Posted on 16th Aug 2010 at 13:13 by Joe Martin with 3 comments
As an adaptation of the old Gamebook model, Siege of the Necromancer gets a lot of things right. It lays itself quickly and clearly, providing bookmarks and cheat modes for those who want to just sprint through with no risk of death, but also boasts an achievement board and unlockable art gallery to encourage replays. The RPG rules are simple and to the point, the automated dice rolls quick and no-nonsense. It looks good too, with configurable fonts and nice little sound effects to enhance the mood.
Despite being a new series from an unknown developer, Siege is heavy on the nostalgia too. The basic starting point of a man returning home to his family to find the town overrun by goblins is immediately evocative of a hundred Fighting Fantasy and Choose Your Own Adventure books – a feeling that only increases as you journey through the later chapters. Picking a route through Myr Castle was especially reminiscent of classics like The Legend of Zagor, for example.
Unfortunately, while Siege of the Necromancer definitely gets these broader issues right, it's all too often spoiled by poor writing that speaks of authors desperate to put their fingerprints on what should have been unapologetically based in the tropes of the Fantasy genre. Small tweaks to spelling and jargon, such as changing Goblins to Goblyns, Ogres to Ogryns and Gold to Pestados, feel like differences for differences sake.
Posted on 12th Apr 2010 at 09:53 by Joe Martin with 1 comments
It’s Monday now, so Made in the UK Week
(AKA Project Awesome) has finally drawn to a close. It’s a time that will be filled with bittersweet memories as Batman finally leaves the bit-tech
page and we all have to go back to the look of the old site – but don’t despair! There’s one more thing I have left!
Well, actually there are a lot of things I have left - articles that had to be culled from the final line-up and plans that just timed out - but there's one thing in particular. A little thank you to everyone who read the site last week...
Posted on 23rd Dec 2009 at 09:50 by Joe Martin with 17 comments
I used to love Choose Your Own Adventure games and I’d regularly either rent them out of the library or pick them up before going on holiday. Lately I’ve been thinking what a shame it is that the medium has pretty much died out and I’ve been fighting back against this by having a go on some of the later interpretations of the idea.
For those not in the know, CYOA books are essentially multiple-choice driven singleplayer RPGs. You create a character according to the rules established in the start of the book, turn to the first passage, read it and then decide what you would do next. Each option available to you would point you to another passage in the book, creating a rudimentary branching adventure.
In the early ‘90s I remember them being all the rage and there were some long-lasting brands to come out of the short-lived fad, the most popular of which was the Fighting Fantasy series which included the likes of The Legend of Zagor and The Warlock of Firetop Mountain. My personal favourites however were the long-running Lone Wolf books by Joe Dever, - which had a single adventure running across multiple books - and the Fabled Lands series.