YOU ARE THE HERO
Jonathan Green
Reviewed by Mark Lain
It is now well over two years since this book came out and,
as the dust seems to have finally settled, enough time has now passed to be
able to take a more rational view of something that was initially being greeted
in a rather nostalgically doe-eyed manner. Funded by a Kickstarter campaign
that offered the usual choice of very simple (pdf of book) through to rather
more elaborate (lunch with Steve Jackson and Ian Livingstone at a London
restaurant) rewards, the book was launched at the first Fighting Fantasy Fest
on 7th September 2014 in London, an event which the more cynical might try to
suggest was fundamentally a book launch, but that grew into rather more than that
(but that’s another story.)
Divided into 30 chapters, this large format coffee table
tome follows the history of Fighting Fantasy in roughly chronological order
although, by necessity, some themed chapters break up the timeline to avoid
awkward jumps between sub-series (AFF, novels, etc) that would have resulted in
a less logical and structured design.
Starting at the beginning of the FF story, the opening two
chapters cover the very early days of Steve Jackson and Ian Livingstone’s
working and playing relationship, documenting their importing of Dungeons & Dragons from the US, the
establishment of Games Workshop, and the process behind the creation of The Warlock
Of Firetop Mountain. These chapters are really fascinating and are probably
the sections of greatest interest to the more-than-casual FF fan as this is
where a lot of the juicy background detail that many would not be aware of is
to be found and this is made all the more factually credible by the sheer
amount of narrative material drawn from interviews with the four key players of
the era: Jackson and Livingstone themselves, plus Penguin’s protagonists
Geraldine Cooke and Philippa Dickinson. There are many early photographs (SJ
and IL both very young and looking very ‘70s whilst clutching the first D&D
rule set, the queue awaiting the opening of the first Games Workshop, etc) and
much documentary material such as early hand-drawn maps, treatments, etc to
satisfy the most demanding of FF fans in their search for obscure historical
detail. I think this is the section of the book that I enjoyed the most as,
other than the small amount of information given in Wizard’s 25th
Anniversary edition of WOFM, this was
all stuff that I did not previously know and is a real treasure trove.
The sudden runaway success of FF was a surprise to pretty
much everybody at the time and the third chapter explores this whilst focussing
on the second and third books (The Citadel Of Chaos, The Forest Of Doom)
which naturally means there is a lot of information offered about these two
books too. This is to be expected though as we, again, are treated to
proposals, treatments, maps, etc and a wealth of first person anecdotes from SJ
and IL to flesh out the story in welcome depth. FoD’s superb Iain McCaig cover segues neatly into a chapter
ostensibly about FF art profiling some of the artists involved in the
development of the series: Russ Nicholson, Iain McCaig, John Blanche and Martin
McKenna. RN is an obvious choice as he was the first FF artist and encapsulates
for me what the initial visual concept of FF is really about. IM is probably
the most legendary so he needed to be included. JB’s art is so stylistically
unique that it is well worth covering, plus he inked all of the Sorcery! books so, again, featuring him
makes sense. McKenna, though, is a less obvious choice. Personally I think
McKenna’s Hammer-influenced art is outstanding but he only really came to
prominence in the later Puffin and more recent new Wizard books. Whilst he is
certainly the best of the later artists I have a suspicion that he is included
because of his close work with Jonathan Green (more on this subject later) as I
would not regard him as one of the biggies of FF art. Intertwined with the IM
profile is the opportunity to chronicle the three back-to-back books that he
did the cover art (and internals in the first two cases) for - City Of Thieves, Deathtrap Dungeon, Island
Of The Lizard King – and each book gets about one page devoted to it which
is rather less coverage than the initial three books get, but we are into the
“business as usual” stage of the series now and pages on end on each book would
just get ungainly after a while, so this makes sense.
Having given John Blanche his own sub-chapter (see above),
the book’s fifth chapter proper is devoted to the story behind and around the Sorcery! side series of four books and,
as with WOFM, there is not much you
won’t know about their history after reading this chapter. The Sorcery! books are held in very high
esteem by FF fans and are an epic in their own right and FF’s only attempt at a
proper ongoing saga so the story of FF would hardly have been complete without
a chapter given over to them.
From this point onwards the coverage of each individual
gamebook becomes rather unbalanced, with some getting two page write-ups (Creature Of Havoc, Beneath Nightmare Castle)
whilst others, especially those from 30 upwards, sometimes get as little as two
short paragraphs (Master Of Chaos is
a case in point). It seems to me that JG has tried to play up to the perceived
general consensus opinion of each particular book as if the reader might not
care to hear too much about the “lesser” books and would prefer expansive
information on the series’ generally accepted high points. There is a
difference between critical and documentary writing and I for one would be just
as interested to hear the full story behind a book I hate playing as I would a
book I think is a masterpiece. We get some idea, for example, from Luke Sharp
about why Chasms Of Malice is so
insanely difficult but we don’t get an insight into the end-to-end creative
processes involved in putting this book together (LS’ books are very distinct
in their mechanics) in the same way as we do for certain other higher-profile
books. I know I’ve already acknowledged that there is a limit to how vast YATH could realistically be, but a bit
more balance in describing each book would have been preferred. Chapters 11 and
14 give brief overviews of books 20 thru 39 and 40 thru 49 respectively, whilst
Chapters 6 and 7 take the approach of Chapter 4 and weave the next few books in
the series into other parts of the story.
Books 8 thru 11 are grouped in with the FF RPG book, The Riddling Reaver, Out Of The Pit and Titan – The Fighting Fantasy World which
sits a bit awkwardly as these latter books were not contemporary with the
formers. Still, we get a page or so on each which tells us just about enough,
although House Of Hell takes centre
stage and gets far more coverage, but its unique status within the series
justifies a bit more information being necessary. The next medieval entries in
the series (14, 16 and 19) get lumped in with a chapter on maps which may seem
odd, but does work reasonably well as the real point of the chapter is the
world-building that was very much in place by this point in the series. You
don’t need maps if there’s no unifying concepts or location, but you do need
maps if you want to be able to properly visualise and contextualise where these
adventures are taking place and the relationship between these places.
From here on in, the scope of the book begins to
broaden in keeping with the ever-expanding franchising of FF. The short-lived Warlock magazine gets its own chapter
including a brand-new exclusive Derek The
Troll cartoon (that is actually very amusing, incidentally), as do the side
projects of Tasks Of Tantalon, Casket Of
Souls and the sole two-player FF Clash
Of The Princes. Likewise, the two series of FF novels, Marc Gascoigne’s
(and more recently, Graham Bottley’s) Advanced
Fighting Fantasy series, the two boardgames, and the abysmal kiddies’ FF
series The Adventures Of Goldhawk,
all also get a chapter each which, again, leaves no stone unturned in
documenting the series’ output in its first (Puffin) era.
Many fans consider the handful of Sci-Fi offerings in the
series to be anything from comparatively weak through to almost non-existent
(although I personally really like Rebel
Planet and Robot Commando) so it
comes as no surprise that these books are dealt with in their own separate
chapter as they literally “stand alone” by being non-Titan books. I am glad to
say that, unlike the short-shrift YATH gives
to some of the books, the Sci-Fi books are covered in detail with equal input
from their authors and artists. Whilst we may not be very interested in playing
many of the Sci-Fi books, a full page on each is justified as it does give us a
very different angle on the creation and development of this part of the
series, even if reading about the Sci-Fi books is, for the most part, more
interesting than playing them!
To slightly break up the chronological presentation of the
story, Chapter 13 sort of jumps forward in time (taking into account that
Chapter 14 covers books 40 thru 49) and tells the story of what SJ and IL
largely got up to post-FF. SJ’s telephone bill-guzzling RPG FIST and his elaborate BattleCards series are detailed and IL’s
various video game and benevolent activities are documented which shows there
is more to them (and to the story) than just churning out product for Puffin.
It also proves that they did not just sit on their backsides and count the
money once the series was in decline but that, instead, they maintained their
interests and continued to get involved in fresh and worthwhile projects of diverse
types. After all, and the first chapter bears witness to this, YATH is as much the story of SJ and IL
as it is of a franchised gamebook universe.
FF’s decline in the mid-90s is a depressing, if unavoidable
subject, and it is one which is treated in a factual and pragmatic fashion be
it through the brief elation of Chapter 16’s 10th Anniversary
comeback, through the declining years of Chapter 17’s coverage of books 51 thru
58 (the only one of which that gets any real depth of analysis being JG’s debut
book #53 Spellbreaker – go figure!),
and the final inevitable fall of Puffin’s axe at Green’s book 59 which gets half
of Chapter 19 to itself… well, I guess it is historically important in the
sense that we need to know how it came to be the last one. The second half of
this chapter is devoted to the endlessly-told story of the 60th book
that never was, another JG effort, Bloodbones,
but, again, the historical relevance justifies its being recounted, even if
Chapter 19 is essentially just JG talking about himself.
This leads neatly into a full chapter on the subject of the
books that never were and, pleasingly, in most cases JG has gathered a lot of
previously unheard first-hand information and back story from those authors who
would have written these lost books had they ever seen the light of day. This
is another essential chapter for hardcore fans as it makes for quite tantalising
and intriguing reading and is good fodder to inspire amateur FF writers to
attempt to interpret some of these enigmatic subjects that we will probably
never see officially. For me, the idea of a third mandrake book is hugely
appealing, whilst The Keeper Of The Seven
Keys is surely one of FF’s sorest losses as this would have been a big step
forward conceptually for gamebooks.
The remainder of the book covers FF’s rebirth in the 2000s,
starting with the story behind Wizard and Myrador’s resurrections of the series
which leads to a full chapter covering the genuinely new books released in
Wizard’s first and second iterations: Eye
Of The Dragon, Bloodbones, Howl Of The Werewolf, Stormslayer, Night Of The
Necromancer. It doesn’t take a genius to release that most of this chapter
centres around JG himself again but Martin McKenna and Tony Hough get a lot of
attention in this chapter too, which makes Chapters 22 and 23 feel just about
balanced.
Chapter 24 is a bit strained for me. The title suggests it’s
about the series’ 25th Anniversary but, as there is not much to say
on that subject other than the commercial failure of the hardback Special
Edition of WOFM, most of this chapter
is given over to a rambling analysis of the evolution of the FF logo. OK, it’s
a sort of salient point but it’s a pretty minute detail in reality and I found
my interest waning now for the first time. Similarly, the next chapter which
covers fandom also seems a bit forced to me. On the one hand, the rebirth of FF
(and gamebooks generally) that we saw in the early 2000s would never have
happened were it not for avid fan support but an entire chapter on fan activity
seems unnecessary although it does allow for lots of fan sound-bites to satisfy
a couple of the Kickstarter’s reward level promises so it was unavoidable
really. There is a particular part of this section though that really irks me
and that is the two frankly wasted pages given over to utterly crass and wildly
unfunny comedy cover titles which wreaks of desperation at filling up space,
can be found online easily, and is frankly of no relevance to the subject
matter as a whole as they are simply something someone created for a laugh. Also,
I’m not going to dwell on this point, but there is no mention of a certain
Malthus Dire blog in the list of prominent blogs – clearly I need to do more!
Chapter 26 is an interesting one more for gamebook
collectors rather than those who are just casually following the story as it
tries to go some to drawing together the vast amount of foreign FF releases
over the years. As this is a huge topic it would take an entire book just to do
this justice so JG sensibly makes general reference to countries where FF was
sold, giving teasers of foreign title translations and a representative nice
gallery of cover art from around the world including the infamous bonkers Manga
“camel toe” cover for the Japanese version of Deathtrap Dungeon which has to be seen to be believed. This chapter
serves as a good entry-level point for anyone wanting to attempt to negotiate
their way through collecting international editions of FF which is a real
minefield. If I have a criticism of any part of this chapter it would be that
the foreign title translations use the awkward and overly-literal versions as
given on Titannica and do not take into account “proper” nuances of translation
which would make the titles seem less jarring.
The history in terms of product would not be complete
without a section devoted to computer game adaptations and the next chapter
covers this in good detail. As FF computer versions first appeared in 1984 with
the tenuously-linked WOFM ZX Spectrum
game and are still in production now with Tin Man’s Android apps, this part of
the story covers most of the timeline of FF so placing it logically was quite a
challenge and where it is near the end was probably the only real option for
the author. Various cover shots, adverts and promotional photo shoots are
included making this a very thorough and, especially in the case of the story
of the PlayStation/PC version of Deathtrap
Dungeon, quite enlightening chapter. There is nothing particularly new or
unknown in this section, but having it all in one place with even the relatively
obscure Big Blue Bubble and Laughing Jackal releases getting a mention is
handy.
One of the biggest things on my FF wish list (and probably
many other fans’) is a FF film and Chapter 28 talks about abortive attempts at
making these, with particular focus on the House
Of Hell movie that got as far as pre-production a few years ago and the
still not yet realised Turn To 400
documentary film (some interviews for this were being shot at FFF
incidentally.) We get tantalising information about a possible Deathtrap Dungeon movie too as well as a
brief nod to ITV’s classic Knightmare
series which effectively shows the sheer scale of impact of gamebooks in the
1980s and early 1990s. Whilst some may say that this chapter is rather
conjectural as none of this has got very far it is fun reading about what might
have happened (and maybe still will at some point) and it is still a valid part
of the story showing how FF has always tried to follow technological fashions
and progress, even in its less commercial eras. The success of the Knightmare Live stage show shows that
you should never give up on these things for as long as there are fans looking
for new product.
FF’s newest official 100% new gamebook release to date is
2012’s Blood Of The Zombies and the
story essentially comes to a close with Chapter 29 which discusses the
development story of this book in great depth (which is neat book-ending with
the thorough story we get of WOFM’s
creation at the start of the book) and leaves no stone unturned. Obviously,
information is easier to get as this is a recent release and fandom was rabid
already unlike the pre-WOFM era
meaning we all remember it vividly and there is a wealth of photographic and
anecdotal material available from umpteen sources to give us all we could ever
possibly need to know about BotZ. Rather
awkwardly though, this chapter is rounded-off with a section on the book you
are actually reading, YATH. Can a
history of FF include itself in the story? Does this maybe seem a little bit post-modern
in approach? I’m undecided but I think it would have been more appropriate to
exclude mentioning YATH as it would
have been better to maintain a distance of sorts. However, given that the
material included mostly covers a high-price backer tier for the Kickstarter
that funded YATH, JG was no doubt
obligated to include this but do we really care about a fan meal with SJ and
IL? OK, include backers’ quotations by all means, they have paid for the
privilege after all and fan’s comments add colour to the whole story of FF, but
I don’t really care about a fan meal and I doubt many others than those who
were there will either. This chapter should have stuck to the facts about BotZ and avoided the subject of how part
of the funding for the book you are reading was gathered.
Finally, the closing chapter (number 30 of 30) briefly
pontificates on FF’s legacy which is a good way to summarise the story and draw
the book to a clean conclusion to prevent the more casual reader from wondering
what came next had the book ended with chapter 29’s ongoing subject matter.
I have always been impressed by JG’s dense prose style that
he uses in his gamebooks, but biography requires a lighter more journalistic
way of writing and the conversational approach used throughout YATH is perfect for the subject and
idiom. Quotations are seamlessly incorporated into the text and enhance the
story in a way that only primary sources really ever can and there is good
balance between narrative and comment. Occasionally, JG allows his own views
(under the banner of the accepted fan opinion) to show through and I would have
preferred to see a totally neutral angle on the books as we all have our
opinions and even the generally accepted best and worse books have their
admirers. Some writers/artists are quoted much more often (and in more detail)
than others, although this is naturally limited by how much anyone
said/remembered and the reality that some are dead or seemingly uncontactable
or just unavailable for comment so JG could only realistically work with what
he could gather. Fan comments are used sparingly (as are occasional fan photos)
and the main text body is broken up with side panels full of fascinating
factoids for the reader to digest as well as an abundance of colour images.
One of the real bonuses in this book is the way that so many
cover images are blown up to full page size and this really emphasises their
content and shows just how impressive and detailed much of the colour FF cover
art really is. Every book’s cover is shown in one form or another and there are
plenty of black and white internal art samples on show too to allow as many
artists as possible to get some exposure. In addition, we are treated to
previously unseen concept and WIP art as well as a few brand new commissions
including Martin McKenna’s stunning new cover with its assemblage of all the main
antagonists from the FF world and a new monochrome side-on view of Zagor by
Russ Nicholson. Art-wise JG has really gone to town in collecting a huge array
of drawn and photographic material and the visual side of this book is first
rate, especially as it’s also beautifully printed on good quality paper which
makes the colours really vivid and there are no blurred or second-rate images
anywhere, even the reproductions of early photos are as good as they could be.
If I have one over-riding niggle with this book (and it is
just a niggle and is not a comment on any aspect of the quality by any means)
it is that JG tries to make it about himself in places, for example
name-checking his own titles within commentaries on approaches taken in other authors’
books, where cross-referencing otherwise does not seem to happen. A bigger
point in case is in those places where he interviews himself which are at best
quaint when he refers to himself in the third person and at worst seem smug. It
may have been more objective to avoid these comparisons and exclude the
interview-myself-in-a-mirror quotations completely, especially as JG’s
contribution to the original Puffin cycle (and I am not making any reference in
this statement to the actual inherent pros and cons of his books) came very
late on as the series was on its last legs and are not part of its heyday, as
such. Yes, all but two of the new renaissance Wizard books are by him, but a
totally objective view giving straight facts might have seemed less
narcissistic. JG has written some superb FF books, I do not deny this, but, as
I say, he is very new blood in the timeline and I can name many other FF
authors (and artists) whose contributions to the “classic” era when FF was at
its height of success, warrant much more attention (notwithstanding the obvious
unlikelihood of getting hold of Keith Martin who is not far behind SJ and IL in
terms of the volume and scale of his contribution to the core series.)
YATH is an
undeniably impressive achievement, no matter how you look at it. It is very
well written, looks stunning, and includes a vast wealth of facts and imagery
that will offer something new to even the most knowledgeable of FF super-fans.
I have read it umpteen times and I never tire of it. It is not unrealistic to
expect to be able to read it in one sitting and it flows so well and is so
compelling that it really is very hard to put it down once you’ve started
reading it. Each read-through shows up something new to discover that you
missed previously and it can work just as well as a picture book for flicking
through and simply admiring the genius of FF’s portfolio of artists. Naturally,
there are chapters that will interest a given reader more or less than others,
but an exhaustive history of this nature that tries to appeal to both the casual
reader and the expert at the same time will never be 100% perfect without
making it focus on one reader demographic. Anal levels of detail throughout
would quickly alienate a general reader whilst a too facile high-level approach
would be of no use at all to what I suspect is most of its likely readership,
the mid-level to hardcore gamebook fan.
This is essential reading for anyone who loves FF and other than balancing out the coverage of each book more
evenly and removing the references to itself I struggle to see how YATH could really have been any better.
Your most comprehensive review yet methinks. I applaud your work sir.
ReplyDeleteAn excellent review.
ReplyDeleteHowever, I've always felt a nagging sense of disappointment with this book. The layout, art and photos are all lovely but there isn't much depth to it.
Take for example, the chapter on the SORCERY ! epic.
There is virtually no insight into how such a monumental work was created. At this point, I will quote from your review :
" As this is a huge topic it would take an entire book just to do this justice "
Exactly ! you could fill an entire book on SORCERY !alone so a missed opportunity there. Even the articles in the fighting fantazine have more depth.
Maybe my expectations were too high. It IS a good book but its really just a general overview of the FF series and even then some titles are given more coverage than others. ( as you pointed out )
I don't mean to sound like a killjoy but that's my honest opinion !
Nice review, and fair. Inevitably the book is compromised somewhat by the apparent failure/inability of some FF authors to take part, and of course we all have favourite titles we'd like to have seen examined in more depth (Seas of Blood for me). Frankly I'm just grateful such a book exists at all - ditto FF generally. After the puffin line died it seemed the entire FF phenomenon was destined to disappear forever.
ReplyDeleteBTW the cover (for YATH) is by Martin McKenna I think.
You're right. It is! I've corrected my error.
DeleteYour comment about the 'failure/inability of some FF authors to take part' connects with Mark's point in the review 'Some writers/artists are quoted much more often (and in more detail) than others, although this is naturally limited by how much anyone said/remembered and the reality that some are dead or seemingly uncontactable or just unavailable for comment so JG could only realistically work with what he could gather.'
DeleteIt wasn't always a matter of inability or unwillingness. Jonathan contacted me early on asking if he could interview me. I responded that I'd be happy to. No further contact.
So there were personal emphases at work, but maybe also political imperatives. My books were never republished by Wizard (since I wasn't prepared to sign away the copyright). It may be that Ian and Steve didn't want any potentially dissenting voices to sully the festivities.
Hi Unknown
DeleteIf you read this, I'm really sorry if I didn't contact you before. Please can you email me at info@jonathangreenauthor.com, so that I can interview you for the 40th anniversary edition?
Best wishes
Jon
Mark , I've been exploring your archives, so much stuff to still discover !
ReplyDeleteRe : your review of the STARLIGHT books, the cover of the second is clearly based on THE OUTSIDERS , a movie from 1983.
I completely agree about the 2 pages of spoof covers – not appropriate or worthwhile content, particularly in that quantity. Also agree about the JG self-interviews – should have been handled differently.
ReplyDeleteI was puzzled by your comment that 'there are no blurred or second-rate images anywhere'. The cover of Deathtrap Dungeon on p241 is clearly pixellated, and has been used well beyond its maximum size. That file should not have been used as a full page image. Also, the reproduction of The Forest of Doom cover on p25 is very dull and murky – a shame for such an iconic (and vibrant) illustration.
Art in mine looks fine. Snowbooks are getting a name for inconsistent print quality though (the recent problems with the FF colouring books are an example) so perhaps they have had the same thing happen with some YATH print runs.
Deletecan anyone help me with this ?
ReplyDeletere: the FF bookmark competition from 1986. Did you :
collect all 5 bookmarks ?
solve the puzzle ?
enter the competition ?
know who won the prizes ?
The winners were supposed to be announced in WARLOCK but the mag ceased publication before this happened.
I would welcome and appreciate any information.
YATH 2 Review ?
ReplyDeleteIs in the pipeline
DeleteThis was far superior to YATH 2, which felt like a glorified account of the second Fighting Fantasy Fest.
ReplyDelete