SWORD OF THE SAMURAI
Mark Smith and Jamie Thomson
Reviewed by Mark Lain
Samurai
culture has always fascinated me, be it Akira Kurosawa’s classic samurai
movies, my ex-house mate’s worrying collection of katanas, or the various
museum exhibits of armour and weapons. There is just something very elegant and
dignified about it all, along with a lethal efficiency and the importance that
honour plays too. The ubiquitous duo of Smith and Thomson have released a vast
number of gamebooks together, as well as each of them individually having
penned several others, and, for this, their second entry into the FF cannon
they present us with one of my favourite gamebooks of all time.
I’d imagine
many peoples’ initial reactions to this title would be confusion over just how
feudal Japan fits into Fighting Fantasy and the simple answer is that it does
not. Instead, the basics are uplifted and deposited in the region of Hachiman,
an area cut off completely from the rest of Khul that has, coincidentally,
developed in exactly the same way that Japan did. OK, this may seem like a
point is being stretched but there is no real reason why this could not have
happened and it avoids MS/JT’s second FF having the same problem as their first
(#11 Talisman Of Death) in having to
be set somewhere other than Titan, making it not quite fit with the bulk of the
series. In fact, the “orphan state” nature of this second book actually works
in its favour and makes the setting all the more plausible. The plot is the
real glue that binds this alien setting to the overall Titan concept as it
fuses Japanese samurai concepts with the standard FF plot of retrieving a key
item from an evil uber-baddie who intends to wreak havoc with it (oh, and
killing him too, of course.) The baddie here is Ikiru (also the title of a
non-samurai Kurosawa movie, incidentally), the Master of Shadows who has nicked
the sword of power (the dai-katana, Singing Death) and taken it into the Pit of Demons ready to
unleash all hell on everyone. You are the Shogun’s Champion (that old FF
chestnut of being the elite version of something-or-other) and you are
despatched to retrieve said sword. At face value, this is fairly
straightforward, but the execution of this book makes for something much more
involved and involving.
Firstly, you
can be one of four different kinds of samurai by choosing a Special Skill. You must
pick one from Kyujutsu (archery), Iaijutsu (fast draw), Karumijutsu (heroic
leaping), or Ni-to-Kenjutsu (fighting with two swords). Thankfully there is no
optimum choice, meaning the book can be completed using any of these and each
allows for huge re-playability as they have different effects on how certain
moments in the book will play out. My personal favourite is the archery option
as you get a bow and four different types of arrow in addition to your standard
equipment, and each behaves differently, although sneaking around picking off
opponents rather than stepping bravely forward and fighting them with a sword
can affect your honourable samurai status at times. I am also rather fond of
the two sword combat skill as this gives you both a longsword (katana) and a
shortsword (wakizashi) (normally you only get the long sword/katana) and allows
you to act like the cover image and also to stand rather more chance in combat,
especially if you have a Skill of sub-10. Fast draw is handy for getting
auto-hits in combat but you have to remember it’s there otherwise it will do
nothing so this one is a bit of a sleeper. Heroic leaping plays a big part in
certain plot instances but it is just not all that exciting to be able to jump
around when what we really want from a samurai book is fighting with samurai
swords!
The second
key feature in use here is the extra stat of Honour. This exists to force you
to play out the role of a samurai – act honourably and your Honour increases,
do something dishonourable and your Honour decreases. Very logical, really, but
there is more to it than that as, should your Honour drop to zero you are forced
to commit ritual suicide (sepukku) to eke out one last honourable act from your
fallen existence (is this really meant to be for kids, out of interest?) There
are a small number of key moments where your Honour score is checked, although
these will rarely lead to failure, rather they will just make you do a bit more
to progress. In a neat opening gambit, whichever direction you initially choose
will lead first to a scenario where your ability to play the samurai role is
tested. This is good to see as it really brings you into your character and
gives an indication of what is expected of you in this book.
Interestingly
though, only one route (the easier one) really develops your actual Honour
score, the other takes a more situation-based approach and it is this
difference which adds the third important element to this book – there are two,
wholly distinct, paths through to victory. Head west and you will first have to
deal with the rise of a rival opportunist Shogun (this is avoidable but most
options will lead to him) who has seized power, followed by a trek through the
Forest of Shadows, then on to your target (the Shios’ii Mountains) where the
entrance to the Pit of Demons lies. Going east takes you through loyal
territory which is blighted by a nocturnal problem with Undead, followed by a
tricky episode at a river inhabited by Kappa, then into either the dangerous
Spider Fens or the somewhat dream-like (and very dangerously linear) Enchanted
Garden. The westerly route is the easier of the two, although it does involve a
short-lived (and rather ambiguously-allied) companion, a tough riddle-solving
moment with a Tatsu (wingless dragon) that I defy anyone to fathom out, then a
brilliant cameo with the Zombie Samurai and river full of animated skeletons
from the cover (which does take a bit of nowse and/or item-holding to beat.)
The harder eastern path is longer overall and requires you to have decent stats
otherwise you will struggle, although it does generally exploit your skill
selection more effectively. If you can find the map that allows you to access
it, the Enchanted Garden is probably the toughest (albeit non-essential to
victory) part of this book as any false move will kill you but it does add an
extra challenge once you’ve beaten all the other parts. Once you’ve taken your
chosen path, both routes converge in the mountains where you are faced with The
Hub and things get weird, but this is actually one of my favourite parts of
this book as it really is totally unexpected and it makes sense of the seemingly
disparate and unconnected encounters and item collecting that both paths will
present to you. The Hub is effectively a waiting room with eight doors, each
leading to a different plain of existence, bar the eighth which takes you to
the penultimate showdown of the book, the Tourney of the Planes (sic.) You can
visit as many or as few as you wish in a bid to get allies to help you face the
four opponents that you have to deal with in the Tourney itself, but which
allies will help you depends a) on which route you took to get here, and b) on
which items you have or actions you chose on the way. This is really clever as
it stops this part from being so easy it becomes academic whilst also meaning
each playthrough can, in theory, produce a different outcome here. Having made
some allies you can then decide that it’s time to go to the Tourney and fight
four opponents, all “specials”. As this is a book with a great variety of
potential plots, you can survive with just one ally (the first opponent can
only be defeated with an ally) but you need the right allies to beat the right
opponents, otherwise you have three very tough battles to contend with here.
Beat this part and you then reach your final goal, the Pit of Demons, and your
final showdown with Ikiru himself (a toughie with Sk 12 St 12.) As with the
rest of the book, there are numerous ways to tackle him (the easiest is by
using Singing Death, assuming you have found its secret, of course), ranging
from straight combat to outright killing of him with a successful Luck roll
(although this is only possible if you have Singing Death.) If you
don’t have the dai-katana this fight is much harder and Ikiru gets the Luck
advantage in that if you fail a Luck roll he
can kill you instantly. The latter is
rather more akin to a FF final baddie battle and it does make the end more
climactic as well as much harder, even if it does mean you don’t retrieve
Singing Death until after Ikiru is dead and removes the plot mechanic of using
his ill-gotten gains against him.
What is
probably becoming apparent from all this is that this book is not particularly
difficult and is more of a book to re-play to freshly discover all its
different plot-threads rather than a book to try to unravel a solution, given
just how many there are here, and ample re-playability is one of its big
plus-points. None of the routes are unpassable (bar one sub-route that gives
you loads of warning not to take it) but it must be said that most combats
(especially those on the easterly path) are actually quite hard (Skills of 10+
are generally the norm), but the four different approaches to combat dependant
on your chosen Special Skill do take the edge off this to an extent. What I find
odd is that any Samurai you fight (notwithstanding a fairly strong Ronin who
hates you) are by far the weakest opponents you will take on – are they not
supposed to be elite warriors, or is this designed to imply that Hachiman is a
really lethal place? Even the rogue Shogun, Tsietsin, is not that hard to
defeat and I do struggle with this idea. Similarly, key checkpoints are just
the “do you/don’t you” choice type and nothing other than the Tatsu riddle
episode really tests whether you are cheating or not, which makes this all the
easier.
The sheer
variety of different versions of certain routes and episodes leads to a
necessity to have a lot of cut-and-paste paragraphs but this does result in
every option making perfect sense and aids continuity enormously (Tsietsin’s
castle, in particular has several variations on a theme/approach to discover.)
A curious by-product of all the possibilities you have is that only certain
specific options will lead to you seeing the art for creature encounters (and
most here are unique, given the setting), which, again, demands that you
re-play if you want to know everything there is to know here and, as this is
the only FF to be set wholly in Hachiman, you definitely will find yourself
wanting to know as much as you can about the region. This book is our only
resource on Hachiman, and it thankfully allows you to travel around most of the
region, seeing its unique and original monsters, and being immersed in its
fundamentally Japanese idiom.
Alan
Langford’s art is the perfect complement to MS/JT’s to-the-point but very
thorough writing style and this book oozes with Eastern atmosphere. Langford
brilliantly captures exactly how the mind’s-eye interprets the descriptions and
some of the art is truly phenomenal in its combination of horror and exoticness.
Take the Rokuro-Kubi group image or the attacking Undead Samurai as cases in
point, although almost any illustration from this book could be cited as
perfectly suited. The Eastern horror sense is countermanded with the awe-inspiring
nature of certain creatures, especially those intended as allies in The Hub
and/or the almost “deity”-level opponents such as the three Demons in the
Tourney of the Planes. Likewise, Peter Andrew Jones’ cover is phenomenally good
featuring, as it does, one of my favourite foes from the book (even if you only
meet it on the Westerly “easier” route, but I guess that’s another thing to
discover on subsequent playthroughs!) Mel Grant’s reinterpreted cover picture
for Wizard’s Series 1 re-release takes a more horrific and “modernised” approach
to the Undead Samurai image but the excessive use of red (the river is red, but
so is the sky) does not work as well for me as the darker Puffin cover. Still,
Wizard’s cover is pretty good and is far better than most of their botch-jobs.
On the
subject of the Westerly route, it is interesting to note that you can amass a
massive amount of money, none of which is of any use to you. Is this a clever
deceit to remind us that this book is about Honour not Wealth, or is it an
awkward oversight? I’d prefer to plump for the former and give another mark for
excellent design as MS/JT don’t really drop the ball at any point with this
book, notwithstanding its ease which is impossible to ignore but does work in
the re-play and multiple possibilities stakes, and the rather jarring Tatsu
riddles section.
Needless to
say, I rate this book very highly and everything (even the relative ease) works
and holds together thematically and contextually really well. Thankfully, Smith
and Thomson’s FFs were re-issued in Wizard’s first iteration making this book
all the more findable for those who don’t have it, although it is one of the
later issues which are tougher to locate so you are more likely to pick up a
Puffin original which is worth it as the Puffin version has the better and more
suited cover to complete a quality package. Essential
reading/playing.
another excellent review , I must re-visit the land of hachiman.
ReplyDeleteMalthus, I finally played venom of vortan and its quite tough. I'd only gotten used to the company of nehemina fleetfoot when she got killed off. And then not much later I was incinerated while trying to walk on the coloured squares - aargh ..better luck next time I hope !
Venom of Vortan is the toughest one I've written yet. The coloured squares room is one of many tricky parts of it!
Deletereminded me of the chamber of night from crown of kings, first played back in those heady days of the 1980's and many times since.....I can only assume that nehemina was fleet of foot but alas not fleet enough to avoid those spikes....if I manage to finish venom of vortan , i'll have a go at your other adventures.
ReplyDeletea tough riddle-solving moment with a Tatsu (wingless dragon) that I defy anyone to fathom out
ReplyDeleteI actually solved both riddles on my first attempt at the book. Well, the first I already knew from The Hobbit, but I figured out the second on my own. Though I did mess up the 'convert letters to numbers' bit by giving 'i' a value of 1 rather than 9, so I still wound up having to fight the Tatsu on that occasion.
There's another FF blog (can't remember which one off hand) in which the writer got the first riddle wrong, but chose an answer that coincidentally had the same numerical value as the correct answer to the second riddle, and didn't realise his error until I pointed it out. It's a funny old world.
I'm not sure that FF rules mention anywhere the need for prior knowledge of The Hobbit, so I stand by my theory that the riddles are stupidly hard
DeleteMy mentioning where I originally encountered the riddle may have misled you. It's not some obscure bit of Middle Earth trivia - the riddle was already over a century old when Tolkien decided to include it in his book. And the age of the riddle shouldn't increase its difficulty, as the item to which it refers is still commonplace today.
DeleteI was surprised that I actually completed this one (honestly!) during a train journey. I don't quite agree fully on the ease of the book. I almost always lost at the tourney portion because I picked the wrong allies or didn't have them, so maybe that's why I always associate this adventure as being one of the harder ones.
ReplyDeleteI do agree that it is one of the best.
I just finished this book recently. Good fun and games home the importance of having feline friends.
ReplyDeleteIt's good in every way and FF could be expected to be good. Feels ahead of it's time at #20 but that's the Mark Smith/Jamie Thomson/Dave Morris group for you.
ReplyDeleteGreat review and reminds of so much about this book. Certainly another one of my favourites I came back to time and again. The art was amazing, the rokuro-kubi stayed with me for a long time, as did the characters from the hub.
ReplyDeleteThe characters are all taken from centuries-old Japanese folklore. The Ki-Rin, Kappa, and Rokurokubi can all be found on the internet now.
However, in the pre-internet days when this was written I think the source material outside of Japanese culture would have come from books like Kwaidan by Lafcadio Hearn (which has a great Rokurokubi story and lots of "Oni" tales), whose writing introduced the Western world to these ancient stories and rich characters. Indeed many of the characters, and especially the dream-like world of the Hub, capture the atmosphere of the stories in Kwaidan very well.
The switch to the weird dimension of the Hub seems less unusual to me now having read Kwaidan, as many of those stories from folklore transport characters suddenly into surreal dimensions where whole lifetimes are lived outside of human time and space. This shows that even this aspect of SOS's plot is well within context and I can only assume the authors researched very thoroughly or were inspired by numerous sources.
Such a great book for firing the imagination and all the more playable for it. Thanks for this review.
Some have downed this on their blog. I don't get it. The amazing replayability of this book is reason enough to get it, and the journey before you get to the Hub intriguing enough once you get there. The battle in the Hub is quite exciting as well. Playing a Samurai is a theme that has been rarely done (AD & D Gamebooks' "Secrets of the Ninja" is the only other one that comes to mind), and although the Fighting Fantasy series is quite extensive, it lacks more description of the fascinating land of Hachiman.
ReplyDelete