You half-collapse against an elm tree. The arrow head is still lodged deep in your thigh, throbs like the devil. Gritting your teeth, you stagger onwards through the dusky gloom, panting with tremendous effort. You lean against the bough of a sturdy oak, as if hoping to absorb its strength. Finally, too exhausted to go on, you give in to thoughts of a peaceful eternal sleep, away from this cold, brutal, hopeless world of woes...
Robert Douglas' historical gamebook is ready to play.
Just gave it a first run whirl and I was very impressed Robert! I can give a more detailed review once I’ve played through it a bit more thoroughly, but so far so good!
Haha, no need to worry about dying in your own written game book, it happens to the best of us :-D
I haven't played it yet, but I will soon. It's always nice to see new gamebooks pop up on the side bar especially when I hear it's historical. Quite excited for this one.
I finished Deathtrap (using simply.fighting fantasy.net) more than a week ago, but it has taken me this long to compose my thoughts about it into these few words:
Firstly, thank you Phil. DD was my most favourite of all the official FF gamebooks, and while it has been around 30 years since I last played it, somehow it has stayed buried deep within me. So I was definitely excited to attempt this homage to the original, and I have to say that it did not disappoint.
I have to agree with Albertt above, the atmosphere created by the author was truly astounding throughout. There are sections that I felt so disgusted, fearful, revolted, saddened or one of so many other emotions just from journeying through them, that when re-attempting this adventure they became difficult to re-read. Phil has to be the most evocative of all authors on this fan site, and that is meant to be no small praise.
To successfully navigate Phil's fiendish dungeon, I mapped my progress through more than several attempts. The motifs on the arrows above most passages were an excellent concept, and helped with this greatly. However, this mapping revealed a couple of minor errors (where North should have been West for example) but I won't bore anyone with these details unless asked.
The absolute highlight for me was the protracted duel with
SPOILER
The Ninja
END SPOILER
. This probably has to be the most epic armed conflict I've ever faced in a gamebook, and most gratifying to finally overcome. Thanks again Phil.
If I had to be truly critical, I would say that I don't think that the inclusion of the randomized foes that you face (or even pit against one another) adds anything to the storyline. And I found it a little disappointing that, unlike the original Deathtrap Dungeon, this prequel could be finished without finding all 3 requisite gems. However, these are just minor personal quibbles I'm sure.
All told, I must rate Deathtrap as an epic of astoundingly entertaining literary skill; as a read it has to be a 10/10, and at least an 8.5/10 in gameplay. It is a truly worthy homage to the original, and all congratulations and tributes must be given to its author. Once again, thank you Phil.
What a great review! It really makes me feel it was all worthwhile when I read constructive criticism like this. In fact, I thought the comments were so good that I put them on Facebook.
As for you disappointment at not needing all of the gems, well that was me trying to be 'fair' and leaving some leeway for how a reader wants to approach the book (which is still a very difficult challenge when played honestly). So I stand by that judgement because the adventure is so tough to begin with that I felt that some 'get out of jail free card' might stop some players from getting too frustrated.
Hi Jordan, there well might be a sequel forthcoming - but not for a good while! As for
SPOILER
the Mace of Conrado: you're right that it isn't an essential item, although it's really handy in a fight, especially for archer class. As you've already completed 'A Saint Beckons', I can safely say that the player is in for a tough battle with Cecil of Kinlet - the Mace ensures an automatic victory! However, to solve the puzzle and claim this weapon, there are two clues: one can be learned much earlier on during Roubert's interpretation of your dream, while the other is what is uttered by the dying French warrior-monk, 'LIV-' Not exactly 'live' but Roman numerals for '54'. It's probably a bit unfair expecting players to know their Roman numerals, but we do use I, V, X, etc quite often in modern use.