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gamebooks
Escape The Asylum
Gem Runner
A Princess Of Zamarra
A Saint Beckons
A Day In The Life
Rise Of The Night Creatures
New Day Rising
Bloodsworth Bayou
Golem Gauntlet
Shrine Of The Salamander
A Flame In The North
A Shadow In The North
Escape Neuburg Keep
Any Port In A Storm
Below Zero Point
Tales From The Bird Islands
The Ravages Of Fate
Nye's Song
A Knight's Trial
Return To G15-275
Devil's Flight
Above The Waves
The Curse Of Drumer
The Word Fell Silent
A Strange Week For King Melchion The Despicable
Sharkbait's Revenge
Tomb Of The Ancients
A Midwinter Carol
The Dead World
Waiting For The Light
Contractual Obligation
Garden Of Bones
The Hypertrout
The Golden Crate
In The Footsteps Of A Hero
Soul Tracker
Planet Of The Spiders
Beggars Of Blacksand
The Diamond Key
Wrong Way Go Back
Hunger Of The Wolf
Isle Of The Cyclops
The Cold Heart Of Chaos
The Black Lobster
Impudent Peasant!
Curse Of The Yeti
Bad Moon Rising
Riders Of The Storm
Bodies In The Docks
House Of Horror
Rebels Of The Dark Chasms
Midnight Deep
Lair Of The Troglodytes
Outsider!
The Trial Of Allibor's Tomb
Hellfire

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YARD
Sat Sep 16 14:37:14 2023
A Shadow In The North
And the last.

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YARD
Sat Sep 16 14:35:47 2023
A Shadow In The North
Second set of typos.

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YARD
Sat Sep 16 14:34:25 2023
A Shadow In The North
And one surprising issue which had somehow slipped the creator's mind is that your magic usually receives so little reaction from everybody else.

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Some minor things which I don't quite get.

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I have also discovered some outright software bugs.

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Finally, proofreading. Here, it's going to have to take up multiple comments once again. The issue with the lack of punctuation around quotations is the most prominent, but sadly there's a lot more than that - to the point I ended up intentionally triggering obvious trap options just for testing.

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YARD
Sat Sep 16 14:17:45 2023
A Shadow In The North
Star - optimum ending reached
So, by and large, this is very good. While I generally have a preference for dark fantasy, I started with relatively low expectations here, since the background, with its obvious inspirations from Dark Souls, is very familiar nowadays. (Admittedly, when this was written a decade ago, "Soulslike" wasn't really a thing yet, so in some ways it was hit by something beyond its control.) On the other hand, you can draw the parallels with more classic (J)RPG plots as well (substitute "flame" for " crystal" and you have the archetypal early Final Fantasy plot).

Nevertheless, Richard Evans places a lot of effort in wringing every last drop of atmosphere out of the premise he went with. I appreciate a lot that the story is not grimdark in a way so many lesser writers approach these things, with overblown atrocities and tortures all over the place and blending into one boring mess. Instead, it's a far more understated yet unmistakable portrayal of a land where everyone does what they think is right, but is ultimately out for themselves ahead of anything else, regardless of how they choose to justify it (if they bother to). Unexpected details like the surprisingly heartwarming glimpse into the mind of two trolls at ref 121 make it all the more convincing. Same goes for when a mundane event (settling to sleep) which would be brushed over in any other story suddenly gets several extra choices and becomes an exhibition of how far your character's paranoia might have gone by then.

This story's 700 refs are put to a great use as well, as while there are deceptively not that many routes at first glance, they expand into a wide range of encounters. Even the goblin army is far more interesting than usual due to being an actual army, making up for their weakness with remarkable organization, and an act of simply charging a sentry is imbued with surprising weight at ref 418 - and that's before we get to the sheer number of choices available to try besides that cool (yet obviously stupid) thing to do. Most of the other encounters involve creatures you may not expect to see at all, and are more interesting still. There are not just choices thanks to spells, but often additional choices thanks to their implications. The moment when casting a Levitate spell suddenly expanded into a choice of three targets was a good example.

Unfortunately, this work is somewhat uneven. As impressive as those "extra" choices, ones which could have been absent and you wouldn't have guessed it, are (everything you can do while looting a certain corpse, itself in a rather out-of-the-way location, is another example, as the options in a tavern you shouldn't really attend in the first place), there are a few things which feel like glaring omissions, and detract from the impression more than I would have liked to admit.

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Tammy
Fri Sep 15 23:59:48 2023
General Chat
Bcyy,

Usually published works end up free to the public after 50yrs. Unless someone takes new ownership but if the authors die their work is rendered public eventually. Like with LOTR, and all classical works. That's what I meant. But would would FF look like fifty years from now? Would anyone care? Or would there be something that has replaced it by then. I guess that if it's not possibly important by then as it is now, it doesn't matter. Our kids may pass down the generations of greenspines, jagged lines, and reprints but unless there is movies of FF made? 50yrs from now is just 50yrs and a box full of old weird books in an attic or basement or garage labelled what "My grandparents used to read"

YARD
Fri Sep 15 16:21:30 2023
Below Zero Point
Other narrative weirdness.

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Process-related weirdness.

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And finally, proofreading.

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You may have noticed that people are no longer able to agree to disagree. Please don't bring any more divisive political ranting here.

YARD
Fri Sep 15 16:13:10 2023
Below Zero Point
Star - optimum ending reached
Well, I have recently been complaining that an unfortunate number of stories here end up too short. This is particularly acute when they happen to be at mere 50 refs, but some of the 100-200 ref stories can also feel "cramped", with completely reasonable choices or important detail left out.

This happens to be the absolute first time when I felt the opposite - finding that the story really, really drags and wishing it would end already. And no, it's not length in and of itself: this work is at 380 refs, while A Princess of Zamarra is at 500 refs and is so far my favourite work on here (though I expect/hope Ulysses Ai's sci-fi series & The Diamond Key to at least give stiff competition once I get to them!) Further, Soul Tracker is at 400 refs and Outsider! is at 458: I have some notable misgivings about both, yet altogether, they are both interesting and impressive works (at least as far as genre fiction goes), which make great use of their length and are consistently exciting throughout. Not so here - I don't use the word "tedious" lightly, but it fits this story all too well. I won on the 4th try

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And I audibly muttered something unprintable in disappointment by the time

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The plot is just really uninteresting, since you are fighting completely random terrorists who do not seem to have any real cause for the longest time - and the one passing reference to their goal being to cause a "new dark age" around halfway point hardly helps to make them more compelling. Everything about them feels completely arbitrary, and there is so little reason to care. The sidekick isn't the worst, I suppose, but the banter is nowhere near as good as in Soul Tracker and not enough to keep you invested - not when the antagonists are completely lackluster and the supporting characters are usually those who blurt out ridiculous amounts of helpful information after hardly any prompting to you, strangers they have just met. Ref 134, where massively important secrets about the terrorists are revealed over drinks in a night club controlled by said terrorists, in full earshot of anybody who could have taken interest, is the absolute worst for this. The descriptive writing is not bad, but it feels stronger in many other gamebooks on here, and is certainly not strong enough to save this one.

(Out of comment space, continued below.)

YARD
Thu Sep 14 14:06:26 2023
Garden Of Bones
Star - optimum ending reached
Another one of the bite-sized 50-ref adventures on here. I maintain that the format is nearly always too small, and at least 70 are needed (i.e. Lair of the Troglodytes) to help avoid the right path feeling insubstantial, as seen with many comments here. Perhaps the only exception I recall is The Cold Heart Of Chaos, which had a more reasonable main path length due to being a lot more linear (and heavy on skillchecks) than this and most other stories of this size. Well, and I guess Impudent Peasant! felt good at 50 refs and quite a bit of freedom, but it did seem to have a lot more text per ref than is usual for these stories as well.

The background here is VERY heavy on references to canon books, possibly setting a record of sorts. The adventure itself feels like Bad Moon Rising where your character can actually die - and not just because both are set in tombs! Besides that, I found the writing of some "action scenes" really reminiscent - refs like 6 or 45 (or the ultimately doomed alternative to 45) are just really cool. Generally, the writing flows well, there are a lot more incidental characters than you might expect from its length and they all do their best to leave an impression, and the final bad ending is actually quite impressive. I also like that unlike too many other stories, this one has been pretty thoroughly proofread already.

At the same time, I am really glad that there are two possible ways to win - in part because viable choices are good, sure, but mostly because one of those ways makes absolutely no sense.

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Some other encounters also seem weird, particularly considering your stated background.

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Some comments on the mechanics as well.

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Lastly, I mentioned that the story has already been proofread quite well, so there's not much for me to point out this time.

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letícia
Wed Sep 13 23:24:10 2023
Above The Waves
Star - optimum ending reached
foi legal

YARD
Wed Sep 13 07:05:08 2023
Rebels Of The Dark Chasms
And I once again ran out of comment space, so proofreading has to be in a separate comment.

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YARD
Wed Sep 13 07:03:58 2023
Rebels Of The Dark Chasms
Star - optimum ending reached
So, this was quite an adventure. Neither the best nor the worst on here; in fact, quite far from either! There's a lot of good atmosphere: I particularly liked how the skill checks took your non-human nature into account, or how
companions could force you into doing things the certain way. In general, the encounters felt very appropriate to the location. At the same time, there are also no memorable characters to be found, and few surprises in writing.

There are some unwelcome surprises in gameplay, though, as while the choices directly in front of you usually lead to logically predictable outcomes for once, (in sharp contrast with something like Hellfire/Riders of the Storm, where the opposite of logical action was more often than not the right one), it is only through blind luck or the process of elimination that you are going to discover which path and series of turns in the road will actually let you win. I.e. the most important item needed to win is found in an incredibly contrived manner. Perhaps Chasms of Malice somehow justifies that find, but I doubt it.

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There are other encounters where the 150-ref size feels limiting, as your choices seem overly constrained - i.e. that moment early on when our only options after encountering a goblin are to stay and watch or leave, and no way to just attack immediately while he's distracted? Granted, most of them are on paths that are already dead-ends, but they still stick out in the moment. I.e.

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One of the worst things, though, is that

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Some other weirdness.

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YARD
Tue Sep 12 06:21:04 2023
The Ravages Of Fate
Star - optimum ending reached
Masterful. Simply masterful. Very strong descriptive writing, a convincing low-magic world, and simply excellent characterization of everybody. Even the single-scene POV character who appears for just the final ref is better written than the pivotal characters of too many other works.

It works well at what it sets out to do also, as even though there's a lot of text and relatively little room for choice in the opening stretches, it feels far more natural here than in, say, Above the Waves or Any Port in a Storm, which felt outright stifling. And of course, there's the battle which is perhaps not as extensively written as the author would have liked, but still has a fair room for variation (it felt amazing when, trying out a few things after already winning twice before, I actually managed to win without seeing the combat interface.) There's perhaps only a little weirdness which may not be intentional.

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And of course, the now-traditional proofreading section. This wor

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YARD
Mon Sep 11 14:06:34 2023
Golem Gauntlet
Star - optimum ending reached
As I have been getting more and more (re)acquianted with Titan's canon, I began to wonder how well the stories I have already seen on here fit.

Upon closer look, I discovered that not only does the ref 109, which makes you fight two ettins as part of a group fight, arrive with zero context (you are literally told nothing about the creatures outside of their stats), but it seems like ettins are one of the seemingly few fantasy/folklore creatures to exist in D & D but not in Titan's canon to date. There's also the Formorian Giant (?)

At the same time, it's also technically possible this story isn't actually set on Titan in the first place, but rather just in Forgotten Realms or the like? The only thing which might place it in Titan seem to be references to Atlantis (when you get the steel body), but that seems to be in every fantasy setting anyway.

And once again:

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YARD
Mon Sep 11 13:37:37 2023
Above The Waves
Star - optimum ending reached
This would have been so, SO good if it had more refs to flesh out each episode/location (perhaps as few as 50 extra would have done the trick) and used the Skill system of either Soul Tracker (optimally) or The Word Fell Silent (easier to implement, though probably less suitable than Soul Tracker's for a "combatless" gamebook)!

As it is, this Windjammer entry still boasts an unusual setting with some clever writing and a great cast of characters. Other than what seems like a bug or a typo (more on it below) there's a nary a bug or a poorly written moment, there's very considerable variety that's both background-dependent and skill-dependent, and even two viable endings. Alas, the way skills are all-or-nothing means that if you get the right combo, you'll see the run dominated by stretches where they carry the character on their own, without even needing your input. (The one other time on here I recall something like this was in Any Port in a Storm.)

Now, the aforementioned bug/continuity-breaking typo seems to be this:

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The other typos I spotted.

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Regarding reference 9, I think you're right, it should just say Richard rather than Marlowe and then it all makes sense. Thanks for pointing these things out.

YARD
Sun Sep 10 16:10:14 2023
Riders Of The Storm
And the last set.

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YARD
Sun Sep 10 15:59:02 2023
Riders Of The Storm
The first set of typos is apparently caught in the filter, so here's the next one (200-300), anyway.

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YARD
Sun Sep 10 15:52:17 2023
Riders Of The Storm
Now, here's a link to a ref where a really strange bug had occurred once:

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And typos - at least as many as are going to fit in this one comment.

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YARD
Sun Sep 10 15:43:21 2023
Riders Of The Storm
And as far as "gameplay" goes, I suppose I had to cheat here less than I did in Hellfire, which probably counts for something. I did not start looking at this comment section for hints until getting to Hell Demon, and I only started "right-clicking" around that point as well. There are only so many choices of direction in a row one can take when they typically come with zero indication of which would do what (a surprising devolution from Hellfire, which at least tended to leave more hints about its tunnel entrances), or which is the core and which is the branch (Hellfire at least kept pretty strongly to "north = leave area, try it last rule" and the sequel enjoys messing with it at all turns), which would let you backtrack and which won't and which would have unavoidable consequences as soon as you turn to that ref - even if in the narrative, IT WOULD SOMETIMES TAKE SEVERAL MILES OF WALKING before you get to the point that kills you or massively punishes you.

Another thing which makes the narrative here so annoying, and the protagonist so hard to relate to, is just how much the Warrior is now a total plaything of whatever enchantments happened to be around the place this time. Being randomly thrown around the first few exits is not too bad once you realize that there is nothing crucial to skip over that way, but even much later on, there are still those infuriating auto-choices where the character is suddenly "oVeRcOmE wItH eMoTiOn" and either has to deal with those fits of fear or grabs obvious traps in the form of food or gems. One might suspect that the thing which would separate "a Chosen One" from a merely skilled Warrior is being able to resist such influences, whether initially or learning to do so over the course of the trial. Yet, apparently being able to guess the path through unmarked trails (since "canonically", the Warrior would have had to have known which path to take the first time, every time) is a far more important skill to determine.

And of course, there's the similar design as in Hellfire, where you get a bunch of items that often sound cool, but are at best useful in one highly specific circumstance, and at worst are not useful at all. Here, it's arguably worse, since you do NOT need a particularly massive list by the end like in Hellfire, but the story is good at pretending that you do. Compared to the approach of Shrine of the Salamander or even A Princess of Zamarra, it just feels so impotent, especially when it results in the totally logical plotting like this:

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YARD
Sun Sep 10 15:42:00 2023
Riders Of The Storm
Narratively, there is also the simple fact that canonically (since you cannot win in any other way), "the Warrior"''s first reaction upon seeing unarmed, chained-up, wounded woman begging for help was to slit her throat, alongside doing the same to Rhino Man begging for mercy, and pulling a sword on a frightened old man. Ergo, he cannot possibly be a very nice person - so it's mystifying to see him approach a living die with "can I be of some service?" and talking to that ridiculously suspicious die as a friend moments later. Same goes for his general demeanor in conversations with other suspicious entities, or suddenly talking to Trinitour as a friend, (mostly once you figure out in which puzzles he is meant to be invoked) which clashes badly with the seething hatred anyone who had actually staggered through Hellfire is likely to feel for him. Besides, the protagonist had also lived through some six weeks of "the dead came back, the seas boiled, reality turned upside-down and people disappeared all over the place", as the background cheerfully informs us.) The one "I'm truly sorry for the things I've done in the past ... there's no real ... excuse" is...belated, to put it mildly. Yet, the last two times Trinitour is in the narrative are even more WTF.

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Even the final, mostly triumphal stretches, where you finally get to (mostly) relax and reap your narrative rewards are surprisingly compromised by not just typos (more on them later) but similarly dissonant and illogical writing.

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Before I move on from the primary narrative, I should mention that this story's relationship with canon appears to be really questionable. To be fair, it's not the only one: Outsider! was very obviously written as urban fantasy with little regard to fitting with the rest of the setting, and the complete absence of, say, any Hashak's progeny, seems remarkable even for an Old World location. Here, though, everything to do with demons and religion owes far more to real-world Christianity than the rules of the setting. After Hellfire, I had to double-check that there ARE crucifixes in the setting, but at least they are meant to be a collective representation of all good deities. Here, there are numerous mentions of an obviously monotheistic God, Hell is described more monotheistically than like the Planes of the setting, and there is a mention of a single Devil, as opposed to the demonic pantheon. And one of the refs mentioning literal Christmas is about as inexcusable as the sudden outburst of atheism near the end of Outsider! that completely contradicts characters' own actions.

YARD
Sun Sep 10 14:59:14 2023
Riders Of The Storm
Star - optimum ending reached
Well, I didn't enjoy Hellfire much, but it did have SOME things going for it, like violence feeling more consequential than usual. And as much as I hated the shopping list for the boss itself, the feeling of things finally coming together at the end as you got to negate all the other enemies right before him if you approached things right actually was really satisfying.

This, on the other hand, was just incredibly bad.

OK, I'll acknowledge that there is one thing it does a lot better than the first, and very well altogether, and that is the location descriptions. That island really is beautiful and a great step-up from yet another cave of the original. Its vistas are inspiring, with the bodies of water like lakes and even fish ponds a particular highlight. I am not sure how I would rank them next to, say, Andrew Wright's descriptions, but frankly, both are good.

It is therefore most unfortunate that even as the locale descriptions soar to new heights, the dialogue plumbs new depths. I remember being surprised, to put it mildly, that Gavin Mitchell decided to directly follow up his initial, rather dark (and frankly edgy too) work, Outsider!, with New Day Rising, which had a far lighter tone and was filled with not just rather childish humour, but hugely distracting meta humour as well. For whatever reason, Phil Sadler decided that this story really needed those same elements too, but should also be more of an "epic". And so we get brilliant exchanges like "But why - Because it has been prophesised.", alongside pre-kindergarten-level jokes about tossing an obviously-suspicious anthropomorphized dice into nettles and cowpats.

Even worse is the way the protagonist is written now. Hellfire tended to be very economical with internal monologue and the like - and this turned out to be a blessing. It kept banging on and on about BrAvErY, and there was no way to complete it if you (and by extension, the character) did not, in fact, heed it. Yet, here, we keep on reading and reading how the slayer of Trinitour and plenty other beasts keeps getting cold sweats at the sight of monsters (including some that he* had already killed before anyway), how fear literally causes physical damage, or requires tests of stamina (some extremely intensive) to overcome. I could chalk it to PTSD from being banished to the void...except that the conversational dialogue shows no sight of that!

Instead, the dialogue has somehow ended up dumbing him down a lot. In refs like 353, it's so, somoronic that he is "blushing and looking up at the sky" after being told that the gods are justifiedly interested after everything he's done to beat Trinitour (not interested enough to help more than in one very specific and confusingly unavoidably encounter, but still) and after the Wizards have already called him "The Chosen One" and brought him back from the literal oblivion. The utterly enormous refs 347 and 268 are probably even worse. I will never understand why multiple authors here apparently thought that arbitrary, completely unbelievable skepticism makes characters more relatable rather than less (be it a werewolf disbelieving in vampires in Rise of the Night Creatures or the "Warrior" suddenly deciding that a fairly generic demon birth story was less plausible than, say, a ghost of a woman warrior dead for 50 years emerging from a painting to him* give a piece of tiger fur to morph into.)

(* as according to that bit of dialogue near the end, at any rate.)

As usual, I am running out of comment space again, so this is about to end here. Before I continue about more the story and process, I would like to note that having no way to know what each of the three potions offered at the start even does, whether before or even after selecting them, is NOT a good start. I am not sure why one should be expected to read the "self-interview" (not easily available if you click "CONTINUED" at the end of anyway) to know that your healing is now 1D6 and so are the other restorative potions.