Thanks for the compliments! No, I've never thought about converting it to an RPG- I wouldn't have any idea how to go about it. But I think (if I do say so myself) that there's probably enough material there to make an interesting game.
Haramir Fri Sep 30 15:58:01 2016
Greetings fellow readers! I just loved the way things are conducted in this book. Congratulations on the writer, and thanks for sharing this amazing work.
Gaetano Fri Sep 30 21:48:11 2016
@Haramir
Glad you're enjoying it!
hannes Thu Dec 15 18:06:45 2016
it was grate but is there a seaqule
bluejuice915 Sun May 14 00:02:20 2017
Good. I think I won, but it didn't congratulate me. This was tough, because it wasn't easy to map. The plot was good though. The Sixth Sense meets Independence Day. I liked how the unique gameplay was designed. There could have been more subplot/background. Overall awesome though. Grade: 97
Gaetano Sun May 14 20:53:30 2017
@ blueuice915
Glad you liked it, but I don't think you found the successful ending.
Joel Mon Jan 8 16:58:20 2018
Yea I can't seem to get any ending besides the world going to hell and the portal opening permanently. Any help?
Rio Aryo W R Fri Mar 17 06:09:42 2023
ah, somehow I'm very dissatisfied with the ending that I got.
YARD Sat Aug 26 15:12:08 2023
FINALLY!
Out of all the gamebooks I played on here, this stands out even next to the similar-sized ones that are also labelled "hard" - Outsider!, The Trial Of Allibor's Tomb, A Princess Of Zamarra and Rise Of The Night Creatures (that last one technically smaller in terms of overall reference count, yet greater linearity makes its "true route" feel as long as the one in its 400-500 ref peers) for how obscure the options to reach the true ending really are, and how easy it is to think yourself on the right path until you hit the same DEFEAT: 3 and DESTRUCTION: 3 walls yet again. In most of the aforementioned ones, it is at least quite clear what you were lacking whenever you fail near the end, and what you should be searching for next time. (Though Rise Of The Night Creatures makes some of those searches dependent on literal LUCK rolls.) Outsider! does share in the dubious honour of having a fail ending which gives basically no hint what you should have done differently - though it is at least offset by having easier alternate endings which I honestly consider superior to the intended ones. Both here and there, you essentially have to rely on out-of-narrative logic to find the way to win.
SPOILER
I.e. in Outsider!, you had to assume that Black Aria, the jaded, violent, yet still intensely principled assassin protagonist, is actually the type of guy who would let a necromancer who had slaughtered dozens, if not hundreds of people, live and keep doing that indefinitely, and also learn from him, even after finding out that he was lying about being your father. Then, you also had to assume that the option to summon ghosts you are explicitly warned about would not be an immediate insta-kill, contrary to pretty much every other option like this in that gamebook.
Here, what you actually need is to obtain two rods of this setting's unobtainium, not one, but there is effectively no way to find out that this is even POSSIBLE to do, or that this is the thing which was actually holding your trio from succeeding when you get DESTRUCTION: 3. The game is really good at making dead end pathways look just as viable as the successful ones (making the player think they were smart by picking the obviously correct item past five wrong ones, only for that entire pathway with Pieno (?) to be a trap was a particularly strong move). There is at least some logic in picking up an ID card from a corpse -even if there is no way to know that guy in particular would drop it, or that not having an ID card was a big obstacle when you show up to that stadium and find that a Coordination check seems to work as well.
There is no real internal logic in which pathway at Lochton Heath would actually allow you to win. In order to understand that in the first place, you have to assume that the choice of how to split up would actually lead you in radically different directions. The only "hint" is external, that being one's understanding that the narrative obviously wants Mark and Angela to be together, rather than anything about the location or their situation specifically. I kept assuming that the responsible thing to do would be to go alone and let the two less combat-experienced allies cover each other with gunfire, so as to avoid losing either of them when choosing to go with one and letting the other travel alone.
END SPOILER
(Continued below.)
YARD Sat Aug 26 15:13:10 2023
I suppose that another similarity between the two is that both are bombastic, featuring a lot of "badass" sequences of deeply variable plausibility, yet are tempered with some moral and socioeconomic insights as well. This one certainly goes much heavier on the former, often very clearly styled after a Hollywood action movie: Outsider! did have more than a few scenes where the right thing to do was the quiet one, which is all-but-unthinkable here - and here, even the wrong, or completely skippable sequences are quite exciting. (I.e. I had no idea the motorcycle chase was that good for most of my runs, since I usually just went in with the weapons which mopped them up quickly and obviated the need for that.)
On the other hand, the scenes of the election rally are fun, but nowhere near as extensive as paragraphs and paragraphs of Altgarten's socioeconomic development. (Or with Zamarra's own wry observations interleaved throughout, for that matter.) However, it does have an unexpected parallel on the true path
SPOILER
when the INFIRMARY: 4 scene and the sudden speech is quite reminiscent of the Defender's philosophy scenes in and around that tomb in Outsider!
END SPOILER
And while I'm not exactly enthused about noir-style protagonists having to have "Max Payne backstories", HELPLESS: 1 and the subsequent ref was genuinely well-done. While I hate the path you needed to take to get there, LOVE: 1 was also excellent, as are a few other "narrative" refs I can't quite name. On the other hand, Darkheart Enterprises is about on par with CabalCo from Blood: The Chosen, and along with the protagonist's name, it feels rather too much.
Here are some sorta-spoilery things I'll just describe as NARRATIVE LOGIC
SPOILER
* How come Drago's secretary immediately detects your weapons, even if it's just Glocks, but the crowd in the library does not mind them? How come you have the option to avoid surrendering the weapon in the nightclub, but not in VORTEX: 1, which doesn't seem to mention any security nearby (and one of the failure refs suggests more of them only got added later on.) Then again, they also don't bother to steal your completely unique weapons in spite of having every reason to, so there's that.
* How come you cannot just head back to the Doc right after you discovered that map under the table? It's such a frustrating thing, and for some time, I really thought some combination of starting stats/equipment had to allow you to protect the map, and this is what you would need to win.
* Machine gun fire from Ned Healy does not alert any guards in the library?
* KERNEL: 1 - Van Clank himself came up with those weapons, so why didn't he make one for himself?
* For HUNTED: 2, even max Awareness doesn't protect from failing to notice riders' approach? (Not that it seems to matter.) Plus it says riders have sunglasses, but then we can see the Leader's dark, impassive eyes?
* In REVIVAL: 1, it's funny that our Mark, who had fought SNs many times, and just recounted everything the doctor had done for him in JOY: 3, including having designed these hyper-advanced weapons, TWO OF WHICH ARE BASICALLY SUITCASE WMDs now rudely dismisses a different supernatural concept as "just speculation."
* It's also funny that he still considers it safe to return to his own home in spite of the little matter of the city's most powerful politician already after him.
* In INFIRMARY: 2, would the attendant's job really be boring after the events of the previous day? Also, interesting that according to REGENERATION: 1, Teneto has well-functioning universal healthcare?
* In INTERN: 3, why would mark be surprised that a rod which is as hard as metal is cool to the touch...exactly like any metal?
* YEARN: 1 "changes in the wave particles " ... even when taking quantum mechanics into account, that sentence seems rather dubious?
* "Centrenium is one of the oldest elements in the universe. Most scientists believe it is formed by a rare but naturally occurring process here on earth." - these two are mutually exclusive, since lots and lots of elements are billions of years older than the Earth. For that matter, nearly all heavy elements are predominantly of extraterrestrial origin as well?
* I am disappointed that plant killer doesn't seem to be usable on Rhodendra Azula?
* I am even more disappointed that the supposed ability of the Thompson to melt a wide path never appears to be used for anything, and that it doesn't rescue you in "QUIXOTIC: 3" , when that seemed obvious.
* For a while, I assumed that blowing up the lab would matter a lot more than it actually does. I even considered that blowing it up would draw away more of the guards from campaign headquarters, and so allow you to gun down the steed right there and still have a chance. It seemed more immediately logical than the true paths. Oh well.
END SPOILER
Altogether, still a cool experience, though personally less satisfying than it could have been.
YARD Sat Aug 26 15:15:03 2023
Finally, proofreading:
ARRIVAL: 1
and it isn't friendly. (missing quotation mark.)
ARRIVAL: 2 "in the middle of hundreds or rioting football fans."
ASCENSION: 2
"from the bowl of soup that Angela has place before him"
BLOOD: 3 "The only thing else you find is a laminated card with the man's picture and the name "Neil Hampton" emblazoned underneath the letters DH."
BORDER: 4 "She's quite headstrong, aint she?"
CONSOLATION: 3
" "What a day," you breath(e?)"
CRYPTIC: 2 "is a stone stature of a winged woman"
DESTRUCTION: 3
"changed to an off-white hue.The pallor"
ENERGY: 2 "As he gets closer, you see that his is wearing a long leather jacket similar to your own."
FEAR: 2
"The fiend's claws rake your shoulder and you grunt in pain - lose 2 Life Points.However,"
GREED: 2
"by wondering why there need be" (?)
HUNTED: 2
"You keep you eyes peeled" + "a rapid increase in humidity; - but you don't notice anything unusual." + "are approaching in a "wing" formation- the leader"
IMPLORE: 1 "I believe that it just might case"
INFIRMARY: 4 "She covers the dolls "ears" "
KERNEL: 1 "although you notice several crushed autos on the street, no doubt accidents caused by panicked individuals running into traffic." (did crowds crush entire cars? Or should it be crushed BY autos?)
KERNEL: 3
"Here's flier with information" + "they're the gentleman attired in the red overcoats."
LUST: 3 "Drago reaches gown,"
MEMORY: 1 "and fells one of them" (?)
NIGHTSTALKER: 4 "a pair of marble statues depicting a youth and maiden" + "man in a business suit that (who?) doesn't seem"
OMNIPOTENT: 2 "You nod slowly to Angle."
OMNIPOTENT: 4
"This book came form the central library,"
ORPHIC: 1 You immediately begin thinking about possible ways to circumvent your next obstacle; as you do, the screech of an SN drifts down to you. Glancing up, you see its red form floating lazily against the sun; as it doesn't appear to be an immediate threat you are just about to turn back to the roadblock when something catches the corner of your eye,
QUARTER: 4 "a risky move for all concerned ?" (extra space).
QUELL: 4
"You list perilously low to port - indeed, your knee momentarily scrapes the ground- but then"