Plot-Your-Own Horror Stories
Horror House (British title)
1982 (American edition)
1984 (British edition)
0416458300 / 9780416458305
0671456318 / 9780671456313 (American edition)
116 pages |
|Number of Endings:||
|LC Cataloging in Publication Summary:||Trapped by a storm in a mysterious and frightening house, the reader is given several alternative choices to manipulate the plot and plan an escape.|
|Demian's Thoughts:||This is a rather disappointing book. Although the "old dark house" scenario is usually a fun horror premise, it is poorly handled here. The book is filled with so many inconsistencies and random events that it's more confusing than frightening. The author would have been better off choosing one storyline and exploring all of its possibilities rather than trying to cram a little of everything into the book and ending up with this plotless mess. The book isn't very satisfying from a gameplay perspective either; as I mentioned, there's no story consistency, and there are also an awful lot of choices where the reader chooses not what his or her character does, but rather what will actually happen next. You don't choose whether or not to enter the secret door, you actually choose what's behind it; you don't choose how to react to the bird, you actually choose what the bird will do next. Some might find this sort of thing interesting, as it is an uncommon feature for a gamebook, but I don't really like it, as it distances the reader from the story and diminishes suspense. Shockingly enough, you'd actually be better off skipping this adventure and reading a Give Yourself Goosebumps book instead!|
(review based on the Spanish translation)
Once more, I'm going to be the dissenting voice here. Unlike a regular novel, I don't think a gamebook needs a consistent plot to work well, simply because the enjoyment comes precisely from exploring the possibilities offered by its branching paths. I also think that Hilary Milton's ability for combining an outlandish variety of horror elements into a single book is one of his major assets. This book has a plot similar to that of The Mystery of Chimney Rock (except that Craven House Horrors actually is brutal, scary and gruesome), and differentiates itself from Give Yourself Goosebumps in that it doesn't lapse into involuntary humour most of the time.
Choices are of three types. The first type is "what do you want to do next?", which is the most common type of choice in gamebooks. The second one is "what will happen next?", in which the reader is allowed to participate as author of the story. The third one is the most unusual: "what do you THINK will happen next?". This unusual form of gameplay has elicited complaints, but I think it works very well, since the way the book is set up, it seems as if the author is engaging with the player in dialogue and responding to his thoughts (the responses having often-unexpected consequences). This creates a psychological bond between the reader and the story that also serves to create a feeling of helplessness, which is quite appropriate for a horror book. This is definitely closer to Tobe Hooper's Poltergeist than to Richard Donner's The Goonies, which can only be a good thing.
Paul Frame's artwork is merely okay. His work in later entries in this same series tends to be much better.
Overall this is a very involving book with high replay value due to the high number of paths to explore (like the rest of this series). I rank it amongst the few "horror" gamebooks which manage to be genuinely horrific, together with The Horror of High Ridge and The Haunters of Marsh Hall. If you enjoy it, brace yourself, because many later titles in the series are better.
|Special Thanks:||Thanks to Ken G. for the British cover scans.|
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