CRYSTAL OF STORMS
Rhianna Pratchett
Reviewed by Mark Lain
At Fighting
Fantasy Fest 3 there was a rather enigmatic announcement made to the effect
that Scholastic would be releasing a fourth all-new FF written by another
celebrity guest author. After the shambles of a “celebrity” offering that was The Gates Of Death eyebrows were raised
as to whether another FF by a non-gamebook author would prove to be a wise move
by Scholastic. Further down the line it was revealed that this new author would
be Rhianna Pratchett (daughter of the rather more famous Terry), who had
already developed a name for herself as a decent fantasy writer from her video
game franchise books. However, Charlie Higson also already had a good name due
to his James Bond novels but that did not stop his FF effort from being trash.
Fast forward a bit more and the cover to what we now knew would be entitled Crystal Of Storms went public… and
things really were not looking good as fans saw something akin to My Little Pony with a sort of flying cute
dog and a cloud emoji on a purple background. “Bring back Robert Ball” we all
cried. So it was that, with a mixture of bad tastes in our mouths due to the
Higson debacle, genuine hope over RP’s record with other properties, and
wanting to gouge out our eyes because of the horribly pre-school cover art, CoS finally appeared at the end of
September 2020. Any brand new gamebook in any series is a welcome thing, but a
new FF is always eagerly anticipated, even if the Scholastic treatment of the
series has met with a fair bit of (mostly justifiable) backlash.
The first
thing that strikes one on actually having a copy of CoS in the hand is that the cover layout matches nothing else in
any of the Scholastic print runs. Gone is the gold spine (in either format), instead
we have a purple spine with the author’s name in massive gold letters, whilst
the title hides over two lines in much smaller gold letters just under the FF
logo. The positioning and lettering style on the cover does match the general
Scholastic run style, but the image is full size rather than being “portholed”
in the now standard Scholastic style – is this the precursor to a third set or
reprints in yet another layout from Scholastic? If nothing else, they certainly
know how to milk the collector market. As with the Higson effort, RP’s name is
on the cover, this being only the second example where a guest author has been
considered important enough to get cover credit – the selling out to celebrity
continues, then. Internally, we still have the strange smelling ropey quality
paper but thankfully the horrible black smuts that were supposed to represent
weathering of the pages and instead just looked like a printing error are
finally gone. Good move, Scholastic as this definitely improves the appearance
of the pages. We also have a modern dynamic-looking new Adventure Sheet layout
at the back of the book, which is a good contemporary touch. Reading through
the instructions (also at the back, which is standard for the Scholastic
editions), we start this adventure with no Provisions or Gold, but do have a sword,
a backpack, a lantern, and travelling clothes (well, I’m glad we aren’t
expected to undertake this quest with everything hanging out, then!) The lack
of Provisions or Gold is no great handicap incidentally, as we very soon find
both, and there are several more opportunities to replenish these as well. The
opening section of the book does mention “new” rules about testing Skill and
Stamina, neither of which is new as they have been around for about 30 years –
thanks for the ignorance Scholastic.
The
background to this piece is genuinely intriguing and highly original: YOU are a
member of the Sky Watch, a sort of Police Force tasked with protecting
Pangaria, a previously unknown area of Titan positioned in the Ocean of
Tempests between Allansia and Khul. FFs set in previously untapped regions
always have a unique feel with their very specific settings, creatures, and
cultures. Take Hachiman in Sword Of The
Samurai or Atlantis in Demons Of The
Deep, for example, two areas which are unlike anything else on Titan and
which, as a result, gives the single book set in each of them a truly one-off
feel that makes them all the more interesting. And Crystal Of Storms is no different in that respect, with its totally
unique and localised creatures (Cloudkin, Stormborn, Canidor, etc) and its
equally individual world, a world which is very high concept with its six
floating islands that are held in the air by Goblin technomancy. All of a
sudden one day, one of these islands (Nimbus) falls out of the sky and sinks
into the ocean below, taking all of the Sky Watch with it (they were all at an
emergency meeting on it when it sank) except for YOU which leaves you as the
only available Sky Watch member who can try to resolve the mysterious fall of
Nimbus. To add to the uniquely high concept nature of this effort, the locals
hop from island to island using either small airships piloted by Goblins
(flyers) or hovers which are sets of personal metal wings powered by the titular
storm crystals (which reminds me a bit of the crystals that power light sabres
in Star Wars). Well, this is all very
interesting so far and the Background compels you to read on purely because it
is so very unusual.
Thus begins
the adventure proper but our first choice on paragraph 1 is a bit confusing in
that we have to know which of three islands is our home island. Er, did I miss
something? Having re-read the Background several times I could not find any
indication where I was actually from, so I assume this is an actual choice we
have to make and seems to be a random decision point with no precedent. This is
awkward but not a showstopper. In fact, whichever island you choose to be from
will slightly nuance the opening Act as a) you are forced to visit that island
first, and b) whichever one you are from is slightly easier to negotiate as you
bump into a friend (which makes sense as this is your home island) who will
travel around that one island with you, which means you get combat boosters
whilst you are there as there are two of you fighting as a pair. Add to this
the fact that (for once) your sidekick does not instantly die (in fact, they
cannot die) and you finally have a useful companion in a FF book. Having
explored your home island you can then try one of the other two from the
initial choice (or both if you want to), before heading off to a fourth island
called Incus, followed by a fifth named Asperitas. In other words, this is a
rare occasion where a FF region really does allow you to visit absolutely every
part of it. So many FFs’ maps and regional descriptions have shown places that
I wished we could explore but that remain totally elusive. (As an aside at this
point I would have really liked to see a map of Pangaria in the front of the
book, but sadly we do not get to see what this hitherto unexplored area of
Titan actually looks like, which is a shame). Once you have visited these five
islands you can then head underwater in a bathysphere to descend down to
explore the now sunken island of Nimbus. So essentially this book works in
three parts: the initial three island exploration (mostly equipment gathering),
the second part covering Incus and Asperitas (where the mystery begins to get
explained), and the Final Act on Nimbus itself where you try to save the sunken
island. The concept of the bathysphere is another nicely different inclusion –
the bathysphere is a one person minisub (again, built by Goblins) that allows
the locals to safely go under the sea, so we are seeing an element of Jules Verne
showing through here.
At this
point, I feel we need to talk about Pangaria’s Goblins which are, as with every
other concept in this book, totally different to the rest of Titan’s Goblins.
Firstly, they co-exist peacefully with humans and serve a genuinely useful
purpose rather than just being a nuisance. Secondly, they are considerably more
articulate than those found elsewhere on Titan and can make coherent
conversation. Clearly, Pangaria is a very civilised place as Titan goes, and
the general feeling of peace does come across throughout this book. There is
certainly no sense of danger, bar the mystery of what has caused Nimbus to
sink, and this does give an overall impression that this FF is aimed at a
younger audience than usual. This is not an issue as such, I just never got the
impression that I was under any particular threat and, as a member of Sky Watch
should probably be familiar with everywhere in the region, there was no real
sense of exploration or of a descent into the unknown. However, adventure in
its purest sense is not the point of this book. Instead, this is a mystery
piece and is very plot-driven, giving it a feel akin to Paul Mason’s FFs which
always placed plot over adventuring. Indeed, the familiarity your character is
supposed to have with the area, along with the fact that we have never visited
Pangaria before, gives RP free rein to flex her imagination where other FF
authors may have been limited by established lore and/or locations. I’m not
sure quite how I feel about the lore in this book: Potions have new naming
conventions (but sensible ones rather than the stupid non-comedy naming that
Charlie Higson used in Gates Of Death)
and the tech level (with technomancy) does seem higher than we have come to
expect from Titan. However, as Pangaria exists in a bubble and has developed
separately from the rest of Titan (we are specifically told that visitors from
other regions can’t ever leave), I can live with this and I do not feel that
the revised lore detracts any from this feeling like FF as it is woven into the
piece neatly rather than seeming to be strong-armed in for the sake of hilarity
like in the Higson mess.
Structurally
this is an interesting book as it is in theory possible to visit absolutely
everywhere in one playthrough and, bar the restriction of starting on your home
island, then Act Two beginning on Incus, followed by Act Three being
underwater, you are free to roam about in whatever order you wish and to
revisit locations as much as you want to, notwithstanding if you die in combat
or run out of money to keep you hover working. This freedom comes at a price in
gaming terms though as the reset button is very much in evidence here as
revisited areas will regenerate themselves, meaning dead creatures come back to
life, and you can hit continuity problems by finding several of the same item
(which can work in your favour). To control the plot this book uses codewords
(something I’ve never been totally comfortable with, but I realise they exist
to control cheating and make plot flow more fluid) and the mystery will slowly
be revealed through these codewords. In spite of the relative freedom you have
to roam, this book is still oddly linear though, and I found myself enjoying
the opening parts more than the Final Act, which seemed to be railroading me
with looping choices that just seemed to lead back to the same place until I
picked the option that the book wanted me to take to access the next part. It
is also very apparent that the victory path covers most of the book so there is
probably not much replay value here. Having completed it and, in spite of its
intriguing premise and unique location, I cannot see any mileage in revisiting
it as it has nothing else to offer. If you could not go everywhere in one
playthrough there would be much more to explore but, as it stands, this is a
win-and-put-it-away-forever book.
Which brings
us to the difficulty level: if this book was hard there would be replay value
in simply trying to beat it. But, CoS
is far from difficult. In fact, it is very easy, in no small part due to the
fact that you can go everywhere and can revisit areas to find items or
information that you might have missed. Even in the final analysis, if you do
not have the three items that Vizigg (another unusually sentient Goblin) needs,
you can just go back a step and keep going until you do find them. In the true
path sense, this book is very very forgiving. On the contrary though, in the
combat sense, this book is surprisingly harsh as most opponents hare strong and
most combats come with adjustors (a touch of the Jon Green influence here, I
feel), but at the same time you can find a vast array of items that give you
various combat bonuses to counter this, so there is some balance to this. To
use these items tough does involve a lot of book-keeping to keep track of what
does what (this is at odds with the idea of this being aimed at a younger
readership and adds an out of place element of complexity), and the sheer
amount of stuff you quickly accumulate would suggest your backpack is massive
and that you should hardly be able to move. Interestingly, some combats have
clever subtleties built into them such as the Saltwater Crocodile fight where
your foe is vulnerable and less powerful out of water or one particular fight
you have using the bathysphere where is loses its manoeuvrability out of water.
These add realism and interest to the proceedings and show well-planned design.
Another part that is well-planned is the end battle which involves a very
strong opponent but it is not you who fights it – instead you are sat on the
shoulder of a Sea Giant that fights for you. What makes this so interesting and
varied though is the way that the fight can change subtly as it progresses
based on use of items which can have Skill or Stamina impacts on both your
enemy and your Sea Giant. It is relieving to see fresh ideas like this still
coming into the series. Whilst the end battle is fought for you, and the
underwater sections has you fighting from inside your bathysphere (ie you use
the bathysphere’s stats rather than your own which, incidentally, are cleverly
implemented by it having a fixed Stamina but its Skill is based on what yours
in ie the actual driving of the thing is affected by how skilful its driver
is), the rest of the book does require a high Skill score to survive the
combats, plus the sheer number of crucial Skill tests does mean low-powered
characters will struggle. There are quite a few Luck tests too, although these
usually only cause you to lose Stamina if you fail them, rather than them
fundamentally affecting your chances of victory. A count up of instadeath
sections reveals there are only four in the entire book, so death by
misadventure is unlikely, even if death in combat (or failure through running
out of money to recharge your hover) is a very real possibility. All the same
though, I doubt many players will struggle to complete this on the first
attempt as long as they are strong enough.
It would be
too easy but also unfair to try and make a comparison between RP and her father
as writers, so I will focus just on Rhianna’s writing in isolation. There is a
great energy to her prose and she really does make Pangaria come alive in her
vivid descriptions and constant reinforcement of the plot and concepts that are
at the root of this book. The end battle in particular is very excitingly
written and at no point did I find any let up in the pace. I did find the
moments of awkward humour a bit irritating (I think this devalues FF as
“serious fantasy”) and the inclusion of items called a “Thingie”, a “Whatsit”
and a “Doobrie” pretty inane (even if I did find the option that said something
to the effect of “if you have a thingie and want to give it to [the NPC]”
unintentionally amusing in a Carry On
film way lol). I also could not help but notice how much RP likes onomatopoeia
which is a small point, but it did strike me after a while. If there was just
one moment that nearly made me throw the book at the wall it was this: “the
flyers have been locked down by the island governors” – surely this is not an
accidental inclusion and it has to be a reference to the situation that was
affecting the world when this book was published. This is frankly annoying and,
whilst it could easily be missed, there is no place in escapist fantasy for this
kind of opinion polarising political reality.
To depart
from reality and back to FF and Titan, whilst Pangaria is totally stand-alone
and can get away with bearing only limited relation to what we expect from FF,
there are some moments of familiarity to give some coherence. The Ray
Harryhausen-esque Giant Crab scene must be a nod to the same cameo in Island Of The Lizard King and the
appearance of a creature that we have previously only ever met in one other FF
(the Wheelies) is a nice inclusion as they are such an iconic species, but the
fact that they had only ever been seen once before also suggests they are very
rare – unless of course Balthus Dire sourced his from Pangara (in a moment of
retconned lore) and this is their actual home region? Either way, it was fun to
see some Wheelies again. Naturally, many of the creatures we encounter are
sea-dwelling (I enjoyed the merfolk encounter) and this adds even more to the
unusual feel of this book and, as the species are different to those found in
the only other undersea FF (Demons Of The
Deep), both Pangaria and Atlantis are clearly very different places, which
is good to see.
Not only does
this book offer us a new author, it also introduces another new artist. The
cover and internals are both the work of Eva Eskelinen. I will not dwell log on
the cover, suffice to say that its image of two new species (a Canidor and a
Cloudkin) cannot be considered as serious fantasy art. It would be far better-suited
to a book for very young children and/or enthusiasts of emojis and is horribly
cutesy and totally uninteresting, unthreatening, uninspired, and well, unsuitable
for a FF gamebook. I want to feel terror and threat from the cover, not nausea
due to it being so sickeningly friendly. EE’s internals are noticeably better
than her cover but that means very little in real terms as her illustrations
are for the most part lifeless and insipid. The only two internals that I find
effective (and they are admittedly very effective) are the steampunk-influenced
Goblin War Golem and the very threatening attacking Wraith Fish. There is
nothing else in here that warrants a second look and the art looks to be almost
tenth generation photocopied, it is that lacking in depth and clarity in
places.
Boring art
aside (and it is not as bad as anything by Vlado Krizan, I hasten to add), this
book is a real winner. It is exciting, highly original, thematically intriguing
and unusual, well-written, and the mystery approach does make you want to play
and is a welcome alternative to the usual trying-to-bring-down-a-lunatic
concept of FF. The real problem comes with the ease coupled with the fact that you
will probably cover off the entire book in one playthrough making it unlikely to
offer much real replay value. That said, I really enjoyed this and, as it has
an open ending, I hope we will see more FFs from Rhianna Pratchett if this is
any indication of what fresh new material she can bring to the table. But I do
feel that a decent artist would have done the book more justice and really
brought RP’s little corner of Titan to life.
Excellent review Mark. I thought you wouldn’t like this one. Cover aside, I thoroughly enjoyed this book because it presents something just a little bit different. I too hope RP agents to write another. Her game background really shows. It is a book that has certainly gone into my top 20.
ReplyDeleteExcellent review and very comprehensive. I'm looking forward to giving this a go and am glad to be able to go into it with more realistic expectations than I may have had when at first seeing who authored it.
ReplyDeleteI've only had time for a quick look at this new adventure and I'm in complete agreement with you about the ' boring art ' .
ReplyDeleteThe original FF series would never have been half as popular with sub standard work like this.
"If there was just one moment that nearly made me throw the book at the wall it was this: “the flyers have been locked down by the island governors” – surely this is not an accidental inclusion and it has to be a reference to the situation that was affecting the world when this book was published. This is frankly annoying and, whilst it could easily be missed, there is no place in escapist fantasy for this kind of opinion polarising political reality."
ReplyDeletePoint of fact, the book was finished and submitted to Scholastic long before the lockdown.
I refuse to believe that this can be a coincidence though. It's too uncanny
DeleteThis review has just been quoted on the official FF blog.
ReplyDeleteNow you mention it, it seems it has, yes
DeleteThe Wheelies are from Lensman originally
ReplyDeleteA very nice review. Thank you very much! I hope you review Assasins of Allansia...
ReplyDeleteI will do, very soon. I read it as soon as it came out (literally read it the day after FFF3)
DeleteMalthus, I just noticed that your expanded version of VENOM OF VORTAN is now available on amazon.
ReplyDeleteI must order a copy despite the fact that I still haven't completed the first version.
The Dr version is arguably harder, but there are three ways to finish it, unlike the original version which was totally linear
DeleteThe art is stunning. ( the spider-monkey being particularly horrifying ! )
DeleteAs with the original , I failed to gain access to the inner sanctum of Vortan. I will have to search harder for those scales !
In many ways, DESTINY'S ROLE is more faithful to the original FF series than more recent efforts such as CRYSTAL OF STORMS with its juvenile tone.
Great review.
ReplyDeleteStill looking forward to your Howl of the werewolf and Sorcery! series review Malthus!
Maybe even the Inkle Sorcery! series..?
staysafe
I'll get to them eventually...
DeleteYou make it sound very interesting!
ReplyDeleteHow about a review of one of the original run?
I'll hopefully get some more reviews out early in 2021
DeleteI wish I could be as enthused by the story itself as you Mark, but after the initial exploration of the three islands at the start it felt very empty to the point I stopped reading it for a while.
ReplyDeleteI’m hoping the finale can win me back but it just didn’t grab me after finding the 27th goblin to either charge the boots or assist them with their flyer issue (every single island had a problem with their flyers). I think that’s what started to annoy me, was the cut and paste element of the mission. Go to island, discover someone who gives you a name and two locations for that person. Go to find person who gives you a little bit more information. Find island’s goblin flyer and either repair it or charge boots. Wash rinse repeat.
Great review as always Malthus, this site is a fantastic resource for all things Fighting Fantasy! I have tried to do some reviews of my own but more tongue in cheek -
ReplyDeletehttps://deathtrapsanddungeons.blogspot.com/2020/12/fighting-fantasy.html
Thanks for all the hard work you have put into reviewing the entire series!
Malthus, when are the Magehunter and Slaves of the Abyss reviews coming out?
ReplyDeleteSecond this
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