The year is
1986, and adventure gamebooks are hugely popular in Britain. (You might also
know them as ‘interactive fiction’ or ‘Choose Your Own Adventure’.) The genre
was popularised in Britain by the Fighting
Fantasy series, which launched in 1982 and inspired dozens upon dozens of
similar series. Some of these were great; some of them were The Cretan Chronicles. One gamebook
author whose work definitely lands in the first category is J.H. Brennan.
Mr Brennan wrote three different series of gamebooks between 1984 and 1986. (He also wrote hundreds of other non-interactive books, mostly about the occult, and continues to write to this day, but we’ll stick to his gamebooks or this post could end up a bit too long.) First up was GrailQuest, which tried something few other series of the time did: being funny. Specifically, they were a Pythonesque parody of the legends of King Arthur. I revisited the eight-volume series for the writing of this post (collected via a mixture of second-hand bookshops and used Amazon purchases), and I was delighted to find they’d lost none of their charm from when I read them as a child. Although they were fairly short compared to Fighting Fantasy (the first volume had just over 150 sections, the later ones just over 200), Brennan managed to pack a lot into each one, came up with a lot of interesting innovations, and also devised what is possibly the best combat system for any role-playing game I’ve ever seen. But the surreal humour was undoubtedly the biggest selling point of the GrailQuest.
I’ve tried to
find some short passages to represent the books’ comedy well. The problem is
that my two absolute favourite examples (an encounter with a man-eating plant
in Gateway of Doom and some
instructions on building a boat in Voyage
of Terror) both go on for several pages/sections and can’t really be
reproduced in full as they’d be nearly as long as the whole of the rest of this
post. So to substitute for them, here’s what happens if you attempt to fight a
group of guards entering a corridor in Voyage
of Terror:
This must be about the dumbest decision
you’ve ever made in any adventure. There are now so many guards in the corridor
that you’ve hardly room to use a weapon. There are guards swinging from the
chandeliers and guards swarming up from trapdoors in the floor and guards
dropping down from trapdoors in the ceiling. Outside, the countryside reverberates
with the sound of guard armies moving. Overhead, huge flocks of birds are
carrying in more guards. Beyond the island, navies of guards are in full sail.
All converging on you!
Alright, so it’s a slight exaggeration. But
there are still an awful lot of guards.
I cannot
recommend these books highly enough to any gamebook fan. Most of them can still
be found reasonably cheap online, although the last one seems to be a bit hard
to find. There were plans to re-release them digitally a few years ago, but sadly
these seem to have fallen through (if you have a correction on this, please let
me know).
Brennan’s
second series was the four-volume Sagas
of the Demonspawn, which were aimed at a slightly older audience and played
absolutely straight, and consequently I have much less to say about them. They
weren’t bad (although the combat system was a bit convoluted), but they didn’t
really capture my juvenile imagination in the way GrailQuest did. These were re-released
digitally a few years ago, under the name The
Sagas of Fire*Wolf.
The title of
the third and final series, made up of just two titles, may not come as a
surprise to anyone who has read the title of this post. The Horror Classic Gamebooks were (as far as
I can tell) released simultaneously in 1986; the first was Dracula’s Castle, the second was The Curse of Frankenstein.
During my
gamebook collecting, I only managed to find Dracula’s
Castle. The gamebook is, as you might expect, loosely based on Bram
Stoker’s novel, and it describes itself as thus:
By means of this technique, which has been
exclusively developed for the Horror Classic gamebook series, a more varied and
interesting adventure may be compressed into the available space. This has
allowed a unique twin adventure format for the present book.
What this
means in practice: the even-numbered sections of the book are all part of one
adventure, and the odd-numbered sections form a second adventure. In the first
adventure you play Jonathan Harker, and in the second you play the Count
himself. Both adventures are set within Castle Dracula, which makes for some
neat continuity between them (a secret priest hole that can be found in the
same place in both adventures will completely heal Harker, but instantly kill
Dracula). There are only 230 sections in total, so each individual adventure is
probably among the shorter interactive fictions written, but as with GrailQuest Brennan manages to make them
feel bigger than that.
In terms of
writing, I’d say it falls somewhere between the other two series. It’s not as
openly surreal or parodying as GrailQuest,
but it’s not quite as dry as Demonspawn.
It also contained some fairly traumatising moments for a young child:
There was
certainly some humour to be found, though, and absolutely nothing can
demonstrate it better than this line:
“What now?” you ask suspiciously, this being
the only time you have managed to join a political party comprising mainly
corpses by failing the entrance exam.
Although I
was aware of the Frankenstein volume, I never owned it, although I knew it
was similar in setup to the Dracula one: you played as either the eponymous
creator or his monster. (The format so obviously lends itself to a Jekyll & Hyde one you have to wonder
if there was some kind of copyright problem that stopped it from happening.) Earlier
this month, though, I saw Andrew Ellard asking on Twitter about a gamebook he’d
owned as a child but couldn’t remember the title/author of that I instantly
recognised as being The Curse of
Frankenstein. I also let him know of the existence of the Dracula one,
and asked him if the Frankenstein one was quite as terrifying to small children.
His reply
was no: that it was “funnier”, as he recalled. And I also noticed that in his
initial description, he recalled it being a sequel to the original novel.
Although I’d never read it, I had assumed that it was cut from much the same
cloth as Dracula’s Castle (being
released simultaneously and having the same internal illustrator), but this
sounded much closer to GrailQuest. I
was intrigued, and if there was another comedy gamebook from Brennan, I
definitely wanted to read it. A quick check of Amazon informed me that a second-hand
copy of The Curse of Frankenstein could
be mine for £7 including postage.
(A quick
note on the illustrations: Both books were internally illustrated by Tim Sell,
who also provided the artwork for the infamous Fighting Fantasy book House
of Hell and various other horror-based works. Mr Sell also provided the
Christopher Lee-a-like Dracula for the cover of Dracula’s Castle, but for some reason it seems the cover of The Curse of Frankenstein was done by
somebody else, credited only as “Prieto”.)
A few days
later, The Curse of Frankenstein
arrived. And what was it like? The answer was… interesting. It was different,
but not radically so, from Dracula’s
Castle.
The first
thing to note is that Andrew was absolutely right: the illustrations are far
less extreme than the ones seen in Dracula’s
Castle. (It also seemed like there might be fewer of them, but I haven’t
counted.) If I hadn’t known, I’d be hard pressed to tell that the two books
were illustrated by the same person. (Unfortunately my camera packed in during
this part of the review, so I’m afraid you’ll have to take my word for it.)
Perhaps this is a response to the text, as on the sliding scale of JH Brennan
Gamebook Humour, Frankenstein is
probably a step closer to GrailQuest than
Dracula. Some of this takes the form
of a rather appealing black, sardonic sense of humour. The monster’s possessions
include a series of spare parts, including “large intestine (30 ft. coil)”, and
a spare head, “which will save you from having to wash your face” if you use it;
later in the novel, a running joke regarding Frankenstein’s continued paternal
nature towards his creature, and the Creature’s mixed feelings towards “Papa”,
is an undoubted highlight. There are also some… decidedly more surreal
encounters.
It would be
fair to say that both books are very loosely
based on the original works. Dracula’s
Castle features Harker and Dracula as the player characters, and Van
Helsing as Dracula’s arch-enemy. There’s a brief appearance from the Brides of
Dracula, but they’re the only other content from the original novel to make it
in; not so much as a mention of Lucy Westenra, Mina, Seward, Morris or anyone
else. Everything else is jettisoned; Harker arrives at Castle Dracula with not
a sniff of his backstory, he’s just a solicitor who’s come to kill Dracula, and
on the other side of the story, Van Helsing is Dracula’s arch-enemy of many
years standing.
The Curse of Frankenstein takes a
similar approach; it is apparently a sequel to a version where the Baron did
not die at the end, and now both Creature and creator are lost in the Arctic,
one seeking the other. (Unfortunately, both adventures begin with a lengthy,
featureless maze in the Arctic wastelands, which makes them both feel very
samey.) The ship Baron Frankenstein arrived at the North Pole on is a plot
point, but there’s no Elizabeth, Justine, Captain Walton or anyone. However, Dracula managed to retain a flavour of
the original text throughout, whereas Frankenstein
features a number of surreal encounters which… don’t.
Case in
point: a scenario where the Creature manages to accidentally dissolve all his
clothes and has to find some more, but fortunately there’s a gnome who’s also a
tailor who can make him an invisible suit. And Frankenstein finds a genie in a
lamp. And there’s a death sequence in the Creature’s side of the adventure that
is so utterly random and bizarre that I struggle to find how to put it into
words whilst doing it justice, but to say that Charon shows up somehow and
takes the Creature to the afterlife. All three of these encounters feel like
something that didn’t make it into one of the last GrailQuest novels; they’re undoubtedly funny, but they’re totally
divorced from the novel the gamebook is meant to be based on. The book also
leans on the fourth wall at times (which GrailQuest
did a hell of a lot), describing a
coded message as “about as plain English as you are ever going to get in an
adventure of this type”. Oh, and there’s also some ghosts at one point. And
dinosaurs. Did I mention the polar trolls?
(There’s
also a trap designed to catch out cheaters by asking the player if they have an
item it is impossible to obtain – a fairly regular feature of some other
gamebooks, especially Fighting Fantasy,
but the only time it appears in a Brennan book to my knowledge.)
Apart from
all that, The Curse of Frankenstein definitely
feels like it belongs in the same series as Dracula’s
Castle. If I had to guess, though, I would imagine that Frankenstein was written in a bit more
of a rush – both adventures in that one seem to end a little abruptly in a way
the Dracula ones don’t, and it would
account for the more surreal or GrailQuest-ish
moments (as well as a minor error where it breaks the rule that all the
odd-numbered sections are one adventure and the even-numbered sections another).
The Frankenstein one also has
one feature imported from the GrailQuest
– using a map to get around rather than making a choice from one of several
numbered sections, something that appeared in every GrailQuest but the first. (Here are two examples from
the excellent Demian’s Gamebook Webpage so you get the idea.)
Conclusion:
Both recommended.
Thanks for the review of Frankenstein. I’ve owned the Dracula novel since the 80s and always wondered what the other book in the series was like.
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