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Virtual Reality: Green Blood [Paperback]

Mark Smith , Morris , Terry Oakes
4.7 out of 5 stars  See all reviews (3 customer reviews)

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Book Description

Sep 1993 Virtual reality
A fabulous gemstone, The Heart of Volent, focuses the cosmic forces which shape the universe. But as chaos grows and a new Ice Age closes its grip on the world, the reader competes with a handful of desperate adventurers in the search for the gem.
--This text refers to an out of print or unavailable edition of this title.

Product details

  • Paperback: 300 pages
  • Publisher: Mammoth (Sep 1993)
  • Language: English
  • ISBN-10: 0749714840
  • ISBN-13: 978-0749714840
  • Product Dimensions: 17.8 x 11 x 2 cm
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Bestsellers Rank: 327,934 in Books (See Top 100 in Books)

More About the Author

I'm equally drawn to both stories and equations, to both literature and science. Over the years I've written novels, textbooks, comics, gamebooks and television shows and I've designed videogames, boardgames and role-playing games. And co-authored a paper on the propagation of light delivered to the Institute of Physics. What can I say? I thrive on variety and I'm always looking for a fresh challenge!

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Most Helpful Customer Reviews
1 of 1 people found the following review helpful
5.0 out of 5 stars Great read 7 Jan 2013
By Vinny
Format:Paperback|Verified Purchase
This gamebook is considered to be, in gamebook aficionados circles, one of the best ever written.
The experience of reading it is in itself something special.
So, why?

* the setting of the gamebook is original, exotic and attractive. It is rarely used in gamebook: a post-apocalyptic setting where the author did try to distinguish his universe from the classical mad max one, not using cliches and out-of-the-box characters and situations.

* the book is well written, and original too! The characters are very well described (I have never seen such a level of character personality description, for a gamebook). The hero talks a lot with them, and you can really feel their different personalities, and reckon, or try to guess, their particular objectives. This is a psychological gamebook!! The book conveys very well an ambiance of dying world, where human race is on the verge of disappearing. Laws and customs doent mean anything anymore, survival is, for most men and women, the only concern.

* the book uses no dices or others randomizing elements. Before starting the books, the reader must choose 4 skills, and these skills can be used during the course of the adventure. Of course, a lot of times, the reader has the choice between different actions. Even if these actions may deeply affect the story, they do not always trigger the exploration of a different story arc, because the author has designed the gamebook wirth the aid of code keywords, which keep trace of given choices, and are checked later in the story only if there is a need for.

So, to sum it up: this gamebook is well written, with an emphasis on story and choices made by the reader.
There is no randomness: no dices, etc. are used.
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0 of 1 people found the following review helpful
By Alaran
Format:Paperback|Verified Purchase

REVIEW FOR GREEN BLOOD - Rescuing the forest from a steampunk invasion 3/5

Virtual Reality Adventures attempt to differentiate themselves from other gamebooks by proclaiming that they do not use dice or any `lengthy rules'. Of course there have been other series of role playing books that haven't used dice and have very few rules. To be honest, they are generally never as good as those that do use dice or the equivalent. The question is more one of balance. Rules and the use of dice should not be so complicated that they spoil the enjoyment of the adventure nor should they be so basic that the interactive element is lost.

Despite their claims Virtual Reality Adventures do possess a set of rules, which, ironically, are more complicated than those for some gamebooks. The practicalities of their game system don't really manifest themselves too much within the first book of the series. Your limit of how many items of equipment you can carry can increase the playability (and enjoyment and/or frustration) of some of the later books in the series but it isn't really very relevant to this first book. There aren't that many items involved in the story and it would be extremely unlikely in this adventure if your total of eight was ever reached.

The lack of dice, or something similar, is replaced by choosing a selection of abilities or making use of items that can be found. Unfortunately you don't use your abilities to a large degree in this adventure and thus selecting what type of character to play out of the multitude to choose from feels a little pointless. There is also a distinct lack of items to be utilised.
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0 of 1 people found the following review helpful
5.0 out of 5 stars IRREMOVABLE STICKY LABELS! 28 July 2014
Format:Paperback|Verified Purchase
These books are great, the only problem I have when ordering copies on Amazon is that they arrive with irremovable sticky labels on them which rip the cover when you make the attempt.
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