I have played this right after a House of Horror, almost as a double feature of a sort. After all, both are related to the same canon gamebook, House of Hell.
I'll say that reading the comments here after beating this might be the most mystified I have ever felt on here. One reason was all the discussion about a really simple puzzle early on, (though it seems like it used to be worse than it is right now?) and effectively nothing about everything else in those early stretches. To me, this work is almost every bit as as the House of Horror is good, and nearly everything redeeming about it comes way down the line. The background and early refs in this one are effectively the absolute worst out of every gamebook I have seen here - and by now, that's nearly all of them.
For starters, we literally do not know anything about his friends, Scott and Jimmy from that background and have no idea what that "important meeting" at a ruined house was meant to be about. All we see is the player character doing something obviously idiotic, yet we are supposed to care? The later revelation that they were all crims somewhat explains the venue, yet it effectively means that the protagonist blurted out the location of their secret criminal meeting to everybody at the pub, for zero good reason, so it at best replaces one idiocy with another. We never really learn why those two decided to pick that specific spot, or why they chose to arrive there days earlier, so all of Jimmy's whining rings particularly hollow.
Then, FF struggles to integrate guns at the best of times, for sure, but the approach here is even more arbitrary than that of Bodies in the Docks. The first proper action scene, at 181, is an accidental masterclass in incoherence. At the start, we are told that there are "a dozen" cultists (i.e. 12 at most, including the leader.) Yet, by the time we run past ALL OF THEM to the Land Rover, there are only two in the vicinity and a dog (which we shoot through our own windscreen, yet it apparently does not die.) We shoot one point-blank, the other one manages to struggle for control of the shotgun, the missed shot from shatters the leg of what is apparently another acolyte (since the first one would already be dead?).
Then, you somehow manage to hold onto the shotgun with one hand (even while the acolyte is pulling at it with two?) as you are unsheathing a knife that is now at your belt (even though the preceding ref 98 only mentions it being in your bag, and doesn’t describe you clipping it on) and stabbing with it. Then, you are pushing that guy who is heavily wounded in the stomach into a charging acolyte. (Which charging acolyte? Presumably not the one you shot point-blank or the one whose leg was shattered) So, we somehow go from dozen cultists, to two, to at least four, of whom three would be dead or incapacitated by them (while the high priest is just...forgotten about). Further, you STILL have 13 shotgun shells left at that point - more than there are cultists you could see, and apparently, none of them had any guns! Yet, instead of doing the reasonable thing and shooting them all, you "keep the smoking barrel trained in their general direction whilst darting back towards the relative safety of the ruins". Relative safety FROM WHAT?! If you are the only one who has the gun, for whatever reason, (since nobody shot at you while you were running to Land Rover in the first place - although some cultists do use guns later on), then out in the open you have range to use it. Someone had already tried to grab at your gun once, and the ruins would only give more chances to do just that.
This incredible looseness with setting out the parameters of each encounter (something which the subsequent Robert Douglas works were MUCH better at), makes the chase scenes afterwards feel nonsensical. You, a guy with a shotgun, and Jimmy, can end up hiding in a skull pit from three guys and a demon dog (of course, if you fail, you suddenly get instakilled with a crossbow). There's also a passageway narrow enough for you to shoot at them one by one if you tried - but you have to flee regardless. Yet, later on, you HAVE to fight six guys at once in melee, in the darkness, and you apparently win. It's just totally nonsensical.
Some, initial, aversion to killing COULD help explain this: after all, a criminal doesn't mean a murderer (and committing a lone murder and standing and shooting at a crowd are different things anyway). It doesn't, though, since that's the one thing the protagonist clearly DOESN'T feel. It takes until ref 10, more than halfway into the story, for our character to make ANY comment about anyone he just killed - and it's about the least sympathetic torturer cultist, to (justifiably) say he doesn't care. If you avoid taking a shotgun (you shouldn't) you can get a scene where he beats a cultist to death with a flashlight, with a hilarious lack of emotion.
It's a little hard to talk at length about what makes this work so good, because on the first glance, it is after all, "just" a story about a guy trapped in a mansion worshipping an evil demon. Yet, it is remarkably well-balanced: great pacing (it doesn't even take that long to work out how to get to the "second-best" failure ending), good scene-setting writing (ref 11 is an exception, being rather too straightforward), and consistently interesting encounters. This includes both the obstacles, and the more talkative characters. In particular, I dreaded approaching the room with Aldo and Anna because (ghostly) kids are often a one-note chore in horror, yet it's a surprisingly great moment!
The best character was definitely Anselmo, though, and I doubt I was the only who thought that way! I really like that this story was unafraid to have a bit of humour like that football fan, and actually make it work within the context of the story. (Which still features plenty of unexpected pain like what your character can suffer at 405, or ref 79.) Likewise, I LOVE refs 23 and 144. That kind of a bait is bit of a low blow, I guess, but is still hilarious. Even more so when considering you literally need meta knowledge from failed runs to win - and the writing itself acknowledges that.
Yet, the difficulty felt just about right altogether - I won this without having to resort to checking the guestbook (let alone "right-clicking"/bookmarking), and I really don't think this should be marked as the same difficulty as Phil Sadler's two gamebooks. Perhaps it's just me getting better at these things, but then again, Golem Gauntlet (also marked "hard" here) was one of the first ones I have beaten, and I have also done that without hints. Both of them can be won just through the process of eliminating wrong options (although Golem Gauntlet does feature some brutal skill checks), and neither has ANYTHING like the requirement to USE a limited resource at very specific refs to win - a resource which can be wasted pointlessly, or even in a way which seems to benefit you only to fail later on (Metal Sentinel, anyone?) Not to mention that neither has anywhere near that many trap items, or the ability to exchange quest-crucial items for useless ones without knowing the difference. Perhaps a "very hard" category just for the Hellfire/Riders of the Storm pair is in order?
Anyway, for this work, if there's a particular flaw with the writing, I would say it's how our character is an insurance agent or something, yet his emotional response to fighting and killing others in combat is about the same as that of basically all the hardened adventurers of Titan (i.e. none.) A very common flaw to be sure, but I still feel the need to mention that. There are also a few moments where the writing feels a little constrained, but thankfully a lot less than in most comparable works. I.e.
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We are not allowed to shatter the vase at 3?
We can immediately attack Pravemi’s daughter, but not the creator of zombies? Particularly not at 304? And we cannot try attacking the servant either?
I wish 260 was clearer about what "challenge" meant. You could interpret that as an argument, or as a challenge to a fight.
199 does not say anything about a closet? It does mention the curtains, perhaps suggesting you could attempt hiding behind them?
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A few mechanical issues.
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At 338, it doesn’t seem to prompt for any item when clicking on "another item"? And it can also prompt you to offer a weapon even after you had one broken already.
236 somehow blocks you from going to 324, even if you killed the guy and weren't warned about that passage?
You do not get any FEAR points from 160? Failing to FEAR doesn't seem very likely here (another reason why I don't understand the decision to make Devil's Flight meter so strict) so the character would almost certainly absorb a point or two.
303 is such a delightful ending, that I think it even deserves a "not so bad" ending marker if one becomes available? 239 might as well.
I should also say that while the internal monologue is pretty great on the optional paths, it crosses over into outright frustrating on the main.
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Notably, why should I have any attachment to a character who cannot be bothered to look after themselves, as seen in ref 68: "You are too lost in your introspective thoughts to take any precautions of stealth, so you present a perfect target for any gunmen who may be lying in wait, but no shot comes". HOW did THIS guy (according to ref 83 and others) even survive the war in the first place? Was THAT the best Julian Striker could find?
Also, we didn’t retch after killing the first two cultists, but the rifleman was a step too far? For that matter, we get no such reaction if we are drugged on the train (I expected that to happen, though I thought that the entire champagne bottle being SEALED might have presented an obstacle to that?) and then kill a cultist before going anywhere else? That entire scene feels so pointless - almost as bad as the one in Devil's Flight. Here you at least get your gun taken away as you are captured, but the Cultist is still polite enough not to tie you up or to take your gun for himself, for absolutely no conceivable reason.
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Last not least, proofreading.
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15, 19, 37, 38, 39, 48, 55, 67, 84, 96, 99, 101, 106, 118, 118, 119, 124, 128, 132, 226, 236, 251 – extra space before the question marks.
7 You notice that his voice, while soft carries with it a hint of menace. (comma?) + also near to the fireplace. + he says once more "Thank you again
11 their bodies are later found near to the docks, + contacted the police with regard to the matter,
38 you sit up in your seat sending something tumbling from your lap and onto the floor.
48 to catch what she is sating. (stating?)
52 for a further night.He seems rather anxious
56 may keep as evidence.Angry at
57 its forbidding cast iron gates (hyphen?) + But what's worse was there was intelligence behind its eyes
58 "Didja get 'em?" he croaks?
69 a strange, human fish hybrid,
75 Even for this time of the year, such complete (what?) is unusual and unsettling.
83 Antony "Fat Tony" Fletcher is renown as one (renowned?)
86 "So, why are you here?" he asks
87 making it seem almost blood red
92 would be nigh impossible (hyphen?)
96 The wounds horrific wounds
106 (I think.) Were you searching for information on strange local cults ?
Or were you interested in whether there is perhaps an occult connection?
(these options sound very similar? Is there any way to rephrase that?)
And at 5, Spanish Influenza is described as "near-fatal". That seems REALLY wrong, considering that it was most definitely fatal for MILLIONS of people. Again, any way to rephrase that?
To be fair, this work does do one thing very well, and that is in its descriptions of urban decay and post-WWI malaise. I think only a few works here (Outsider!, The Ravages of Fate, The Word Fell Silent, Flame in the North and perhaps The Diamond Key once I get to it) can claim a comparable level of insight. Unfortunately, though, a large fraction of that can only be seen in the skippable branches (i.e. if you take the train on one attempt and drive on the other, if you see all three of the town's inns, and if you go to the police station, the doctor, the bar, or the docks), and the main path is MUCH less interesting, as you really only need to do ONE thing to finally start fighting the cultists. Worse, unlike many other works on here, where optional encounters give items or information that directly benefits you on the main path, here, it's all irrelevant. In fact, those encounters actually make cohesion WORSE, as they are ignored on the main path. I.e.
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What was the point of going to the library to read about the Cult of Gilgamesh and all that if we STILL do not recognize the tattoo at 67, in spite of ref 114 specifically mentioning it?
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And there's a lot more weirdness if you either do things in a slightly different order than intended, or just pay more attention than the author himself apparently did.
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It’s weird that a lot of the refs seem to go completely linearly i.e. 37, 38, 39, or 66, 67 and 68, or 91 and 92 or 118 and 119? Isn't that really frowned upon, because on a physical page, you get to see the outcomes of your choices before you take them?
Background says that it is set in the 1920s, yet according to ref 44, it is actually no later than 1918-1919?
It's INCREDIBLY strange that you get a choice of backgrounds, two of which would be highly unlikely to be done by women in 1918s/1920s (even a female doctor would be rare, considering that the British Medical Association didn't accept them until 1892), THEN you get to choose your gender in a SKIPPABLE encounter, and then the subsequent refs assume you are a man anyway. I.e. you can answer that you are a woman, and then STILL get ref 83 with "she has recognised certain speech patterns and words that mark you out as such a businessman." There are also all the references which effectively say you have personally taken part in The Great War: plausible for a female doctor, not so much for the rest.
At 39, it says "but you recognise her by her unique diamond brooch, which she was wearing earlier." – even if you fell asleep and only saw her note?
Travelling circus option in the library only seems to make sense if you got to ref 36.
Options at the docks do not change from day to day, at all. In particular, you don’t find anything on the beach in ref 75, even after you just killed some people there the previous day. Likewise, at 76, you dismiss the mariner even AFTER reading about the "mythical marine creatures" in the library AND after fighting those two/three cultists, who have brooches with the creature.(Perhaps after fighting the actual Deep One as well, but I haven’t tried, considering how unlikely you are to survive that.)
Also at 76, that mention of members of the Resistance sounds REALLY strange in a story set in 1919. I suppose there had to have been some French doing sabotage and the like in the occupied territories during WWI, sure, but why the hell would they need to flee all the way to England, and not to the unoccupied parts of France?
The writing for beach encounter just feels so wrong. You get attacked, and then have no choice but to stay in one place for the whole hour, and the cultist with a rifle just does NOTHING – neither investigating where the first two and trying to shoot you while you are so exposed, nor going back to get more support? For that matter, dead cultists would seem to be some ironclad evidence to present to the police, yet you cannot do anything as logical as that?
Lastly, is there any reason why we can't head directly to that warehouse during the day? Or any conceivable explanation for how the player character managed to kill a cultist on the beach without ruining WHITE robes with blood, sand, etc.? Not that it matters a whole lot, to be fair, since they only seem to let you bypass one fight, and then everybody knows who you are anyway.
I have to be honest, I think this might be the most overrated work on here. After all, it is the only one which is explicitly mentioned in the FAQ, which does raise the expectations for it, rightly or wrongly. I guess that at the time, it benefited from a massive novelty factor, since there was next to no interactive media based on Lovecraft then: even Call of Cthulhu: Dark Corners of the Earth was still about a year away, and apparently, there were only really Infogrames' Shadow of the Comet and Prisoner of the Ice. Granted, the great Eternal Darkness: Sanity's Requiem was already out in 2002, but as a lesser-known game on a lesser-known console and strictly speaking, it was "inspired by", rather than directly based on.
Nowadays, though, we have seen a veritable boom in Lovecraft media during the second half of the 2010s, and that includes more video games I can name. The most famous ones, of course, is another "inspired by" console exclusive, Bloodborne, followed by Darkest Dungeon, but there have been plenty more works mining the mythos directly with variable degrees of success, such as the more modern Call of Cthulhu, The Sinking City, Stygian: Reign of the Old Ones, Lovecraft's Untold Stories, Moons of Madness or the freely available Infra Arcana. I could keep going indefinitely, as there are literally dozens more examples: just a few months ago, there was a highly acclaimed Lovecraftian fishing game called DREDGE. My point is that with this benefit of hindsight, there's just so little to it.
Some of the issues with it could probably be blamed on being intended as part of a trilogy that never came to be: hence a substantial fraction of skills being potentially useful in the future yet useless in the here and now. By my estimation, Chemistry, Biology, Navigation and Acute Hearing/Eyesight all fall into this category, while Brawling and Driving are right next to them, since they only seem to have any influence on a completely skippable encounter, and even then, not having them barely impedes your progress.
If you are feeling generous, some others may be written off on the internet still being young and less-useful for doing research at the time: i.e. it's pretty obvious Simon Osborne chose Portsmouth because its name matched Innsmouth the closest, and didn't look much further into it, but I am not sure if it would have been all that easy to bring up Portsmouth's historical maps back in 2004 as it was in 2019, when Yaztromo did that and proved that Portsmouth's actual geography makes the story impossible. Similarly, ref 83 mentions ammo smuggling: much of the German ammunition wasn't even compatible in the first place (i.e. 7.92mm bullets vs. 7.62mm), but I am not sure if it was as easy to look it up in 2004 as it is now.
Many other issues are just bad design, however. I.e. it's equally ridiculous that Knife Use gives you a whole MACHETE, which apparently no-one minds seeing on the belt of your detective/doctor/gangster, and yet, the only difference between that, and being completely bare-handed, is whether you enter melee combat at -3 or -2 modifier, while Cultists' knives are at +1? REALLY?!
And it also seems like there's absolutely no point in taking a Handgun skill, since you can always just take an Elephant Gun (or a Tommy Gun, I guess) and there is no apparent downside - not in the tight quarters, not in terms of ammo (infinite for all weapons), and no-one seems to mind you walking all over the place with those massive firearms. It was funny when at 86, your coat gets taken, and your Tommy Gun is just out in the open, which nobody minds, but this is even funnier with the Elephant Gun.
Integrating firearms into FF is quite a struggle, to be sure, but gun-wielders taking a shot or two at most and then charging into the fray for literally no reason (whether during the ambush on the beach, when it's the cultists who do that, or the next potential fight, where it's YOU who decides to charge a knife-wielding cultist even if you do not have a melee weapon) is a particularly arbitrary way of doing that. Then again, it's also arbitrary that both those first two cultists and the third one seem to be equipped with the same kind of knife, yet you can only loot it from the third cultist - apparently that was the only way to make that encounter seem worthwhile.
One thing I do like is that you cannot render yourself completely safe to any skill checks. I had a run where the virtual dice have really hated me, and so even with 10 Perception and Cybernetics, I still failed three of those checks in a row. For a horror game, that feels appropriate, and the ultimately optimal build to maximize your odds of victory
SPOILER
No points into Targeting whatsoever, but get Perception to 10 and the other two to 9.
END SPOILER
is just the right kind of counter-intuitive.
Proofreading:
SPOILER
7 a harsh, bright white glare (comma?) + A middle aged woman + strong looking man
9 completely off guard.
13 half heartedly
14 something odd- the monitor
21 very well fitting
24 the higher pitched voice
26 It's well stocked
27 animal like
43 extending several inches forward, all the (way?) through your boot + a fast acting tranquilizer
56 of well trained lasers
58 They're 'scientists, all right.
62 comfortable looking beds
77 to actually shoot heror fight hand-to-hand.
78 extra uniform (apparently belonging to someone in the science department (no closing parenthesis.)
80 a very fast acting
90 a middle aged, bearded man
103 as fast as safety will allow before jumping leaping clear the last few feet.
106 The robot breaks shatters into several pieces
109 That's the only for me + That's the only (way?) for me
131 middle aged man
138 Adminster a dose of Neuroxin?
146 to half walk, half slide + a powerful looking
150 in a bone crushing grasp
152 to you?" you inquire
156 approach the still unmoving gate attendant. (hyphen?)
170 the worst case scenario' Well
185 Shaking your head rubbing your arms + that it knocks you backward and while slightly burning your arms and torso
186 before pointing to the woman "Ensign Parker" and the other man (comma?) + still operational?" asks Neilund.
Well, I had pretty high expectations for this after Soul Tracker, which I enjoyed quite a lot, and knowing that this was written some time after. Promisingly, it also has no names like Drago Darkheart, though naming your ship a Norwegian word for Devil is almost equally on the nose. Unfortunately, I found this to be a real disappointment altogether. I would go as far as to say that I hated it by the point I won for the first time, but then checking out the other, dead-end options helped to redeem it somewhat.
One of the issues is actually to do with the way it was adapted. I downloaded the text version to check, and saw that you had TEN FEAR points. Having finished the whole thing, I agree with the earlier comments that's too much, but reducing it to just 4 FEAR points goes way too far in the other direction. In practice, it means that on one of the two paths, your Astro-Geologist keels over and dies after seeing just a couple of dead bodies (yes, I know you are supposed to minimize your exposure to them to win), unless you chug basically all of that Neuroxin almost immediately, and it just feels wrong - not scary, but merely annoying and implausible. I think it would be way better to have it at 6 points, but make a few more events give FEAR points. I.e.
SPOILER
Somehow, seeing the woman who had just pretended to be a medic turn to an alien at 230 does NOT give any FEAR points, even though a very similar transformation at 219 gives two?
And as was already pointed out many years earlier, 161 says it adds a point, but it doesn't. Once it does, 6 point capacity would be a lot more reasonable.
END SPOILER
However, the more fundamental issue is that you are an Astro-Geologist, you were sent out to investigate a ship where, as you are told in the very first ref, potentially every system could be broken...and you go ahead and do that WITHOUT EVEN A FLASHLIGHT, without rubber-insulated gloves (according to ref 105), and, more importantly, WITH NO OXYGEN MASK OF ANY KIND, even though by far the most plausible reason for what happened to the ship is that it suffered a breach and/or air purification broke? A whole instakill skill check only exists because of this stupidity, as well as one of the ways to get captured for a midway encounter, one which REALLY doesn't justify all the railroading leading up to it.
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In that encounter, at ref 237, they tie us up and even bother to remove our backpack, yet they somehow do NOT remove our pistol? This is just peak stupidity, even worse than untying you for literally no reason. Plus, having that backpack supposedly removed still doesn't stop you from reaching either the capsule or the solvent. Then, at 271, the alien "staggers back against the wall"…and we just leave, and don’t get to follow up and keep shooting at it on the ground until we are convinced it's dead? Same goes for 216 or 250. For that matter, why do we have to stand and watch and not shoot immediately at 219? Or indeed, why is an alien obviously talking to the other aliens in English at 276?
That's not even to mention just how random that option 271 is. One does have to wonder why, if bottle of solvent worked so well at 271, we can’t use it against the Elders (and presumably the Leader, though I haven't tried checking since it's essentially worthless.) Or the desperate railroading in the Deep Sleep: again, if they could vent a sedative at 179, why even bother with risking one of their own in the first place? Seeing whoever you freed get shot in the exact same way every time is annoying (in a "Hondo, get TF down on the floor!" way), and not remotely scary.
END SPOILER
As I said, it's unfortunate that not only is there only one path to victory, but it's the path that's a lot less interesting and altogether worse-written. It involves more crew interaction (particularly on the dead-end paths) and it feels so constrained. I.e.
SPOILER
At 156, we can open fire at whoever shot at us or chase after them or ignore them, but we cannot try to call out and talk? And then, at 160, we cannot go back to the ship and report that at least one person is already dead? (Even though we do get the option to report at 22.) Further, If we don’t administer Neuroxin to the Communications crewwoman, why do we just leave her in the docking bay? Can’t we restrain her and get her to our own ship? Perhaps leave her there until we return, or even actually leave the ship already with just her, in a sub-optimal, yet ultimately completely plausible ending?
There is also no skill check at 153? And it's interesting you get a skill check to save yourself at 130, even though that's ultimately a dead end, yet all the perception and dexterity in the world won’t save you at 203?
END SPOILER
It also has what might be the worst-detailed ref - ref 134. Mounted on what? Drops down through what? Was it loud or quiet? Is that normal for ships like that to have that kind of thing, or is it jury-rigged? You don't really get many answers.
Haviing finished A Flame in the North, I must now note that it spells that one character's name as Xenophon in ref 43, even though a slight majority of the refs here use Xenophont. Make of that what you will.
And couple more typos, present in the options I didn't remember to check until now.
I should also say that the Talrasian Mage/Defender is a much better defined protagonist now, and his dialogue/internal monologue is actually pretty great when you make the right choices. More importantly, even many of the wrong/less-desirable choices have internal monologue that is convincing, which is no easy thing to do. In general, the addition of a timer, with quite a range of options being "feel-good" but offering you nothing substantial and taking up time, is certainly a step forward from there being effectively no benefits to avoiding rest and speeding along in the first part (other than that one time you get ambushed for more STAMINA than if you had just walked through the night.)
There's clearly been more of an effort to add modifiers and such to battles as well: while they can sometimes go a bit too far (i.e. the Wraiths up until you guess the one option which works the best on them), when they work well (i.e. Acolytes of the Blade). it stands out. (And also makes the ways you get to bypass those encounters, like the really awesome one at 277, all the more precious.)
Further, I was already impressed how even the goblin army in A Shadow in the North actually thought through military tactics properly (in fact, they were smarter than the Wildlings/Starks in A Game of Thrones, never letting their prized trolls go anywhere without armour, while Wun Wun was infamously wasted in a completely predictable manner), but the Necromancer's army takes this much, much further.
The only exception, ironically, is the Titan: the one time where "game" REALLY visibly overpowers "book", and the logic of power curve (bosses must be last) overwhelms the military logic (there is ABSOLUTELY NO REASON not to send out the Titan first, since it is literally completely useless outside of a siege or a massive pitched battle, while the basic ghouls, the fancier chitinous creatures and especially the fliers have far, FAR greater day-to-day utility, and all are wasted pointlessly if a Titan can do the job either way.) That aside, the siege is still an awesome moment: while Hunger of the Wolf also had a pretty good one, with similar mechanics, this is clearly on another level.
Unfortunately, it seems extremely unlikely that we are ever going to get A Light in the North nowadays, almost a decade since these two instalments. It reminds me of a story you probably don't know of (but really should): a free RPG Maker game called A Blurred Line - that one had a more sci-fi/science fantasy setting, but it was also quite dark, and remarkable for having a substantially branching plot, particularly for a JRPG-style game. Like here, it was only done to about two-thirds, and the final third is over 20 years past the initially promised date.
I wonder if for both of these cases, it's the same issue as what befell Berserk and A Song of Ice and Fire - the authors started out without too many ambitions, and readily embraced genre conventions along the way, but once they got going, they became so engrossed in the worlds they made, that to write out an ending which everyone could see from the start, an ending which the genre conventions they used as building blocks had demanded, began to feel like an unthinkable chore rather than as a triumphal conclusion, and so it never happened. Perhaps the parallels with Dark Souls and with The Banner Saga (which is much more group-focused, yet follows practically the same structure of "journey-capital city siege-cleanse heart of darkness") ended up weighing too much. Or perhaps it was the dreaded logic of the power curve again: how do you top fighting a hydra, a Titan and winged undead beings, in addition to the elementals and wyrms of the first part?
As great it is to get another 10 powerful spells, their presence at times becomes overwhelming for the story, and some become inexplicably unusable at certain points. There's nothing as bad as the inability to LEVITATE to escape the bridge trap of the original, thankfully. (Though, I really thought LEVITATE at 135 was meant to be an attempt to levitate across the room, not to pull the lever.) Yet, it still makes for a poor first impression when the very first available ref (604) offers to climb the tower to see further ahead - and you cannot use FARSIGHT, which you were just told is meant to do EXACTLY THAT!
Further, I still don't understand why we can’t cast SHIELD (or ENERGY?) in most one-on-one fights: Fifth/First Finger, Fenric, Asgrim, etc.? Or why you suddenly get the option to attack Iuli with a mug, but not to cast REVEAL or DISPASSION on him - or to cast REVEAL on Kalbeck to see if he is worthy of your trust. (Could probably go for all the suspicious characters like the Talrasian Priest, Lyric or the Fourth Finger, I guess?) Plus, if we can knock out Iuli with a mug, why can't we knock out and interrogate the Fifth Finger, considering SHE LITERALLY GETS HELPLESSLY ESNARED at 212? Or indeed, after she is shot in the leg in 112, it would only require some self-control not to send the final arrow. Really weird, given those internal monologue complaints about the guards not keeping the fourth alive at 360.
To be fair, this might be solved by rewriting the archery option a bit and not making ENSNARE available there in the first place - the ability to make the vines emerge from the cobbles seems to contradict the claim that everything besides the Gold District is built on bedrock, which is rather important to the plot. Similarly, how can Kalbeck and co. buy food with 30 gold, if all the food is rationed?
And by the end, I was hoping that a healing potion could save the horse at 348, but I guess not.
END SPOILER
And some continuity.
SPOILER
You can go from ref 167 straight to ref 100, which is...really strange?
Sometimes, you have to guess which options are mutually exclusive and which ones are not, and it's hardly satisfying. In particular, it's not quite clear why exploring the outbuildings and talking to Iuli blocks you from looking at the top of the tower as well. On the other hand, at 303, you can climb the tower even if you have already done that before.
And while I know that whole tower is ultimately a time-wasting trap option on any run where you actually intend to get the best ending(s), I still find it strange that at 4, dialogue options do not change from reading Iuli’s journal, even though most of them would be asking about the things you already found out about by then. (Dialogue with the woman at Thieves' Guild tavern has a similar issue if you had already talked to the Mechanist.)
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With these comments out of the way, I'll concur with everyone else that this is very much a worthy follow-up to A Shadow in the North, one which retains its strengths and improves upon it as well. The city really is in a desperate situation, as you can see even from afar, with the rain of ash at 101. Once inside, the numerous times you can stumble into traps (or at least tricks/shakedowns) laid by the seemingly friendly characters only underscore that. Same goes for even more minor details, like the way herbalist’s stall is laid out at 159. The "taxation" option, and the response to it, is excellent. And I am not even getting into the "core" encounters required to either escape or to mitigate Necromancer's hordes. Perhaps the only exception is that 110 feels surprisingly idealistic.
I must say, this seems like the primary candidate for a suggestion I voiced earlier, about "intermediate" ending markers. For all the other stories, they would promote some of the endings which currently give skulls even though you survive and are not doing too badly at the end of them, but here, they would demote the
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Fenric's ship and Mechanist's airship endings
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Since it's really, really clear that they are not meant to be seen as "successful", even if it can still take quite a bit of effort to win in those ways.
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In particular, it seems like the Thieves in the Mechanist's path got buffed relatively to what they were like originally (looking at the FFProject reply earlier in the thread, where a Glaive Thief apparently only had 6 Skill rather than 8?) I don't care about that one too much: although if there were already adjustments like that to nameless thieves here, I think it only strengthens my argument for buffing more important characters like Zamarra's Grauch.
The Prince of Thieves himself, however, is surprisingly difficult due to the timer. I fought him twice with an Enchanted Sword and a Chainmail Surcoat, as well as shooting at him one time and casting IRONHIDE the other - and still lost to the timer. The third time, I resorted to getting Dawnbreaker and setting it on fire, which may be a bit of an overkill narratively.
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Speaking of:
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It took me way too long to win in "the cinematic way" because I didn't realize that the Dawnbreaker had to actually be equipped, and not just in your inventory. I suppose I misread "a weapon meant for the Gods" part as meaning that it would always damage you when used, and not just when it set you on fire, and so didn't want to resort to it unless I was going to risk the flame.
I think this is actually one of those things which you will probably NEVER see happen in a written version - a ref would ask to turn to one spot if you have Dawnbreaker equipped and to another if you don't, so a player with Dawnbreaker would either always assume they used it at that point, or at least know to switch next time around. Here, there is no way to tell what exactly the issue was. (At one point, I actually assumed you needed to have Clockwork Drill from the Thieves' Guild and use that on his skull!) Granted, I did also stumble on the Mechanist's machine ending thar way, which is in many ways superior for the city as it gives them far more lasting protection (only downside is that you would probably have no time to hunt down any Fingers and they would continue to be a nuisance for the rest of Novgard.)
So, I think the minimum response would be to modify the failure ref if you have the Dawnbreaker but didn't use it - i.e. "Length of blade is stuck...Of course! The Dawnbreaker! You hurriedly reach for the holy sword but the Titan's arm reaches you first..." A more logical one, though, would be to give the player the option to give away all the other Swords they have once they emerge "with Dawnbreaker on their belt" - that wording itself suggests that should be the weapon the Defender has equipped by default. Perhaps it would even happen automatically - after all, that very ref is about weapons getting distributed from the hall, and it would make perfect sense for the Defender to give away those weapons which are purely dead weight and inventory clutter at that point, with literally no benefit over the Dawnbreaker.
There are things I can nitpick, parts that unbalanced and luck based but holy ****ing the writing is on another level compared to any FF book on this site or otherwise. The gameplay is good but a bit wonky at times, but the writing is leagues and leagues above anyting else
This isn't the worst adventure on here, but it's far from the best. I do wonder if I might have had wrong expectations from looking at its difficulty rating. It is supposedly "medium" difficulty, yet I have completed it just now, on my third attempt. You can get one of the items which guarantees victory when used really, really early, and it takes no real effort to find the solution to the one riddle which will likely block your path a little earlier, either. After that, it's just knowing where to turn to avoid straying too far off the path, which is again not very difficult.
I have had a similar experience with Below Zero Point - again, it's marked as "medium" difficulty, yet I completed it in four attempts, and it was hardly luck - its very structure is such that one of the earliest choices in the whole thing trivializes about half of all encounters at no cost, and once you bypass a couple of instant failure choices, practically all that's needed is to not be stingy at the shops and buy all the stuff with interesting names. Meanwhile, the supposedly "fairly easy" A Flame in the North has a timer mechanic and a very considerable range of choices, many of them seemingly reasonable-looking, which either end the run instantly or collectively leave you unable to win. Its predecessor, A Shadow in the North is easier, but still considerably more demanding than either this work or Below Zero Point. For that matter, The Word Fell Silent is also described as "fairly easy", yet it has both the potential to engage in fights that might be really difficult for certain backgrounds, random events and associated skillchecks which may end your run immediately, and some pathways always end in failure for certain backgrounds.
Some proofreading. (Having won once, I haven't explored many of the remaining choices, at least not yet, so it's best to assume this is only a fraction for now.)
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17, 82, 101, 126, 192, 215 – extra spaces before commas
19, 22, 27, 118, 128, 167, 213, 229 – extra space
1 "bringing proof of the Yeti s demise."
28 "its pure- white scales + White dragons are renown for + "
Completed all the challenges! It's been a while since I originally played this, so I needed a few playthroughs to remember everything.
Of all the gamebooks on this site, Outsider! in my second favorite (#1 is House of Horror, just because House of Hell was the first FF gamebook I discovered, and it's still my favorite because of that).