Nomad Games

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9th October 2020

GUEST BLOG BY ALEX WELTON

A few months back, we reached out to our community to see if they wanted to share some of their thoughts on Fury of Dracula ahead of the digital version releasing, and what about it makes the game so timeless in their eyes. Alex Welton was kind enough to share his thoughts with us, so take a read below!

Exploring the Literary and Thematic Origins within Fury of Dracula

There’s a thin layer dust upon my copy of Fury of Dracula (Third Edition). Lifting the lid, I’m met with the smell of must and the faintest hint of freshly printed paper. My mind swirls with both the memories of bygone adventures and the insatiable thirst of those yet to pass. As I carefully reopen the ‘Learn to Play’ guide, the scene is set. All of a sudden, an ancient evil awakens.

It’s perhaps ironic that, due to the almost indefinite number of cultural references, incarnations and social demand, Dracula will live forever. We all know the tropes of the vampire; preternatural strength, mesmeric prowess and of course, razor sharp fangs – among many. Today, over one hundred and twenty years since the publication of Bram Stoker’s novel, we often associate Dracula’s legacy as much with cliché as we do reverence. Yet, if not for the Count, such modern-day motifs would cease to exist in our society.

At the end of the book, before the ruined battlements of Castle Dracula, the Count is finally vanquished by both Quincey Morris and Jonathan Harker. Stoker died fifteen years after Dracula was first sent to print and penned no sequel. It is one of Fury’s greatest strengths (and one of many reasons why I love it so) that, once the die is cast, you begin to author your own conclusion to this epic tale of gothic horror.

Fulfilling the roles of Mina Harker (a personal favourite, despite her weakened state), John Seward, Lord Godalming (Arthur Holmwood), Abraham Van Helsing and even the eponymous Count himself, Fury of Dracula pits four hunters, each with unique abilities derived from the original source material, against the Prince of Darkness. From Edinburgh (always a good place to start looking) to Varna, with all of nineteenth century Europe in between, the continent becomes a battleground of traps, spies and deadly lairs teeming with the Undead. 

It’s these thematic nuances that really set Fury apart from its cross-media contemporaries. If you’re a purist, dear reader, like myself, you’ll find everything from the sophisticated artwork to the Victorian vernacular to be nothing short of spellbinding. Dracula is a fiend. Hunters scramble for clues. It’s a true and honest experience that not only honours the literary legacy of Dracula, but successfully builds upon it. You’re encouraged to build upon it. A few turns in and you’re no longer just an author. You’re a fully fleshed out character either hellbent on destroying humanity, or saving it. Fury isn’t a game, as such. It’s a doorway to a forgotten world for both players old and new. For that, I can’t ever get enough.

As the narrative develops, across land and sea, the thrill of the chase begins to take hold. This is, after all, a game of meticulous deduction. With Dracula’s movements revealed, even a lukewarm trail may yield victory, or, equally, death. For most of the adventure, time is spent tracking potential movements, developing plans and preparing for battle. Fury of Dracula is designed to self-manage its own actions, whether turn-based, mechanics or combat, however, everything in between is solely up to you. Where did Dracula go? Do I explore that potentially dangerous city or further enhance my arsenal? It’s a simple set-up, based on risk and reward, but like chess, I need to really think.

Of course, for every tactic devised, the downside is that Dracula sees all. His spies are everywhere. He hears everything. Perhaps, knowing that he is cornered, he’ll use misdirect, or worse, mature a lair infested with an aristocratic vampire. Like a true mastermind, when playing as the Count, you’ll watch your enemies’ squabble over their next collective move before quietly slipping away into the shadows. Another moon rises. Another step closer to absolute dominion. For the record, there’s nothing quite like wriggling out from the tightest of international corridors.

Yet all hope is not lost. With careful consideration, and a slice of good fortune, the hunters can draw specific item and combat cards to assist in their quest. Whether planning an ambush, resetting the influence track or funnelling through newspaper reports, oblivion can still be prevented. Ultimately, one thing remains; Dracula himself. 

Whether fought across multiple encounters, in the spirit of the original novel, or rather a single, deadly, confrontation, the Count must be slain. Whether dark or light, your own story will come to a natural end. It is, however, the beauty of Fury of Dracula that every adventure is unique to those involved. Even in defeat, Dracula will not remain dead for long.