Jonathan Green
Reviewed by Mark Lain
The history
of this at one time almost mythical book has been recounted umpteen times so,
to avoid repetition of things we probably already know, in brief, this was
intended to be number 60 in Puffin’s original series but its release got
cancelled when Puffin canned the whole series at number 59 and so this book
fell into a black hole until Wizard Books finally let it see the light of day in
2006 as number 26 in its first FF series. Up to that point, Wizard had only
given us one other “new” title in what was otherwise a sea of re-issues and
that book (#21 Eye of the Dragon) was
actually just a re-hash of a shorter adventure that had originally appeared in
Ian Livingstone’s RPG primer Dicing With
Dragons. So, after 11 years we finally had a genuinely new FF book and,
more importantly, it was the long-awaited completed version of Bloodbones. I remember when this came
out and, like many FF fans, I had waited years for this book to appear so I eagerly
grabbed it from the shelves of Waterstone’s, coughed-up my £4.99 and took the
book home to play. Since then, this is a book I have been more than willing to
replay over and over – the exact opposite in fact of how I feel about the
dreadful Eye of the Dragon as, simply
put, Bloodbones is excellent.
The basic
premise is a simple revenge tale, but it is the sheer quality of the adventure
that carries it through. Years ago your village and family were murdered in
front of you by the evil pirate Cinnabar (aka Bloodbones) and you have vowed
revenge ever since. After a lengthy period working in Allansia, you are back in
your homeland of Ruddlestone (where much of JG’s FFs are set) and you now have
the chance to get closure by killing Cinnabar. However, you are soon told that
someone else got there 6 months ago and killed him for you which is a bit
disappointing until you discover that, actually, he’s being brought back from
the dead by his crew to wreak havoc once again as an undead voodoo
pirate thing. And so you set about hunting him down, which forms the plot of the
adventure itself. Divided into four main sections, the plot involves you first
searching around the Port of Crabs trying to find the pirates’ secret hideout (and
acquiring equipment and intelligence whilst you’re at it), then getting
abducted and taking a sea voyage, followed by a jungle trek around Bone Island
in search of part 4, which is a dungeon trawl through the Temple of Quezkari
(Cinnabar’s voodoo God of choice) to eventually catch up with Cinnabar’s ship
and despatch him once and for all. The four sections have a good mixture of
puzzles, traps, encounters, and info gathering which makes it all very varied
without ever losing the primary focus of your character’s motivation. The plot
in general is delivered in an exciting way and is very well paced with no lulls
and the plot thickens as the game progresses, with encounters growing ever more
interesting as it all develops. The voodoo atmosphere is laid on very thick and
Green’s always atmospheric writing style really makes you feel his creations
and environments.
To expand on
the theory that this one builds as it goes (meaning you will benefit more from
sticking with it right through), after a lengthy opening spiel, the initial
section in the Port of Crabs is the weakest, but this coming first does make the
later parts seem all the better. There are several gamebooks that fail due to
everything being thrown at the initial part leaving the rest of the book to
slowly fizzle out. Not so the case here. Whilst there is a fair bit to do in
the Port of Crabs, there is a problem in that no useful information is really
given to you as to the location of the hideout that you are trying to find in this
part and its discovery is by pure chance. Yes, throughout the adventure you
need information (and equipment) that you can only find by exploring the town,
but the actual thing you are looking for is never signposted – you simply pick
the right path and stumble across it. Structurally, you have more or less free
rein to search all the parts of the town (assuming you don’t die or get
arrested, of course) and there are two parts even to this – a daytime area and
an after dark part, with only two locations being available to visit at both
times of day (although visiting one of them at night is a disastrous decision!)
Subsequent playthroughs will reveal that, whilst you have the illusion of
choice, most areas are red herrings designed to eat up your time and stats with
only two being essential to visit in the day and two (or one and a half,
really) being necessary to be visited after night falls. There is a certain
amount of leeway given in the first section and you can visit a few unnecessary
areas without being totally scuppered, but the optimum route through the Port
of Crabs is relatively brief.
On the
subject of Time, this book requires you, in the first section only, to keep track of Time in hours. This is quite logical as you are trying to catch
Cinnabar’s ship before it sails and he gets away so, the more time you waste,
the less chance you have of catching up with him. The Time mechanic works well,
adding a sense of urgency (and focus) and teaching you to avoid going off at
too many tangents in each playthrough. Once you find the pirates’ hideout your
Time is checked: you must have taken less than or equal to 8 hours to get to this
point otherwise the ship has literally sailed. It seems that the shortest
possible time you can get there in is 5 hours (with 12 being the worst) so you
can essentially take three wrong turns and still get there on time. Anyone
familiar with JG’s FFs will know that this is an unusually generous gesture!
Part two
involves you being abducted by Cinnabar’s crew, getting chucked (or jumping) overboard,
fighting a big shark, getting rescued (in a nice link to part one this will
only happen if you had stopped the ship that potentially rescues you from being wrecked on the
rocks earlier, incidentally), dealing with a ghost ship, then getting shipwrecked by a
massive sea monster. This is the shortest section, but a lot of great material
is crammed into it, especially the ghost ship which is a superb creation (in fact,
it’s probably my favourite part of the book), and it is a lot of fast-paced and
quite scary fun.
Part three is
basically a jungle that provides more key equipment but the design of it is interesting
and unusual in that it is randomly generated based on throwing two dice. This
means that the usual FF linearity is subverted and that, to a certain extent,
the actual encounters and incidents in the jungle will never be the same twice.
The core moments will always happen by necessity, otherwise certain randomised
routes would make the game impossible to complete, but this is a neat way of creating
some variation in each playthrough. Granted, the dice-generated events add
nothing to the plot and have no material effect on it other than to increase or
decrease your stats a bit, but the element of inevitability with encounters is removed,
which is a good thing.
The final
section in the temple (a dungeon trawl, by all intents and purposes) is punishing
in the extreme with traps and lethal moments everywhere, the outcomes of most
of which are controlled by stat testing and/or arbitrary dice rolling. As
failure almost always means death, this part is quite frustrating and you will
probably resort to cheating the dice rolls pretty quickly.
...And this
point brings us to difficulty. Bloodbones
has been criticised for being ridiculously difficult, but I disagree with this.
There is no question that this book is VERY hard, but it is also reasonably balanced,
all things considered. It is far from easy, but it is certainly not impossible
and is still far more beatable than any of JG’s previous three FFs! There is no
doubt that you must have very high starting stats to stand a chance, as there
are a ridiculous number of Skill and Luck tests (plus a few Stamina tests), but
there are also many ways to increase all three of your core attributes
(especially your Luck), be it through special items, the huge amount of food
and drink that you can get hold of, or even a few moments where Initial values can be increased and/or
stats can be restored to their initial values. Many of the later combats are
undeniably difficult (there are four unavoidable fights at the end with very
tough enemies and this alone will probably kill you many times) and many of
these foes have adjustors that can deal you serious damage, but the earlier ones
are far from hard and this, again, is unusual for a JG book as you usually have
to deal with double-statted enemies from the outset. Plus you can always use
Luck to make the later combats a bit less brutal. As with all later-era FFs,
there are several cheat-proofing maths tests but these come at appropriately logical
key moments and, for once, the puzzles are satisfyingly challenging but are far
from depressingly obscure in their solutions like some of FF’s maths puzzles
can be. As we have already said, the Time stat is not too damaging to progress
as long as you do not waste too much time and it does afford you some freedom. The
real killer with this book in difficulty terms is the sheer number of items you
need (as well as a fair bit of information) and this is another example of a FF
with a very tight true path, although its deployment varies from stage to
stage. Curiously, in the sea voyage and jungle sections, the true path involves taking
the longest route possible and going basically everywhere, whilst the port
section involves trial and error to find the most efficient and least dangerous
path through (with a bit of scope for digression), which does add a
bit of variety to the usual execution of true paths! JG’s favourite ploy of
codewords is back but they seem to drive the plot more effectively here. I am
not a fan of codewords in gamebooks, but I can live with them here as they seem
to be less intrusive than normal and do play an important part in making the
plot flow logically. Overall, in difficulty terms, this book is definitely win-able,
but you do need high stats, a lot of trial and error, and the dice to be on
your side!
A big plus in
JG’s gamebooks is his referencing of actual historical, cultural, and literary
tropes and there is, amongst other things, a neat cameo from a Ben Gunn-like
castaway that is a nice inclusion. This NPC is clearly bonkers but he also acts
as the catalyst to your acquiring an essential time that you cannot win without
having, so there is method in his madness, if you have the patience and are
willing to take the many risks to get the item. As this is a book about pirates
and voodoo cults, a lot of the encounters are of the zombie or pirate-y kind
(there’s actually a vampire pirate at one point, which is a fun touch), and the
jungle has more than its fair share of creatures with the adjective “Giant” in
front of their names and, whilst this may all seem a bit repetitive, it all
suits the context. In terms of other creature encounters, I have to mention two
excellent creations – the Treasure Golem and the totally manic idea of the Cat’o’Nine-Tails
(an actual cat with nine tails, in a clever spin on an obvious nautical idea.)
It is hard
not to be drawn to Martin McKenna’s stunning green zombie pirate captain cover
and, along with the obvious mystique of the title in FF circles, this was
another reason why I had to have this book when it first came out. Indeed, this
is a case where you CAN judge an excellent book by an excellent cover. All of
the internal art is Tony Hough’s work and it really captures the 18th Century pirate era look that the text puts across, as well as the horror
of the animal and undead encounters. If I have a criticism of TH’s art it is that
he does not draw people well and they always seem a bit squat and look far too
friendly – the image of the advancing Cinnabar in particular is not in the
slightest bit scary.
“Book number
60” was eagerly anticipated and the 11 year wait was well worth it. People were
inevitably going to judge the book quite harshly and many slated this as “too
hard” or “dated”. I do not think it is either of these. Bloodbones is an excellent FF with lots of atmosphere, fast pacing,
and a catalogue of fantastic incidents. It is very hard to put it down once you
start playing it and you really do feel compelled to keep re-trying until you
can beat it... which you definitely can do as the feeling of hopelessness that
some of the hardest FFs can give you never arises when you play this book. In many
ways, this is a very fresh FF – only two are based around pirates and only this
one involves you having to defeat them – and it is full of energy and
imaginative moments that are never at odds with its three central themes of
revenge, voodoo, and, of course, salty seamen. If this had been the final
Puffin FF rather than the desperately boring #59 Curse of the Mummy, the series would have ended with a spectacular
and worthy bang rather than a pathetic whimper like it did.
PS: JG’s Gamebook Adventures offering (#7 Temple of the Spider God) bares more
than a passing resemblance to a slightly re-thunk version of Bloodbones!
PPS: Am I the
only person who finds the question “Do you have a fetish?” both hilarious and a
little personal lol?