1 -
Creature of HavocWith apologies in advance to non-Radiohead fans for the extended metaphor,
Creature of Havoc is like the
OK Computer of gamebooks: not designed to appeal to everyone and requires patience and commitment to get into, but the reward for doing so is a deep, rich and multilayered experience and those that love it
really love it.
Now, before I go any further I should point out that
Creature of Havoc is not perfect (but then, searching for perfection in art is an exercise in futility anyway). I've perhaps been guilty of speaking in entirely glowing terms of most of the books that have appeared towards the top end of my rankings and ignoring their faults (and others have quite rightly chipped in to point out the flaws that I missed). Part of that was conscious - I wanted these little writeups to be more like summaries than full reviews so where I felt the positive aspects of a book overwhelmingly outweighed its issues that's where I focussed my attention. But also hands up: I'm an unapologetic lover of the series and find it so much easier to say nice things about it rather than nitpick at its problems. However, in the interests of balance let's examine a couple of
Creature of Havoc's shortcomings, starting with its ending. Restored to your human form and in command of the
Galleykeep once more, according to Jackson 'Marr's brainless creatures will respect your authority'. As has been pointed out to me on the forum in the past though, it's not just brainless creatures on the ship; Marr had all kinds of powerful allies aboard who would probably not so submissively bow to the rule of an unknown, and presumably bare-ass naked, human that's appeared out of nowhere and destroyed their master. It's a throwaway and shorthand way of achieving an upbeat conclusion, and in all honesty there's probably another whole adventure's worth of sorting out the residual problems there (in fact, since you've returned to the writing fold Mr Jackson, any chance of a sequel doing just that??). There's also the fabled 'You find yourself...' misprint of legend (or
was it a misprint?). There's been so much discussion on whether it was intentional or not that I don't really have anything new to bring to the table - Malthus Dire intelligently considers both schools of thought on the issue in his
review, and while Jackson himself has remained admirably close-lipped on the subject the fact that the Wizard reprint rectified the wording does strongly suggest that it was indeed an error. I kind of like the idea though that it was one of Jackson's most devious tricks (to solve
Creature of Havoc, grasshopper, you must
become the Creature of Havoc), but either way it's a moment that has become a part of FF's folklore.
So what actually is it that makes
Creature of Havoc my numero uno? I think ultimately it is that it's a perfect example of a writer having an extremely ambitious vision, and then pulling it off with aplomb. Jackson was no stranger to trying new things - the first sci-fi FF, the first horror FF, the first (and still only, unless you count
Clash of the Princes, but that was something of a different beast) multi-book saga in FF, the first FF to shatter the 400 reference limit - but this felt like his most daring project yet. That's clear even by the size of the tome: 460 references, many of them very lengthy, and of course that mini-novella of an intro that expands greatly on Allansia's lore and is a cracking read in and of itself. But then, at the end of that intro, Jackson completely wrongfoots you and launches you into a seemingly unrelated adventure where, as he puts it, 'you have only the faintest awareness of your surroundings and your actions will be ruled by instincts'. If Fighting Fantasy is an attempt at reproducing the RPG experience for a solo player, never again has the 'role playing' aspect of it been done so successfully. You
inhabit your character. At first, you have no control even of some of your decisions, with things as simple as choosing which way to go being stipulated by the roll of a die, a creature of pure instinct as Jackson set out. And as the creature starts to learn, you start to learn. Speech must be deciphered by the means of a code (I seem to remember upon first getting the book as a kid flicking through it and noticing whole sections seemed to be written in gibberish and thinking 'What?!'). As the creature starts making connections to its own history, you start to finally notice references to places and people alluded to in that preamble and the first little indications of unlocking the mystery of what you are begin to germinate. It's all done with no little style too - given that a good half of the adventure takes place in stark subterranean caverns, it's quite remarkable that Jackson manages to be as descriptive as he does, and the eloquent prose oozes with an oppressive, claustrophobic atmosphere.
Jackson also takes some of the ideas and techniques he used in his previous books and refines and improves them. That stuff I said in my
House of Hell writeup about his pioneering puzzlebook approach? Consider that dialled up to eleven here. Good lord this is tricksy and complex. Not only does it have the hidden reference triggers and language code to decipher that I mentioned earlier, but it has a shoal, an ocean of red herrings. Road signs that purposefully point you the wrong way. A pickup disguised as a one-use combat aid that ends up being the key item that you need to defeat your final opponent. More side paths and wrong turnings that you can shake your clawed fist at. And huge elaborately detailed areas that prove to be inescapable deathtraps (think
House of Hell's kitchen on a supersized scale). The one that really got me was Thugruff's training camp. It really is such a wickedly brilliant trap. Firstly, one of the first opportunities you get to employ your newly learned knowledge from the Vapour of Tongues is with a Rhino-Man who gives you a numerical clue to pass on to someone at the Testing Grounds. So I've just used this important new skill to gain what must be a key piece of information, right? And in FF tradition, the opportunity to use concealed number clues are always on the correct path, right? Ah, and Thugruff got his own section in those Tales of Trolltooth Pass at the beginning didn't he, so he must be a key NPC you need to meet over the course of your adventure, right? Mmm, and the Training Grounds themselves are so expansive and richly detailed there's no way this whole bit could be the wrong way, right? Wrong, wrong, wrong and
wrong! Time and again I ventured foolishly into Thugruff's camp, dying over and over again, yet convinced I was going the right way and I had perhaps just missed another numerical trigger somewhere. It was with no small amount of exasperation and grudging respect when I finally realised that I had been completely suckered by Jackson's elaborate trap. This was no red herring. This was a red leviathan.
Creature of Havoc deserves the number one spot I feel because of these things, its cleverness, its ambition, its intricacy, its atmosphere, its storytelling, its sense of mystery and its originality. But it also has something indefinable that elevates it to true greatness, a feeling you get as you're reading it that this is something special. It's not just one of the best gamebooks I've ever read. It's one of the best books I've ever read.
There we go, that's the end of that then. I've enjoyed doing this, and I have to say it's given me a newfound appreciation for those who examine the books in their blogs in far greater detail than I have done in my little summaries here, many of whom are active on this forum - I often struggled to pull together the few words that I needed for my brief snippets! I'd also add that it's
much easier for smartarses like me to try to dissect and pull apart works than it is to actually have the imagination and the balls to put your creativity on display, whether you're an amateur writer or a published one. Thanks to those who have given kind words while I've been doing this, and also to those who have disagreed with my ranking choices or my thoughts as I've really enjoyed your insights on what you think I've got wrong or the important things that I missed.
To finish off, as previously requested here is my full list from bottom to top:
77 - Starship Traveller by Steve Jackson (UK)
76 - Eye of the Dragon by Ian Livingstone
75 - Star Strider by Luke Sharp
74 - Chasms of Malice by Luke Sharp
73 - Deathmoor by Robin Waterfield
72 - Space Assassin by Andrew Chapman
71 - Return to Firetop Mountain by Ian Livingstone
70 - Temple of Terror by Ian Livingstone
69 - The Forest of Doom by Ian Livingstone
68 - Armies of Death by Ian Livingstone
67 - Blood of the Zombies by Ian Livingstone
66 - Fighting Fantasy: The Introductory Role-Playing Game by Steve Jackson (UK)
65 - Masks of Mayhem by Robin Waterfield
64 - The Gates of Death by Charlie Higson
63 - Sky Lord by Martin Allen
62 - Crystal of Storms by Rhianna Pratchett
61 - Revenge of the Vampire by Keith Martin
60 - The Port of Peril by Ian Livingstone
59 - Curse of the Mummy by Jonathan Green
58 - Battleblade Warrior by Marc Gascoigne
57 - Assassins of Allansia by Ian Livingstone
56 - Trial of Champions by Ian Livingstone
55 - Robot Commando by Steve Jackson (US)
54 - Fangs of Fury by Luke Sharp
53 - The Warlock of Firetop Mountain by Steve Jackson (UK) and Ian Livingstone
52 - Legend of Zagor by Keith Martin
51 - Midnight Rogue by Graeme Davis
50 - Island of the Undead by Keith Martin
49 - The Keep of the Lich-Lord by Dave Morris and Jamie Thomson
48 - Caverns of the Snow Witch by Ian Livingstone
47 - Shadow of the Giants by Ian Livingstone
46 - Sorcery!: Khare - Cityport of Traps by Steve Jackson (UK)
45 - Scorpion Swamp by Steve Jackson (US)
44 - Sorcery!: The Shamutanti Hills by Steve Jackson (UK)
43 - Appointment with F.E.A.R. by Steve Jackson (UK)
42 - Beneath Nightmare Castle by Peter Darvill-Evans
41 - Sorcery!: The Seven Serpents by Steve Jackson (UK)
40 - Black Vein Prophecy by Paul Mason and Steven Williams
39 - Crypt of the Sorcerer by Ian Livingstone
38 - Spellbreaker by Jonathan Green
37 - Tower of Destruction by Keith Martin
36 - Knights of Doom by Jonathan Green
35 - Stealer of Souls by Keith Martin
34 - Rebel Planet by Robin Waterfield
33 - The Rings of Kether by Andrew Chapman
32 - Island of the Lizard King by Ian Livingstone
31 - Dead of Night by Jim Bambra and Stephen Hand
30 - Daggers of Darkness by Luke Sharp
29 - The Crimson Tide by Paul Mason
28 - Bloodbones by Jonathan Green
27 - The Citadel of Chaos by Steve Jackson (UK)
26 - Seas of Blood by Andrew Chapman
25 - Sorcery!: The Crown of Kings by Steve Jackson (UK)
24 - Master of Chaos by Keith Martin
23 - Freeway Fighter by Ian Livingstone
22 - Secrets of Salamonis by Steve Jackson (UK)
21 - Spectral Stalkers by Peter Darvill-Evans
20 - Demons of the Deep by Steve Jackson (US)
19 - Stormslayer by Jonathan Green
18 - Magehunter by Paul Mason
17 - Siege of Sardath by Keith P Phillips
16 - Sword of the Samurai by Mark Smith and Jamie Thomson
15 - Slaves of the Abyss by Paul Mason and Steven Williams
14 - Portal of Evil by Peter Darvill-Evans
13 - Vault of the Vampire by Keith Martin
12 - The Riddling Reaver by Paul Mason and Steven Williams
11 - Talisman of Death by Mark Smith and Jamie Thomson
10 - Phantoms of Fear by Robin Waterfield
9 - City of Thieves by Ian Livingstone
8 - Night Dragon by Keith Martin
7 - Legend of the Shadow Warriors by Stephen Hand
6 - Night of the Necromancer by Jonathan Green
5 - Howl of the Werewolf by Jonathan Green
4 - Deathtrap Dungeon by Ian Livingstone
3 - House of Hell by Steve Jackson (UK)
2 - Moonrunner by Stephen Hand
1 - Creature of Havoc by Steve Jackson (UK)