Devil’s Flight is
my second-only entry into the reviewing genre of gamebook playthroughs, and the
world (or at least the internet) has changed since those heady days of playing
through Bodies on the Docks. Back
then, I was aware of only one site doing playthroughs of those old Fighting
Fantasy books, and that was the excellently-named Fighting Dantasy. Yeah, I
wish I’d thought of that title (though my name isn’t Dan). Back then,as far as
I knew there wasn’t much interest in gamebooks on the net, or anywhere else
either. I pictured Dan as a tortured, lone genius, working tirelessly to keep
the gamebook flame alight with no help from an uncaring world.
How things have changed. The shadowy world of nerdy 80’s page-turning
has really blossomed on the net in recent years, with Fighting Fantasy making a
comeback in the real dead-tree book world, companies like Tin Man making
gamebooks for digital devices, and a veritable cottage industry of blogs where
players chronicle their playthroughs of the books. For the record, my favourites are Turn to 400
(side-splittingly hilarious and frighteningly thorough, but updates are less
frequent than Halley’s comet) and Fighting for Your Fantasy (not as thorough,
but updates are as reliable as a Prussian wind-up clock).
As you may remember, I take a slightly different approach to
playthroughs: I intend to plough through a few amateur adventures from the
Fighting Fantasy Project instead of the published books. This nifty site allows
you to play original gamebooks with the computer controlling all your stats and
dice rolls. No keeping your thumb between the pages and no fudging dice rolls,
then!
Intro
Within a few paragraphs it becomes clear that Devil’s Flight is going to be my most
favourite of all things: a sci-fi Ghost Ship story! With visions of Event Horizon, Pandorum and Dead Space competing
for attention in my head, I roll up my metaphorical sleeves and get stuck in.
So it’s the future, and I’m an ‘astro-biologist’ who’s just
finished a long, lonely shift charting some Dawkins-foresaken backwater world.
I’m looking forward to my vacation: some sun and sand on the Planet of Pleasure
or some such thing. But, wouldn’t you know it, my reveries of lazy days to come
are interrupted by a call from my commander. He lets me know that there’s a
ship in the area that’s just come back from some slightly shady mission, and
now they’re not responding to any communications. Uh-oh. If you’ve guessed that
mine is the only ship close enough to investigate, then award yourself a
no-prize. And if you guessed that before you can say ‘game over man’, I’ll be
up to my neck in spooky dark space-corridors and horrific monsters, then go to
the top of the class.
It's a bit like this. |
My Stats
My regular stats are generated by the computer: skill of 10
and stamina of 20. I also get to choose how to distribute points for a bunch of
extra stats. I choose to give myself high stats for perception and targeting,
figuring that I’ll need to be able to see creeping uglies coming up behind me,
and be able to blast them real good too. I’m not so hot on dexterity and
cybernetics; presumably I’m a clumsy astro-biologist who’d trip over in an
antigrav chamber and can’t work his future-smartphone.
Starting Off
My commander gives me a bit more info about the ship,
including its name: The Djevelin. He
says this after a spooky pause to indicate that this is an ominous name, but
his effort is wasted because I don’t know what the word means. Sorry,
‘Djevelin’ has absolutely zero spooky connotations for me (not yet, anyway.
I’ll be singing a different tune later). He tells me that I’ll be literally
dropping in for coffee, making sure everything’s ok, and punching the clock on
my way home. Hmm.
I blast off towards the Djevelin,
and find it to be much bigger than most ships of its class. A ‘greeter’ craft
appears to bring me in, but it doesn’t seem to want me to go to the docking
bay. I decide not to follow it, largely because this is a ghost ship scenario
and the craft won’t answer my communications. Hell, it’s probably stuffed full
of monsters and unsold Supernova DVDs.
I dock and immediately see that there’s a spooky dead person
hanging out at a console. Walking towards them, I spot trouble nearby with my
super-perception skills: someone about to shoot at me from above! I chase him
through a fast-closing door, defying my innate clumsiness and making it through
unscathed. When I try to slap some sense into him, the guy refuses to believe
that I’m not some sort of shape-shifting horror. Well, that’s a good sign. He
then attacks me with a metal rod, but I easily cream him with my superior
astro-biologist skills.
It's also a bit like this. |
After I beat some sense into him, he’s in more of a mood to
talk. Before he can tell me much though, he begins to do a movie-cough, letting
me know that death is near, so I give him one of my precious stim-packs so I
can hear the rest of the story. Apparently the Djevelin picked up some aliens from a moon. They seemed pretty
sound at first, but in fact they were not really. They were quite nasty. He
warns me not to go back to my ship, gives me his steel rod (lot of good it did
him) and passes out.
I walk further into the ship, and a voice tells me that I
have to be ‘scanned’. Fearing some sort of automated response if I don’t, I obligingly
get into a lift that takes me to a reception area to be scanned. Instead,
sensing my lack of techno-prowess, the scanning machine goes nuts and tries to
kill me. I lose a ton of stamina points and gain fear points to boot because I
saw a spooky alien-face in the lift during the affair.
I patch myself up with some med-packs and follow a sign to
the Deep Sleep Chambers, because I love sci-films about cryosleep. There’s a
whole bunch of weirdos frozen in the tubes, but I choose to wake up a man
dressed in a uniform. Maybe he’s someone who can help! He wakes up and proves
himself to be pretty smart: after the creepy aliens revealed themselves to be
hostile, he disabled the life-support systems and crawled into a cryo-tube to
wait for them to die (instead, they reactivated the life-support and carried o
terrorising the ship).
Sadly, a crazed crew-member with a melting face appears and
kills my new friend just after he delivers a steaming wad of exposition. I
waste him with my awesome targeting skills, but the chamber fills with gas so I
climb into a cryo-tube…. which malfunctions, failing to wake me up after an
hour like I programmed it. Dammit; my adventure ends here.
Post-Mortem
Actually quite a good movie, this. |
I had rather a lot of fun with Devil’s Flight. As I mentioned, I love the genre, and Abbondanza
does a great job of evoking that sense of fear and claustrophobia that is
particular to it. On repeat plays, I found myself becoming increasingly tense
and cautious as I prowled deeper and deeper into the bowels of the ship. If I
made reference to certain movies and games above, I meant it as a compliment.
It’s a smorgasbord of fairly clichéd themes, without anything particularly
original, but it’s intelligently-written and absorbing. It’s probably the best
haunted-house spaceship gamebook you’re going to read for free on a website, so
that’s gotta mean something. There’s enough detail that the game’s universe
feels fleshed-out and lived-in, and I wouldn’t mind exploring a bit more of it
(or at least a bit more of the Djevelin.)
Recommended. Play it here.
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