Friday, 31 October 2025

The Dead Outnumber the Living

While visiting family in Devon earlier this year, I did a little browsing in Taunton, and the the title of one of the books on display in a charity shop caught my eye. Upon closer examination, Max Brallier’s Can YOU Survive the Zombie Apocalypse? proved to be a gamebook, as I’d hoped, rather than a parody emergency survival handbook or a scam aimed at people driven paranoid by watching too many episodes of The Walking Dead and spin-offs or George Romero movies, or reading Ian Livingstone’s worst Fighting Fantasy gamebook. Consequently, I bought it, and in view of the theme and the fact that October wasn’t that far off, I’ve been holding off on playing it until now.

The book’s introduction indicates that my character is an American in his mid-twenties, living in Manhattan and stuck in an unrewarding corporate job. It also reveals that this book is more ‘adult’ than most gamebooks by using a couple of naughty words.

At the start of the adventure my character is in a meeting at work, and by the end of the third paragraph I already dislike the lazy whinger. Character growth had better kick in quickly when the crisis starts, or this self-centred slacker will have no chance of survival.

Angela, the receptionist, interrupts the meeting to say we need to turn the TV on at once, doing so herself when nobody heeds her advice. Not being a regular viewer of American news broadcasts, I don’t know if it’s plausible that preliminary waffle concerning a sudden emergency would go on for as long as it must have, but the live feed hasn’t yet started by the time Angela gets the set working.

Initially the coverage treats the incident as a riot in a hospital not that far from the office, but once pale-skinned patients erupt from the building and begin attacking and frenziedly devouring bystanders, it becomes clear that this is a standard zombie outbreak (three words that really shouldn't go together anywhere near as well as they do). 

Colleagues panic, and for a while I’m too stunned to do anything. Once I’ve pulled myself together, I go online to find out more about the situation. The news site I choose is displaying a red siren (I know the auditory aspect of a siren is traditionally of greater significance than its colour, but that’s what the text says) and some sort of headline (which the text doesn’t say, though there’s a big gap on the page where it should be) above a list of trending topics which make it clear that serious badness is afoot not far from here.

Concluding that I need to get away from Manhattan, I join my fleeing co-workers, running down fourteen flights of stairs once it becomes apparent that I’m not going to find space in an elevator any time soon. Eventually I get out onto the street, and face my first decision of the adventure – what to do next.

Taxis are probably not going to be stopping for people, and if the subway is anywhere near as crowded as the building I just left, heading down there will be just asking for trouble. Heading home, the only other option presented, doesn’t look that great a course of action either, but at least it’ll give me an opportunity to gather together whatever potentially useful belongings I can carry before I get out of town.

Or, my character not being the sharpest spatula in the drawer, I could wind up concluding that going back to my apartment means adopting a siege mentality, stocking up on ‘essentials’ (inverted commas because the staples my character buys include more beer than the real me would consume in a year) in a convenient store before locking myself in and hoping that nobody comes knocking at my door asking to borrow a cup of braaaains.

I’m just locking the door when the phone rings, and caller ID indicates that my mother is on the line. And I’m guessing that my character doesn’t get on too well with the rest of the family, given that I’m now offered the choice between taking the call or ignoring it in favour of a heavy boozing session.

Hoping that it won’t lead to my having to bludgeon a zombified stepfather to death, I answer the phone. As I anticipated, this is one unhealthy relationship (though it sounds as if both parents are still alive and together and living near Boston), my mother’s concerns about my being close to ground zero of the zombie outbreak being disregarded as ‘momtalk’. It turns out that I have an aunt on Staten Island, but despite the obvious greater defensibility of an island compared to the very city in which the living dead are currently rampaging, I refuse to take the ferry over there until offered a hefty cash bribe. Odds are that if my character ends up dying owing to a bad decision, it will be an authorially imposed one rather than an error on my part.

The ‘essentials’ I pack for the journey are even worse than the ones I got from the bodega. Well, the clothes are going to be necessary, but prioritising a gaming console and top-shelf periodicals over anything that might help with survival in apocalyptic and post-apocalyptic conditions is just asking for trouble.

On the way to the Ferry Station I see signs of the more human side of the current trouble - gridlocked streets, rioting mobs, looters - but shortly after I reach my initial destination the paranormal element kicks in. One of the ferries has stopped moving, and for the first time my character shows signs of intelligence, using a set of coin-operated binoculars to get a better look at the unmoving vessel. A fight has broken out on board, and soon people start jumping off and swimming to shore. At least some of the swimmers are zombies, so I guess the island isn’t going to be as secure as mom hoped.

I run away, seeking refuge in a warehouse. Mention is made of a painting of a smiling cow on the gate, and a quick search online suggests that it relates to a local sporting mascot (and pulls up a few probably AI-generated pictures that may haunt my nightmares).

Inside the warehouse I find a large crowd of zombie cosplayers. That’s people cosplaying as zombies, rather than cosplayers who have become zombies (though there are plenty of those on another path through the book) or unconventional zombies who like to dress up as fictional characters when not massacring the living and feasting on their corpses. This group had been getting ready for a march (well, a large-scale public shamble) to raise awareness of the zombie issue, but recent developments have publicised the matter rather more effectively than any parade by this shabby bunch could have done.

It appears that the cosplayers aren’t actually any better informed about what’s going on than I am. All their reference points are movie-based, and while popular culture does sometimes influence scientific discourse, there would still be some terminology and allusions from (in-universe) non-fictional sources if this lot had any real information on zombie outbreaks and associated cover-ups. They’re just horror nerds who mistook 28 Whatevers Later for a documentary and accidentally wound up believing in something real.

Following some discussion and arguing (mainly relating to the possibility of fooling the zombies by pretending to be like them, though there is also some bickering about the relative merits of Manhattan and Brooklyn because petty rivalry between boroughs is so much more important than the ongoing crisis), I do a little exploring in the warehouse and find a walk-in freezer containing sides of beef (and possibly my character from the gamebook I played for the blog this time last year). Seizing the initiative, I get some of the cosplayers to help bring out one of the frozen half-carcasses, and we spend the next few days waiting for it to thaw, strategising, and not getting to know each other (seriously – I’ve been with these guys almost half a week and still haven’t even learned their names).

Despite the risk of swimming zombies, the decision has been made to relocate to Liberty Island, so once the meat has softened enough that we can smear ourselves with bovine innards, we do so in preparation for a brief shamble to the water’s edge, to be followed by a rapid swim. Should be fine, as long as:
1) the zombies don’t detect our imposture and slaughter us as soon as we hit the streets.
2) the island hasn’t already been overrun by the living dead.
3) any humans already on the island don’t mistake us from zombies and provide a lethal welcoming committee.
But what’s the alternative? Continue to hide out in the warehouse and hope for the authorities to save the day? I can’t see that ending well, while there is a slim possibility that making for the island could work out for the better.

Initially things go all right. The zombies on the street don’t seem to notice that we’re still alive, and nobody panics and breaks character when a few of them lurch into our midst. However, one of them blunders into me and knocks me over, and as I haven’t studied zombie behaviour in any depth, I have no idea how a fallen one gets back up, and could give the game away if I move in the wrong manner. Still, I can’t just lie there, so I endeavour to rise in a manner that shouldn’t attract unwelcome attention.

A few zombies draw near. Remembering that one of the cosplayers had mentioned the zombies’ ability to move rapidly given the right stimulus, I figure that trying to run will doom me, so I do my best to keep up the performance, hoping that this isn’t a ‘doomed whatever you choose’ decision.

Keeping my head enables me to also retain my limbs and viscera. The shuffle to the harbour resumes, and we’re within sight of the water when one of the cosplayers loses his nerve and starts running. This agitates the zombie horde, prompting the rest of us to make a dash for the relative safety of the bay.

Most of the group don’t make it. I’m one of the two who do manage to swim away, as well as being the one who doesn’t get a bullet through the head just after reaching the island. It turns out that a boatload of US Marines got there on day one, but found the place already occupied by zombies, and only two members of the unit survived the ensuing battle. Hammer, the trooper who shot my companion, has severe PTSD, which explains why he’s so trigger-happy. And also why he’s mounted a severed zombie head atop every fence post on the island. His more stable superior officer, Hauk, explains what happened, including the fact that their boat went down during the hostilities, taking all their communications devices with it.

I tell him what little I know of the state of things on the mainland, and my mention of having seen some abandoned army vehicles piques his interest, as they should still have functioning radios. While trying to scope out the relevant area with binoculars, Hauk sees indications that I have drawn unwelcome attention to the island. At the point where my doomed associate and I leapt into the water, zombie after zombie is lurching over the edge, and while they’re sinking rather than swimming, a message that came in shortly before the loss of the boat indicated that zombies have reached other islands by walking across the sea bed, so it’s probably only a matter of time before we have company.

Hauk and Hammer have a couple of one-man submersible vehicles called Hellfires, so Hauk decides to send Hammer below on a recon mission, and I volunteer to accompany him as I feel responsible for having provoked the impending invasion. A decision-free redirection to another part of the book follows, but that may well be this path through the book linking up with another - the back cover claims that the book has twice as many paths as endings, so different routes must converge at times for that to be possible.

Suitably decked out in wetsuit and breathing gear, I take control of one of the Hellfires and follow Hammer out across the water, not diving until he does. It doesn’t take us long to sight the hundreds of zombies plodding through the water. Approaching them more closely than is advisable, Hammer gets into a fracas with a few of the zombies, and while he does get away (aided by my use of the harpoon gun mounted on my Hellfire), one of the zombies wounds him. A scratch rather than a bite, he claims once we’re back on the island, and his threats are enough to keep me from doing the sensible thing and telling Hauk when we rejoin him.

Hauk decides to try and get to one of the abandoned vehicles and radio in, and sends Hammer and me up the Statue of Liberty so Hammer can provide armed cover and I can keep a look out for zombies. During the ascent I observe that Hammer is in better condition than I am (bar the possibility that a zombie has infected him), and when we reach the statue's crown, he assembles a sniper rifle and starts bragging about his display of severed zombie heads and his killing of the cosplayer.

I observe the blood soaking through his sock from the injury he sustained in the water, and get presented with a choice between two sub-optimal courses of action. Do I attack the mentally unstable trained killer with the gun who is fitter than I and seems to be trying to provoke me into attacking so he can blow me away and claim self-defence, or do I utterly disregard the possibility that at any moment he could transform into an even more savage automaton consumed by the desire to eviscerate me, and focus my attention on what’s happening in Hauk’s vicinity?

Right now the hints that I’m outclassed and Hammer retains enough military discipline to require an excuse to attack me outweigh the suspicion that he might be undergoing zombification. I do as directed by Hauk. He’s in the water, approaching Battery Park, and the animated corpse of one of the cosplayers is shambling around close by. Hauk submerges, and it’s a little while before I catch sight of him again, but he makes it onto dry ground. I catch sight of a couple of zombies, formerly Goths, heading his way, and tell Hammer to target them.

No response. Again I try and draw his attention to them, and after another reminder elicits no reaction, I finally turn my attention away from what’s happening at ground level.

The zombie formerly known as Hammer lunges at me. Luckily for me, he’s too unreasoning to have any awareness of the sidearm dangling from his belt, and as he starts to throttle me I grab the pistol, angle it upwards and in his direction, and fire. The shot does no more than send him stumbling back, but that gives me time to get a proper aim, and empty the gun into his torso, the force of the fire knocking him out of the crown. Hammer falls.

After taking a couple of seconds to regather my wits, I remember Hauk’s situation, and hurry over to the sniper rifle. My first shot is off target, and only shatters a window on a nearby SUV, but the noise gets Hauk’s attention, alerting him to the approaching zombies. Correcting my aim, I take out one of them, while Hauk eliminates the other with his handgun.

More zombies converge on him. He makes a dash for an overturned Humvee, and I do what I can to thin the ranks of zombies closing on him. Not every shot is a hit, but I do manage to down several of the enemy before recognising that there are too many for this to be a workable strategy long-term. Catching sight of a nearby motorbike, I try to shoot its fuel tank, succeeding with my second shot. The resultant explosion downs the horde, at least for long enough to allow Hauk to do what he can in the Humvee.

Not many zombies come between him and the water’s edge, but it’s still one more than he has bullets for. I take care of the final obstacle for him, and he’s soon heading back across the water on a Hellfire while I hurry back down to ground level.

When Hauk asks after Hammer, I explain what happened, and would show him the body, only it’s not where it landed. That’s not good. Nor, on aggregate, is Hauk’s news regarding his attempts to radio for help. On the positive side, he was able to contact someone. However, it was only a civilian. Still, the man in question used to run a business taking tourists around in helicopters, so he has the resources to rescue us. But he didn’t seem to be in any great hurry to do so.

In other news, the vanguard of the underwater zombies is coming ashore. We head back to the statue, and naturally Hammer is waiting for us, his body showing signs of blunt force trauma consistent with a fall from a long way up, but still functional enough to pose a threat. Good thing Hauk reloaded his gun after I cleared the way for his return to the island. Hammer down.

Time to go back up the statue. This time we head for the torch, pursued by hundreds of zombies. While neither Hauk nor I have much of a head for heights, the undead mob at our heels leaves us little choice, and we go out, sliding down the statue’s forearm and finding a kind of refuge on the biceps. Some zombies attempt to follow, but lack the coordination to make a suitably controlled descent, and fall off.

And this route through the book ends on, if not a cliffhanger, at least a statue-sitter, as Hauk and I now have nothing to do but wait to see if a helicopter will come our way, perhaps making awkward small talk about our recently deceased associates to help pass the time. 

Well, by the end (if you can call it one) my character had become more tolerable, and things did get quite exciting. I think I'm going to have to fine-tune the colour-coding on the blog's index page, though, in order to reflect the ambiguous nature of the ending I reached. Having finished the above attempt at the book mid-month, I've got through almost a dozen more goes at it since then. On some paths things got so preposterous that the sheer absurdity of the goings-on provided some amusement. More to the point, none of the other endings I’ve reached were anywhere near as ‘up in the air’ as the one described in the preceding paragraph: while a couple were still inconclusive, there were also undeniable failures (devoured, drowned, blown up, deep-frozen, futile last stand against zombie zoo animals) and the occasional definite rescue. Perhaps a paler shade of yellow would reflect the 'not an outright failure, yet still not a victory' nature of this playthrough.

Perhaps the oddest thing about the book is the way it handles real-world figures: a sporting celebrity who features prominently on one path is consistently referred to as ‘[LEGAL EDIT]’, presumably in case 2011's 'leading shortstop for the New York Yankees' (a description which I'd imagine identifies him almost as clearly as the repeatedly redacted name) felt like suing over the suggestion that he’s romantically involved with a stripper who can massacre zombies with ease. Meanwhile, on another path the outbreak turns out to have been orchestrated by a certain famous movie-maker, who is portrayed as a deranged genocidal misanthrope, and is repeatedly named in the text even though he was alive and doubtless capable of taking legal action when the book came out.

So far I’ve encountered very little convergence of different paths. There’s been one blip, where a choice of three improvised weapons to use against a zombie had two ‘that does the job’ outcomes that both led to the same page, but I’d expect to have found more by now, based on what the cover text asserts. The section map I’ve been roughing out to help keep track of paths taken indicates that I’ve now been through just over half the book’s pages, so unless there’s some very complex interweaving of routes that I’ve not yet discovered, the claimed number of paths through the book must be an exaggeration. Still, a cursory check has confirmed that CYStZA does indeed have as many endings as the back cover says, so it’s not the most misleading gamebook blurb I’ve encountered, regardless.

The title of the book made it pretty obvious what sort of book Can YOU Survive the Zombie Apocalypse was going to be, so while I'm not keen on 'adult'-due-to-swearing-and-violence-but-short-on-actual-maturity media, I can't really fault CYStZA for its schlocky nature. It is what it indicates itself to be (more or less - the jury is still out as regards how many paths the book has), and taken on its own terms, it does its job well. I've dipped into a fair few 'not for kids' gamebooks over the course of the past quarter-century, and some of them give the impression that the author looks down on interactive fiction and its readers, and is just trying to cash in on what they regard as a fad, convinced that even a half-hearted effort on their part will still be vastly superior to anything previously published in the subgenre. CYStZA revels in its pulpiness rather than sneering at its audience, and I can respect that even while acknowledging that I'm on the periphery of that audience rather than the sort of person at whom the book is targeted. Some of the other gamebook fans I've encountered would probably love this book, and I don't begrudge them any of the enjoyment they can derive from its more gruesome and OTT aspects. 'Not for me' and 'bad' are not always the same thing, and this book is one of the clearest examples of that distinction I've read in a long while.

Wednesday, 8 October 2025

A Few Too Many Plans That Have Gone Wrong

This should be the last part of my playthrough of Rhianna Pratchett's FF gamebook Crystal of Storms. As at the start of the previous instalment, I need to find a couple of objects for a Goblin Technomancer, though this time I have more specific details of the items in question. Despite being seriously wounded (or perhaps recognising that he’s already beyond help), Vizzig gives me a Healing Potion before I head off to search for the artefacts he requires.

Earlier I turned down the opportunity to explore the kitchens of the sunken Citadel, but now I need to get hold of a silver goblet, I think it worth checking to see what kind of drinking vessels can be found there.

I return to the Nimbiferous Chamber without incident, and proceed to the kitchen door. A moaning sound issues from behind it, and the book has me steel myself to confront whatever horror awaits within, so I’m anticipating the 'twist' that it's something unthreatening - an injured chef, or maybe a Sky Watch officer who panicked following the fall of Nimbus, fled to the kitchen to seek solace in food and drink, and is now regretting having overindulged.

Not far off. It’s my commanding officer, trapped under a mound of debris, and vomiting into his helmet. He’s understandably surprised to see me, as he sent me off the island a short while before disaster struck. I explain what I’ve been doing since the incident, and he commends me and outlines his own rather less heroic actions, which boil down to ‘chose to get something to eat before searching for other survivors, was standing in the wrong place when part of the ceiling collapsed, has now lost all sensation in his legs’.

The Captain asks if I can extricate him from the rubble, and after downing Vizzig’s potion in order to bolster my strength, I attempt to shift enough of the wreckage to enable him to get out. Checking the rules, I find that the roll against Stamina required of me is on fewer dice than anticipated, so the odds would have been favourable even if I hadn’t healed up, and the potion has done enough to make failure impossible.

Once I’ve freed the Captain and helped him into a more comfortable position, I search the kitchen. No silver goblets, but I do add a cleaver to my assortment of weapons, and a pie to my food supplies. I also look through the hole in the ceiling, observing that the room above appears to be a workshop. The Captain informs me that that’s where Engineer Krazic developed a lot of technomantic prototypes, which prompts me to climb up for a closer look. Information on the weapons Krazic has been developing could mean the difference between life and death – and there’s always the possibility that the clutter up there might include something helpful or essential.

A Skill roll determines whether or not I make it into the workshop, and I succeed by a wide margin. Multiple rooms have been knocked together, both horizontally and vertically, to create space for work on something big, and there’s a set-up for raising and lowering a platform. A quick search turns up a candle that meets Vizzig’s requirements and another potion for boosting Attack Strength.

The only other thing I can do in here is activate the movable platform, which may give me access to something useful, or expose me to new danger, or both. Might as well find out which. I pull the lever, and nothing happens. Or so it seems. I’d probably have received a codeword if there were to be consequences at some later point, but maybe Ms Pratchett doesn’t want to spoil the surprise just yet, and there'll be an 'if you pulled the lever in Krazic's workshop' check later on.

Talking of codewords, I get a check on one after returning to the room below, and based on where I got that codeword, along with the avoidance of descriptive text regarding the room, I get the impression that there may be more than one way of encountering the Captain and gaining access to Krazic’s workshop. Intriguing, but short of peeking at sections I’m not supposed to be reading, there’s no way of finding out more about that on this attempt at the book.

Uh-oh. It would appear that I’ve hit one of the instances of poor gamebook design that other readers have complained about. The section that follows leaving the kitchen offers just three options: check out the flooded hallway if I haven’t already done so (and I have), go into the kitchen (which, oddly, is not forbidden to readers who’ve already done so, even though that would put me into a loop), or try the door to the Great Hall, which I’ve been avoiding because I know there’s a ward on it, so at best I’ll get nowhere and at worst I’ll suffer harm from the ward. Where’s the option to return to Vizzig if you’ve found something he needs? Or the chance to explore somewhere else if you still have to find an item for him? Checking for errata, I see that the FF wiki entry for Crystal lists this section, but only to mention a typo. Okay, so saying ‘you’ when it should say ‘your’ is a mistake, and in other circumstances I might have got picky about it myself, but sloppy structuring that might render what should be a viable path through the book unplayable strikes me as being a more serious issue.

Fine, I’ll approach the warded door because the book leaves me no sensible alternative. And it shocks me for a point of Stamina damage – but at least this section has no restriction on heading back towards the library. Sure, I’ll probably have to fight the crocodile and Giant Scorpion again and take further damage from Vizzig’s traps before I get any opportunity to go somewhere new in search of the last item I need, but at least I’m now allowed to head in the general direction of progress again.

On reflection, I’m not going to replay everything that happens on the way to Vizzig. I’ll go through the sections, as I’m not going to find the section number for returning to the bathysphere and checking out other flooded parts of the Citadel unless I do, but there’s no sense in resurrecting and re-fighting enemies just because the bathysphere option isn’t available here owing to authorial oversight and inadequate playtesting. And I shall be adding the omitted option to the relevant section of my gamebook manager, so if I ever have to play Crystal again, I can avoid the idiotic runaround that’s about to be forced upon me.

Okay, I needlessly redo over a dozen sections’ worth of stuff in order to be able to head back to the Barnacle and head for the flooded passage I previously avoided. While there aren’t as many corpses in it as in the water-filled halls through which I previously piloted the bathysphere, the dead bodies I do see have been viciously mutilated.

A sudden attack inflicts automatic damage on the vessel, and I’m into a fight against the Shark-Kin that ended my first attempt at this book. I think my Skill is better this time round, so I hope it’ll suffice to bring me through this fight with a functional craft.

It doesn’t. Thanks to a series of appalling rolls, the Shark-Kin turns the Barnacle to scrap metal, and I join the shredded dead outside. And the shambles I encountered just after leaving the kitchen has wrought similar destruction on the good will I had previously had towards this book. I think I still prefer it to the preceding FF books only published by Scholastic, but it definitely needed more work done on fixing the bugs.