It’s finally (almost) time… to become a Fighting Fantasy superhero! Okay, so, yeah, the print version has been out for a really long time at this point, as has a digital adaptation of the source material. But that’s not what Fighting Fantasy Classics is about, nor is this simply going to be yet another reiteration under the Fighting Fantasy Classics banner. Which is a huge part of why I’m genuinely excited about it.
Terrorism, violence, kidnapping, and corruption. Those are just some of the problems you’ll be dealing with during your time as a caped crusader in Titan City. Your objective is to uncover the location of the top-secret F.E.A.R. meeting and bring not only the Titanium Cyborg but also his cohorts to justice. Actual justice. Not the punch/kick kind. I think. Maybe? Not all heroes are created equal, after all. Then again, neither are dice rolls.
You’ll have a slew of quality-of-life additions in this version to assist though, as is the norm for Fighting Fantasy Classics: Free Read mode lets you cheat, while the addition of a map makes it easier to figure out where you have (not) been, and across every playthrough, too. On top of all that, how about a groovy “Superhero Swing” soundtrack and sound effects, and a fully automated adventure sheet? No fiddling with a pen, paper, or even a pair of dice! Gotta love Tin Man Games‘ Gamebook Adventures engine; all the groovy stuff from the original and so much new goodness, too.
What, not enough? Oh, don’t worry – there’s more: how about an optional retro mode comic book page layout or collectible supervillain cards; obtainable by, unsurprisingly, bringing each to… JUSTICE! Ahem. Right. Last but not least, accessibility and availability! In closing, as always, may your STAMINA never fail!