about the place, your
troops are surprisingly loyal. Yes, I realise they join up to fight the demonic
threat, but does this really make any sense, especially as you have a tendency
to get them poisoned and/or killed at numerous points outside of battle? To
expand on this slightly, as you travel through the region that is meant to be
under attack from Agglax’ army, everywhere seems oddly peaceful and comes
across as anything but under threat. Indeed, even on a one-to-one level, the
questions the locals in Fang are asking you about the Trial Of Champions show a
hell of a lot of insider information about something that is meant to be secret
(ie the Trial itself) so this does not add up either. In fact, you could
summarise this by saying that a lot of this book’s plotting makes no sense at
all if you try to analyse it!
That said,
there are a few very neat moments that can make this book an enjoyable experience
in spite of its curiosities. There is a very clever run-in with an Elf which
turns out to just be a Hag’s trap and you really do feel the tenseness of the
moment when you think you are supposed to be avoiding springing a trap. There
is a nice series link when one of your Dwarf troops mentions his time when he
was working in a slave mine (a reference to #7
Island Of The Lizard King, presumably), a very clever moment comes where
your army can contract malaria from the River Kok (a direct reference to
Thailand, presumably), and there are several thematic carry-overs from the
previous two Deathtrap Dungeon books
(there are lots of traps to fall foul of, you can be robbed of all your gold by
a Leprechaun à la DD, and it seems
like almost every item you need to find is made of gold à la ToC) so you do still get a feeling of
continuity in spite of the dramatic switch of theme.
Rather
annoyingly, however, there are a few noticeable moments where IL seems to be
boring us and/or being too preoccupied with newer interests than FF. I know it
is intended to be a joke, but I find the pie-eating competition to just be
childish (serious gaming has no place for a stat for Pie-Eating Skill), a
seemingly potential-filled visit to a Gambling Hall produces nothing beyond one
game (there isn’t even a choice) that is far from imaginative, and the
ramblings on the subject of sailing from Obigee/Ian Livingstone may yield an
essential piece of info but we don’t care about IL’s then fondness for
yachting. OK, our patience is rewarded in this episode but it simply does not
fit. Ditto, the hugely predictable Oracle’s cave “challenge” where you just
know by FF intuition that you must drink from Libra’s fountain, and the two
halves where right/left turns always lead to failure seem devoid of invention
or design effort.
As Ian
Livingstone’s FFs go this one is among his weakest, but it is not written
any differently to his others. His text is typically colourful and atmospheric.
It is the material content that lets this book down. Equally, the internal art
by Nik Williams is very effective and the cover is excellent, as is only to be
expected from Chris Achilleos. In spite of CA's great cover on the Puffin original, I do also like Wizard's reissue which is essentially the same idea but just made more modern and threatening-looking.
This should be an
interesting idea that allows the Trial Of Champions cycle to open out considerably.
Sadly, the final product is marred by illogicality, poor deployment of the
intended concept of an army FF, a general feeling that perhaps IL was going
through the motions, and repetitive info collecting. It is nothing like as hard
in real terms as many other IL FFs but it is also nowhere near as good. Yes,
the idea of commanding an army is fun but the focus moves away from this for
far too much of the book. There is even a rather knowing closing line related
to the by now way over-used lunatic of the week theme which says “how long will
it be before a new peril threatens... Allansia”... and that just about sums up
the feeling of being underwhelmed that this book leaves you with. It fits into
the general “meh”-ness that was a feature of most of the 30s part of the series’
books, but IL has sold himself short with this one. Not bad, but by no means
essential.
Good review but it isnt all that bad, just the fact that you have all that army and you never get to use it, just 20vs10 or 15vs10 skirmish.. it does take away the meening of the title. Besides that, the story its actualy good for me, only the final boss could had more of a encounter, instead its just if you have the Cristal he dies, if dont, you die.
ReplyDeleteAgree. I really enjoyed this book but read it as a kid so didn't really notice that there was hardly any army action. I rate this a lot higher than quite a lot of the FF
ReplyDeletebooks. Space Assassin anyone..?
There are so many Test your luck entries which reduce your Luck from 10 to 5 points. Yet no opportunity to add Luck points.
ReplyDeleteThis book isnt very good, but it is fun to play, half baked army mechanics or not. Leagues better then Starship Traveller crew mechanics.
ReplyDeleteI rather enjoyed the army-building which is the core gimmick of this book. The different troops have a rock-paper-scissors thing going and may dominate or get slaughtered depending on where you deploy them. Recruiting some NPCs could completely change them (like how your knights can become an unbeatable force after you find 4 heroic magic paladins). Additionally because you spend time on impressing and hiring new legions, often led by cool and charismatic NPCs, you're motivated not to waste your "friends" or at least try to give them a good death. A bit of shame that 90% of the book is still solo adventuring, but what little army games is in there works.
ReplyDeleteAlso this game has the weirdest cameo - you find an obviously 20th century man (Obigee) just chilling showing visitors photographs in the middle of a demon invasion, who's supposed to be stand-in for Ian Livingstone. Not only does the story never acknowledge the anachronism but meeting him is mandatory to acquire a pet needed to finish the book.