Title | : | Heart of Ice (Critical IF gamebooks) |
Author | : | |
Rating | : | |
ISBN | : | - |
Language | : | English |
Format Type | : | Kindle Edition |
Number of Pages | : | 254 |
Publication | : | First published January 1, 1995 |
Nine of the strongest heroes of the age come seeking the ultimate prize: the Heart of Volent, an object with the power to reshape reality. All are ruthless, powerful, determined. To succeed they must work together. But only one can have the Heart.
Choose your alliances with care. Weigh up who to trust. Be ready for betrayal. When the moment comes, the future of mankind will rest on your judgement.
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Critical IF books are interactive adventures with a difference. You can be a mutant with the power to warp reality. A buccaneer whose sword and pistol are a match for any foe. A daring rogue leaping between rooftops. A wizard who can command the elements. Be anyone you can imagine. Choose from almost five hundred different character types, each with their own unique skills.
Strong stories, vivid settings and compelling characters make Critical IF the game-changers of the interactive fiction genre. Put yourself at the heart of the story.
Heart of Ice (Critical IF gamebooks) Reviews
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What, I can't recommend one of my own books? :)
Just to be clear, the 5 stars means it's my own favorite of the books I've written. I'm not actually claiming it's on a par with Tolstoy! (On the other hand, I bet if Tolstoy had tried his hand at "interactive" fiction then he wouldn't have been such great shakes.) -
This is by far the most amazing gamebook I have ever read.
Every choice you make is meaningful and takes you through a different path. Each path is valid and interesting. There are dead ends, but not too many. The diceless rules are immensely elegant. Action scenes are based on (roughly) the following criterion: "if you have the skill, you make it; if you have a suitable equipment, you still make it but with some scrathces; if you have neither, you shouldn't have chosen this course of action and now you'll suffer the consequence". Which is something absolutely revolutionary in the gamebook milieu of the nineties.
And apart from that, it's a great story, with a kickass setting and multiple endings, all of which are simply awesome.
Do you like adventure gamebooks where you're the hero? Then you MUST have Heart of Ice. -
This is one of the best gamebooks I have read/played. It takes place in the near future, most of earth is under ice and not many people are alive. YOU, the player, learn about a message from Gaia that could change everything.
At the beginning the player can chose a pre-defined character or pick any 4 skills. Unlike the
Fighting Fantasy books there is no dice rolling. Instead you select a skill to solve a situation. It is possible to lose all life but this can usually be avoided. I really liked this mechanic with a focus on adventure. The sceneries are described with a lot of flavor and characters are fleshed out surprisingly well. They have their own interesting backstories and intentions. Codewords are used to refer to past events and allow for a richer experience.
I was lucky and already had a good ending during my first run with an Explorer. There is a lot of content in the book and replayability is high. Some of the paths are obvious (e.g. with a "piloting" skill there should be a flying object somewhere), others are hidden and I challenge everyone to find an ID card and make use of it in Kahira.
A fantastic gamebook that gets well deserved 5 out of 5 stars.
P.S. I have looked a bit deeper at all the links between the passages and I have even created a large map. It must be a big effort to come up with a smart gamebook that balances the different skills like that, not to forget the testing. The decisions feel real and don't leave you with the feeling that things will happen anyway. A great piece of work. -
More than Choose Your Own Adventure, an expansion of the form with a character sheet to track health, money, items, and skills – all of which have applicable and meaningful consequence upon the gameplay, the reading, the unraveling of the story.
I have read/played this 6 times thus far, surviving only once. Each read I have explored different avenues, the post-apocalptic world being fleshed out a little more each time, yet not in a manner which has altered or changed other paths, information bleeds, but really it is the reader / player becoming more comfortable with the constructs of the broken and harsh place they are trying to survive in.
So the setting is key, of which Morris abundently delivers. The story / game is excellently paced, and again, you genuienly feel that your character decisions have lasting and meaningful consequences. -
Such a busy day at the office, thought I'd relax and have a go at "Heart of Ice" by Dave Morris now... Had it a long time and only one I never played was the "necklace of skulls" but going to get hold of it soon. "Heart of Ice" is the best sci-fi gamebook I've ever played! Me and my mate used to talk about what was the best ending, one ends in godhood, without giving away too many spoilers... I think when you grow up and investigate it deeply the ramifications of clearing away existence kicks in! Amazing book. 😍👌💎💙❄
219 ending martyr 💎 -
This was so much fun, the writing definitely isn't the best and could use a little more depth but this was such a good time..... and yeah I did die before reaching the end.
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People seem to think this is one of his best gamebooks. I enjoyed it but found the setting ridiculously implausible
Typical VR adventure formula for much of it, travel across the continent buying items and exploring ruins. By the second half turns into a slower dungeon crawl with intrigue and returning characters. All of this is good, but there weren't many memorable setpieces and the overworld travel is not nearly bloody enough. So really, my problem with this book is it was too easy and had a goofy world -
This adventure/game book was so cool, I loved the world building!
My first time playing and I believed I'd die on my first run, but instead I lived and became a god... huh, who knew.
I'm defiantly going to play again! :D -
Really liked this gamebook.
It had a very intresting plot and good combats.
However I was often confused with the storyline but overall I enjoyed it very much! -
This was a “choose you own adventure” book with a cool science fiction/future dystopia premise. It was fun! It was also my first ever try at a “do it yourself” kind of thing, so there was a learning curve there for me. My only complaint was that my brain had a hard time keeping things straight as I got farther along in the story with all the jumping around based on which path I took. That might not be a complaint for a lot of people, but with the way my brain functions it got confusing at times. Overall though, a fun read and cool story!
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Fun!!
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I probably shouldn't have started with what most people call the best in this series, but I couldn't help myself. When I found this things existed, I ordered and requested gobs of them, without reading or playing any of them, simply based on my keen self-awareness. I knew I would enjoy them, and by jingo, I enjoyed this one. One of the clever things about this I found challenging was the codeword system: it's not just about rolling dice and hoping you picked the right attributes at the beginning (though those do seem to be a decent part of it, as some paths clearly are better suited to different skills/traits than others, which adds some verisimilitude, I suppose). These codewords help the game know what you've done and haven't done, which is really neat.
I admit I haven't read every single selection in this book, having only navigated it a couple of times, but that was enough. Considering the setting of the story, and the bleakness of the world, the various "successful" endings are not your typical "successful" endings, which may or may not sit well with you, but if you are the kind of person who enjoys these sorts of adventures anyway, you'll probably just be glad to be along for the ride (a ride you have a decent amount of input in directing). Any more specific info about this adventure would likely spoil some of the adventure, and I don't want to do that. Suffice it to say, this was a fun experience you can enjoy multiple times in multiple ways. -
Heart of Ice is an interactive fiction gamebook and part of a (non-connected) series by Dave Morris called 'Critical IF'. The setting for the book is Earth in the 24th Century which is in the grip of an ice age. A special computer satellite array which was created to help combat the effects of global warning has instead lost its nut, leaving humankind at the mercy of the increasingly-aggressive elements. Unexpectedly, however, the satellite array then sends a message out on a public broadcast telling of a meteorite which, if found and claimed, has the power to reshape the universe. You play the part of one of the adventurers or treasure hunters responding to this broadcast, hoping to claim the power for yourself!
The story is well-written, which is to be expected of a writer the calibre of Dave Morris, and builds upon the lore and background of this fictional version of Earth with what limited space is afforded in the less than 460 reading sections. Expect to feel a cram of information at first, as you need to learn much of what has led the planet to this point to understand the ramifications of what you are trying to accomplish. You will take part in a veritable road trip across a stretch of landscape which includes the frozen Sahara as well as Giza, and along the way you may encounter several characters whom you will meet (and potentially clash with) closer to your goal. I found the gathering of these characters near the end of the story to be the most interesting part of the book, and believe an entire story in itself could have been written about the group and its tentative allegiences. Note that the book doesn't always feel as post-apocalyptic as it could have, as there are still several cities functioning and living their lives in a relatively normal state, and these populated areas make the world seem less desolate than what it is.
The game system (it is a gamebook after all) does not use dice rolls to resolve situations but it does require the reader to keep a record of their inventory, skills and some codewords which keep track of certain changing elements of the plot. Your character, available to choose from a preset group or you can make your own, has four skills at your disposal which will come into play during your adventures. These can range from such things as close combat, shooting, cybernetics and even extrasensory perception.
This is where I may have to level a couple of criticisms at the book, though they are mostly nitpicks of an otherwise entertaining and exciting adventure. Firstly, as you face various encounters through the book, you will be asked whether you have specific skills which you can then choose to employ to try and overcome those challenges. While this makes for good replayability for repeated readings, it does feel a bit like the board game Tales of the Arabian Nights, where skills are used to overcome difficulties. Both that game and this book suffer from auto-steering, in that they don't always let you feel like you are in control of your destiny, instead guiding you along a rail of predetermined outcomes based on the skills you picked when making your character. There are often times when you won't have a skill needed to get past something, and if you're unlucky this can lead to immediate death and end of that reading through no fault of your own. There are sometimes items that can save you if you don't have the required skill, but it will take several playthroughs before you know which of those are useful.
Secondly, due to the need to keep the book down to a certain size, the promise of tense and interesting interactions with some of the other characters you encounter near the end don't necessarily come to fruition because the final conflicts are wrapped up so quickly. It would have been nice to spend some more time with the psychic Baron, the shady Boche, the militaristic Gargan twins or the noble Singh. Also, your character ends up being fairly unlikeable by the end, with only a slim chance to steer yourself to a much nobler course than siply killing everybody else to claim ultimate power.
Again, these are nitpicks and only detract slightly from what is otherwise a five star gamebook experience (especially if the criticisms above don't bother you) written by one of the masters of this classic genre. I really enjoyed Heart of Ice, and despite not always feeling in control of my character I still had fun replaying it to try out some of the other skills I didn't get to use during earlier attempts. I should note, too, for those who appreciate good gamebook art, that the illustrations here are drawn by the great Russ Nicholson of Fighting Fantasy fame. Seeing him draw something more akin to science fiction than his traditional fantasy setting was a breath of fresh air, and it is interesting to see his take on the various creatures and people met while reading the story.
I highly recommend Heart of Ice, a gamebook that deserves shelf space on any gamebook fan's shelf! -
This is a great gamebook that doesn't require a dice. It has a fantastic setting and an interesting plot. There are multiple different characters you can select (or you can create your own) and a variety of different paths. I've managed to find most of the items and code words and read a few of the different endings. There are some options I still can't find/figure out which is great for replayability.
The kindle format works well for these types of books. A good tip is to make a note when you highlight your character choice and keep track of your stats here.
In short, a well written and fun way to pass the time in an old-school kind of way! -
Yeah, it confirms I dislike CYOA for me. I dislike choices because I often want to pick a third choice or would want to check for more information or play it safe somehow and it's not available as an option. For this one, I also just dislike this one's setting and wordiness with Gaia and the earth and the different sections felt choppy, losing the companion who was with me in some.
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"Ahora eres inmortal y todopoderoso. Tu aventura ha culminado en la divinidad. Fin".
Pues creo que puedo dar este librojuego por superado. Se me ha hecho corto y podría probar otras rutas, porque el mundo postapocalíptico que presenta es interesante; pero ¿acaso puedo aspirar a un resultado mejor que la divinidad? -
This perfect storm of theme, mechanics, player freedom and consequences makes the spacetime continuum or more compelling place to exist. Vividly drawn characters and settings lead to a powerful and unpredictable conclusion.
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So much fun! I have already done the game twice, will be playing more.
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The ending was extremely underwhelming. Not worth it.
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Un'ora interessante in cui avevo ancora 9 punti vita e un sacco di armi, protezioni, medicinali...poi poof, morta a caso. Riproverò.
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A “choose your adventure” book that was really fun! My methodical brain enjoyed keeping track of items and health points along the way. The story was cool as well! 4.5 stars
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Breathtaking. A fascinating take on game books that solves many of the problems with traditional interactive fiction by using passcodes. This simple twist on the format allows for a truly unique adventure, a journey across thousands of miles, character alliances, and secrets galore. After mapping out the books flow I’m simply amazed at the level of detail provided to the simplest of choices, while they all flow into a compelling unified tale. It is a masterpiece and by far the best CYOA I’ve ever read.
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V záchvatu nostalgie jsem dostal chuť na gamebooky; lásce mého dětství. Zkoušel jsem se vrátit k Lone Wolfovi i Fighting Fantasy Stevea Jacksona, ale ty jsou již dnes bez růžových nostalgických brýlích nečitelné (nehratelné?). Otřesně napsané, nepopisné, málo smysluplných rozhodnutí, spousta slepých uliček, instantní smrti... Prostě nic co by jakkoli obstálo oproti elektronickým gamebookům z dílny inkle Ltd či tomu lepšímu od Hosted Games, které jsou skvostně napsané, nápadité a pohrávají si s formátem i jeho možnostmi. Ten rozdíl "knížka/ne pouze texty překlopené do aplikace" je nejlépe vidět na sérii "Sorcery!".
Po chvilce googlení "best gamebooks" jsem povážlivě často narážel na Heart of Ice od Davea Morrise. Ten navíc v žebříčích figuruje i s jinými svými počiny. Inu, zkusil jsem a...
Prohloupil i neprohloupil. Je to napsané hodně špatně (rozhodně hůře než třeba Lone Wolf), nad očekávání zkratkovitě a tezovitě, vynechá-li se gamebook faktor, tak čistě literárně je to postapo sci-fi žánrovka sotva céčkové úrovně. Dlouho jsem v rukou nedržel nic tak echt devadesátkového. Což je pochvala; ryzí guilty pleasure. Jako filmová analogie se vyloženě nabízí něco ve stylu Robot Holocaust. Tohle je prostě tak okázale špatné, až tomu nelze nepodlehnout.
A navíc čistě jako gamebook to, nutno uznat, funguje solidně. Rozhodnutí mají důsledky, větví se to velmi často, navíc nejde o větvení čistě pro pocit volby, slepých uliček minimum a při prvním "hraní", kde jsem si dával na čas a vše prolézal a zkoumal, jsem se dostal na 117 záznamů ze 454 možných (což odpovídá zhruba 70 stranám).
Určitě se k tomu někdy vrátím. Ovšem bude to chtít čas. On se totiž ani ten Robot Holocaust nedá vidět více než jednou za pár (desítek) let; a to ještě v podroušeném stavu v partě podobně naladěných kamarádů. -
I liked the idea of the story, but I feel like I was missing some of the rules. I got injured a lot and never seemed to recover. Can I eat the food to earn back a life? what about the med kids?