Steve Jackson (II)
Reviewed by Mark Lain
The fact that
the Atlantis myth has not been exploited very much in the world of gamebooks is
slightly baffling as it has considerable potential, assuming the execution is
done right. Steve Jackson (the American one) obviously saw the concept’s mileage,
moved the legendary lost city to Titan and set his second FF gamebook there, in
the process creating a unique and very original gamebook experience.
The plot is
simple. YOU are the sole survivor of a pirate ship’s attack on your vessel and,
to reward your staying power, the pirate Captain (the crappily-named Captain Bloodaxe)
kits you out with a load of heavy food and throws you into the sea where you
sink to the ocean floor, only to land in a magical pentagram that gives you
gills meaning you can breathe under water and go off in search of your revenge
on the pirates who got you into this predicament (and maybe steal all their
booty and become rich into the bargain too.) There is a snag, though – if you
surface and/or dusk settles, your gills will disappear and you will not be able
to survive under water any longer. So this is essentially a race against time
revenge outing, but the beauty of it all is in the exploration itself.
One thing that
quickly strikes you is how difficult this is to map and it is indeed quite
labyrinthine in the way that various sections inter-link with one-another but
that is because it uses an ingenious multi-levelled 3D structure to make the
most of your being under water and therefore able to rise and dive at will. In
places, you can get sucked into under-currents and head down watershutes, as
well as being able to pass over areas from an elevated position. As confusing
as this is on paper it really does give the feeling of being under water and
adds massively to the (literally) immersive nature of this book. What is very
important to understand, though, is that this being a SJ (II) adventure, there
are multiple paths through as well as numerous different endings, so mapping is
not especially essential to victory as such, given that you can blunder around
and get sucked into or ejected out of various areas without it necessarily meaning
you are going to lose. Granted, there is what seems to be an optimum ending
where you defeat the pirates and become super-rich, but there are many other
less successful but still acceptable end results which adds hugely to
re-playability. Equally, there are several ways to defeat the pirates and, in
fact, to get to where they are hiding-out, as well as there being several ways
of finding the clues that can help you locate them (although you can of course
just guess by simply picking the right option when you are prompted as well.) Unusually
for a SJ (II) book this one is linear in that you cannot double-back or revisit
previously explored areas, but you do have the standard SJ (II) option of
exploring just about every option at each juncture, or at least until you pick
the best one at which point you are sent to the next stage of the mission and
can disregard the “lesser” options. Similarly, paragraph 400 is just a normal
game section making it less obvious which outcome is the intended definitive one,
if there even genuinely is one.
Furthermore,
as is also the case with SJ (II)’s FFs, this book is very easy unless you
surface too soon (and you can die two paragraphs in if you do this) or one of
your stats gets reduced to nothing and the multiple paths/outcomes make it even
easier as there is no true path to hunt for. Instant deaths are quite rare,
although there are at least two moments where your Stamina can be instantly
reduced to 1. That said, there is a plethora of opportunities for your Initial
scores to increase, your Stamina to rise by 10(!), and/or your Attack Strength
to rise a lot, and there is even one moment where you can quite literally
become a “new person” and are made to re-roll all three of your stats (which
could be good or bad for you, depending on how you started out, of course), so
this is definitely a book that can be completed with rock-bottom starting
stats. Add to this the fact that finding key items and NPCs is not that hard
(you can even gamble gold pieces and black pearls to an infinite level) and you
have a book that is not going to take much defeating, but that’s not the point –
the idea is to explore and re-explore as you find all the various paths and
outcomes with each playthrough. This is a book that allows you to discover
fresh moments over and over again, rather than the sometimes frustrating usual FF
approach of either find the one well-hidden route and win, or die trying.
For the most
part, you are required to move around Atlantis hunting for useful items and
allies to help you get your revenge, although some allies are more trustworthy
than others and the sly Sea Dragon will certainly make you work for your victory
if you choose to use its “help” (incidentally, several times the book sneakily
tries to convince you that this is a wise choice, which adds a bit of unpredictability
to the proceedings.) Nothing’s help can be got without you having certain items,
but the different options remove the “true path” aspect that can often be soul-destroying
in these books. If you want to use the Dolphin’s help (far safer than the Sea
Dragon) you literally have to fight for the right when a Shark attacks it and
this combat highlights a very noticeable feature of this book – physically strong,
but technically useless foes resulting in long but easy fights with enemies that have low Skills but very high Staminas. As you are under water, the encounters are often
unique whilst being perfectly-placed within the undersea environment, and many
of them are animal types which, whilst acting largely on instinct, are quite
big and tough. The vast majority of the fights here are with enemies with Staminas
in excess of 10, with the logically toughest two being the legendary Kraken (Sk
10 St 30) and the Sea Dragon (Sk 10 St 24), although neither of these are
necessary for victory. Many foes are fish or crustaceans and, in an interesting
touch, fights with the “stupider” creatures can be avoided by feeding them,
whilst fights with more “evolved” types (Water Elemental, Merman, etc) can be
avoided by simply bribing them not to hurt you or by doing them services. To
emphasise the Atlantean concept, numerous Mermen and at least one Mermaid come
into the mix, as do some sea versions of familiar fantasy fare such as the
fishy-looking Sea Ogre, the Muck Demon, and the Deep Ones (sort of frogmen with
delusions of grandeur.) To add a nice fantasy twist to familiar Earth species,
we meet a Swordfish (which thinks it’s Cyrano de Bergerac and really is an
expert swordsman!), the cathedral appropriately houses Angelfish as well as Devilfish,
and there is even a Lionfish which has a lion’s head and can roar! If that isn’t
enough to get the undersea world message across, the Mermen use various species
of Toolfish (as can you), which reminds me somewhat of all the different
animals that are used as household tools in The
Flintstones!
The various
creature types show both a clear focus on the setting as well as some wry
humour and there are other moments where this book does not take itself too
seriously as well, although it never lets itself down by seeming trivial in the
way that the satirical FFs such as #27
Star Strider often did. We meet a Deep One Champion called Sharkspear, the tight-arsed
Sea Dragon refuses to lend you two gold pieces if you ask it to, you have to
kiss an ugly female Deep One to raise her from her slumbers, Cyrano the
Swordfish is pretty bonkers (although the stat rewards for fighting him are
well worth having), and there is a location called Gorblimey Rocks at one point
too. These moments of humour are strangely suited to the generally very other-worldly
feel and tone of this book, although there is a curious moment where a Merman
asks if you are a Deep One and expresses relief when he finds out you are not
as they are at war – a war which he presumably has only heard about otherwise
he would know that a human and a Deep One look nothing like each other, but we
can forgive this one inconsistency in what is otherwise a very well-designed and
controlled concept.
One encounter
worthy to be singled-out is that with the Bone Demon. Whilst this is not a
unique creature and is certainly not restricted to an undersea locale, the
encounter is memorable for two things: firstly, you have to fight three parts
of it as three different foes, and secondly, it is the creature featured on Les
Edwards’ cover. When this book first came out (and still now if looked at from a
certain distance) I genuinely believed this cover had been rendered by
photo-manipulation, it is that real-looking. The cover also perfectly suits the
location with its sea blues, green seabed, and even air bubbles rising from the
Bone Demon. This is probably one of my favourite FF covers due largely to how
well it fits with the book, as well as its eerily realistic appearance. Sadly,
the internal art is by Bob Harvey, a man whose work has never quite done it for
me, but he does actually do a better job here than normally and his Mermen and
buildings are especially effective, although I’ve never liked the way he draws
people. Thankfully, the writing is so atmospheric and SJ (II) captures his
atypical locations so well in the text that the art is almost incidental to the
prose itself, rather than being a function of the overall experience of the
book.
I briefly
mentioned black pearls above and acquiring these is essential if you want to
achieve the revenge-plus-riches ending. The search for these is more akin to
the traditional Ian Livingstone style of gamebook where you quickly realise
that you need to amass a certain volume of one recurring motif or another.
Black pearls can only normally be found by defeating the toughest foes (killing
the Kraken will yield the largest haul of three in one place) and, if you can
find out how to use them (and the person with the info is not that hard to
find) you will reach one of my favourite parts of this or any other FF gamebook
where for every two black pearls you can create a Skeleton Warrior to fight the
end pirates for you. OK, I admit it, I’m a huge fan of Jason And The Argonauts and this has been blatantly plagiarised
from that movie, but the image of Ray Harryhausen’s Stopmotion skeleton army
always comes to mind when I reach this point of the book and, that alone, is
enough to make this one so memorable for me.
In terms of
gamebook design, there is nothing unusual here other than its complex multi-level
game map, and it avoids any special mechanics, relying instead on superb exploitation
of its theme and concept. The multi-path/multi-ending approach is uncharacteristic
for FF in general, but is standard fare for SJ (II) and I think it is all the
better for its lack of gimmicks. Likewise, the revenge plot is very simple,
leaving the player to focus on the unique world that SJ (II) has created in
this book.
This is a
fantastic gamebook which has a certain dignified elegance to it which is often
missing from the generic stalk-and-slash “ultimate hero” FF books. It makes
excellent use of its atypical setting, and its unusual and imaginative
encounters and locations are perfectly matched to the writing and ethereal
atmosphere. For these reasons, along with the Harryhausen steal, this is one of
my favourite FFs. It’s a little too easy, but that only increases playthrough
scope. I highly recommend this for something a bit different.
a very welcome new review, still trying to find time to play venom of vortan...
ReplyDeleteThanks ed. Have you tried my other gamebooks as well yet?
DeleteI'll have to print them out first.....wish I could buy more time as you do provisions in the FF adventures.
ReplyDeleteI'd have to disagree about Bob Harvey's art. He's one of my favourites. All a matter of opinion of course. Underwater-y creatures have always been the scariest of fantatic beats to me, maybe because I can't swim and am terrified of water!
ReplyDeleteFinally, someone else who loves Demons of the Deep! This is one of my top 10 FFs.
ReplyDeleteWas there a mistake in one edition. I remember I could never find the deep ones. I only knew the existed because of the picture and played the game from that point once.
ReplyDeleteI quite like adventure gamebooks with more than one path to victory, and Steve Jackson/Yank does it masterfully here. (too bad his Car Wars Adventure Gamebooks weren't so consistent in that regard) The idea of having a mob of skeletons crew your own pirate ship was intriguing (I've never seen "Jason and the Argonauts"), and the encounters with the Toolfish and the Sea Dragon are quite memorable. One takeaway from this book -- never, EVER bow before a demon. (I'm sure that's in "YOU CHOSE WRONG," but if it's not, it should be, shudder)
ReplyDeleteOne of the most just outright fun books in the series, for me. Love it
ReplyDelete