DUNGEONS & DRAGONS: VECNA EVE OF RUIN

If the many worlds of Dungeons & Dragons have anything in common, it’s that they are all threatened by Vecna, the ancient mage turned lich turned almost god. D&D celebrates its 50th anniversary this year, and it simply couldn’t be a party without this talking corpse turning up to make things difficult for everyone.

Vecna Eve of Ruin is a 250+ page hardcover adventure for high-level adventures. It’s actually one of the few high-level books officially produced for fifth edition D&D. A digital supplement called Vecna: Nest of Eldritch Eye also exists for Dungeon Masters, who currently have a lower-level party but hope to incorporate Eve of Ruin into future games. Nest introduces players to the cult of Vecna early on when they don’t seem that scary. But mostly, Eye of Ruin seems designed for D&D players who want to explore the various worlds of D&D with one character.

Scenario-wise, it’s an epic fantasy-style fetch quest. Vecna is building a reality-destroying machine that will remake everything into an undead paradise. This is a bad thing and needs to be stopped before the cosmos becomes wall-to-wall ghosts, wights and zombies. To stop him, the party need to find and assemble bits of a magic item called The Rod of Seven Parts. This is an incredibly powerful artefact that lets you cast some of the silliest spells in the game, from opening gates to other realities to making magical clones of yourself.  The item itself has been in the game since 1976, and it’s pretty much the One Ring of D&D.

The various bits of the rod are scattered across the multiverse. Your party is going to have to travel to other worlds, and as they do so, get to take in a nice dose of nostalgia for previous games published under the D&D banner.

There are some nice touches in the set-up. Vecna is a god of secrets as well as a god of the undead, so secrets are something that can be used against him. Each character is expected to have their own secrets, which can revealed over the campaign. (This is an idea we see in the Icewind Dale book; it’s a neat idea for creating coherent themes across a long-running game because, let’s face it, players don’t remember every detail from every session, and stuff like this keeps them on track.)

Each part of the rod has its own adventure. Of course, there’s getting the mission and dealing with Vecna, so it’s a story told in roughly nine parts, and experienced DM’s may want to chop this up a little to wrap other campaign elements in or to add a trip to the world’s not covered in this book. (Theros or Aebrynis, perhaps?).  Each adventure highlights a cool bit of the worlds of D&D. So there’s an Eberron scenario with a strong post-apocalyptic magical machine vibe,  the Spelljammer-themed scenario has some swashbuckling and so on. We meet major characters from many of the books along the way as well, and so on.

This is so packed with nostalgia that we’re honestly surprised there isn’t a fight on a fairground ride to hammer home all the history of D&D, but then they already did that with The Wild Beyond The Witchlight.  More mature players will recall that way back in the year 2000, Die Vecna Die! did a similar thing, using the incredibly powerful and sneaky death god to herald in a new edition, and though this new work isn’t quite as cheesy, it is as much fun. This is a great tool kit for Dungeon Masters looking to explore D&D without having to run endless individual campaigns. The book also has some nice new high-level monsters, many of which could be the focus of entire lower-level campaigns.

Overall, a loving send-off to 2014’s edition of D&D.

 

 

DUNGEONS & DRAGONS PLAYERS HANDBOOK 2024

Dungeons & Dragons turns 50 this year, and the game has come a long way since the seventies. What started as a novel way to adapt skirmish wargames into the fantasy genre has become an internationally recognised way for adults to indulge their imaginations in a safe and fun way.

Over the years, there have been many imitators and innovators, games that have copied and improved on that early game, and like the legendary tarrasque, Dungeons & Dragons has gobbled them up and continued to rampage, helping generation after generation use a combination of maths, rules, improvisation and problem solving to learn more about themselves. The genius behind D&D rulebooks is that the publishers have figured out a way to sell someone’s imagination back to them, which is something a lot of adults need; D&D is permission to have fun.

Dungeons & Dragons Players Handbook 2024 is the latest iteration of the rules; the previous rulebook was the ‘Fifth Edition’, though we’ve had much more than five versions of D&D over the last five decades. The game’s publisher, Wizards of The Coast, refuses to call this the sixth edition, and we can see why. It’s not a radical overhaul of the rules set; anything you have that works with the 5th edition (which came out in 2014) will work with the 2024 edition. Instead, they’ve cleaned up the rules, made it smoother to play and much easier for new players to get into.

This is something that pretty much all editions of D&D pretend to do, but there’s a fine balance between oversimplification and usable, a balance that this new version of the game finds on page one. Previous versions tried everything from instructional videos to literally putting the text on lined paper. The Dungeons & Dragons Players Handbook 2024 feels like they’ve learned from all the previous versions. We get an example of play, larger font, clear page design and many, many illustrations. It’s an extremely pretty-looking book that’s easy on the eye. They’ve also used lots of pictures to space the whole thing out, meaning that key information isn’t crowded onto the page.

Another obvious innovation is to make key rules and principles of the game prominent and easy to see.  Rules like ‘Bonuses don’t stack’ get a heading rather than being in a list of rules.  Things are listed easily. Experienced D&D players will find this useful as it’s easy to familiarise themselves with the new rules, and new players will get to grips with it all very quickly.

Rules-wise, there are plenty of things your character can do, from fighting to fishing, flirting to falling. When and why to roll dice to figure out how any of that goes is clearly laid out, as well as all the options one has during combat.  It’s a clear framework that makes what’s essentially a collaborative storytelling exercise fair. D&D is usually someone’s first roleplaying game, so clear boundaries and rules are important to ensure a sense of fair play. Clarity is essential, and Dungeons & Dragons Players Handbook 2024 is the clearest, most straightforward presentation of this complicated endeavour we’ve ever seen.

 

The main job of the Player’s Handbook is to make it easy for players to make a character. No new character classes from the previous edition have been added, just the core 12, including Warlocks and Sorcerers. (So no Artificer class). All the classics are here, so if you want to play Conan, Frodo or Gandalf, there’s a way to do that.  Each character class has four sub-classes, and they’ve been chosen to allow players to have as much choice as possible. So your fighter could be a tactically smart warrior or just really fit. Or mystically empowered in some way.

And yes, this means that Wizards and Clerics only have four sub-classes available to them in this book, a departure from previous editions, which had laundry lists of arcane and divine options for your character.  Instead, they’ve stuck to the basics; your cleric can be about life, light, trickery, or war, and your wizard can cast illusions, blow stuff up, divine secrets, or use defensive magic.  This is limiting but less intimidating for new players, and experienced hands will have the older, compatible options if they wish to use those.

Origin and species have been improved as options. Origin is stuff like ‘Guard’ or ‘Noble’. This choice controls what sort of equipment you have and bonuses to abilities, skills and a special trait called a feat. For example, if your character was a farmer before they went adventuring, they’re competent around animals, likely to be tough, hardy, and can repair a barn or cart. A sailor is less likely to fall over, is good at paying attention, can use a sextant and can hold their own in a street brawl. This also forces new players to flesh out their characters early on so they can start having fun from the start.

Species are stuff like elves, dwarfs, halflings, etc. Your character species gives your character some special traits (all elves can cast spells,  halflings are lucky, etc.) More importantly, the species choice is more about what you think would be fun to play rather than looking for a rules-based advantage. They’ve ditched ‘half-elf’ and ‘half-orc’ because they restrict story ideas. You get to decide who your characters’ parents were and how they met, not the rulebook. Rules-wise, you pick one set of bonuses, not both. This encourages flexibility and creativity, rather than designing a character for the ‘best powers’.

In this brave new edition, we are still lumbered with the Nine Alignment system for your character’s morality. For those who don’t know it, that’s a scale that runs from Good to Evil and Chaotic to Lawful, with Neutral in the middle. It’s seen as old-fashioned by modern TTRPG standards, but it’s also a feature of D&D that has become essential to its simplistic and heroic flavour.

Feats are special powers that help define who your character is. These have been divided up into various groups to make it easier to find the abilities that suit your character. Again, the focus is on roleplaying more than any other edition. Feats are nice, but when you’re starting out, they aren’t world-changing. Musician and Lucky, which both let players re-roll dice, may seem the best options, but again, the focus is on character rather than playing to ‘win’. (It’s D&D, you win by having fun.)

The equipment section is lavish, with pictures of every single bit of kit you can think of. Equipment is as much a part of the game as spells or special powers, and you can flip through this section for hours looking for ideas; it’s very pretty.  Equipment does stuff; Ball Bearings can help you knock someone down, and a bedroll keeps you warm. It all has explicit rules to encourage you to use your character’s kit in creative ways.

Spells and spellcasting have been better explained and are often phrased in a way that’s easy to understand when you’re in a rush. Which is typically how most D&D players read their spell descriptions.  The book also explains the cosmology of the worlds of D&D, which matters because it interacts with some spells and is also a good way of understanding key elements of the default game world.

A final feature worth noting is the glossary; it’s extensive and comprehensive. Looking for a rule? Check the glossary. Not sure how surprise works? Check the glossary. Does the character need to take a long rest? Check the glossary. In summary, this is a very accessible, easy-to-use and inspirational version of the game. It’s D&D at its best.

We used both the digital and physical versions of this book when playtesting Dungeons & Dragons Player’s Handbook 2024. We liked how easy it is to navigate the book digitally, but nothing beats the physical version (and it’s very pretty as well as sturdy).

2014’s Player’s Handbook was legendary and defined the hobby for a generation. The 2024 book keeps that legacy going; D&D is going to be around for a long time.

 

stars

SALUTING THE BLOOD OF HEROES

Subtitled Behind the Apocalypse Film, in this book, author Danny Stewart focuses on the 1989 cult film The Blood of Heroes (known as The Salute of the Jugger here in the UK). However, rather than taking a deep dive into that one title as he did with his previous work, Soldier: From Script to Screen, here he places the picture in the greater pantheon of dystopian movies.

The book opens with an outline of the apocalypse and post-apocalyptic genre in all its art forms. Stewart points to the likes of John W. Campbell Jr’s novella Who Goes There? (which provided the basis for a number of films, including John Carpenter’s 1982 classic The Thing), Richard Matheson’s I Am Legend (brought to the screen several times, too) and Alfred Hitchcock’s The Birds (1963) as diverse examples of the genre. Moving to the staples such as the Mad Max sequels and The Road. Healthy nods are given to the importance of art and fiction publications to popularise the idea of a world after everything’s gone wrong.

We’re nearly 70 pages in before the spotlight truly shines on The Blood of Heroes. When it does, it’s with an impressive and enlightening interview with director and screenwriter David Webb Peoples (also known for writing Twelve Monkeys and co-writer of Blade Runner). This chat goes in-depth about working with the actors and developing the story and is well worth a read.

A bulk of the book is dedicated to reviews of seminal movies in the genre by writer John Kenneth Muir (and a throwaway ‘revisiting’ by Eion Friel). Then, most of the remaining page count covers other titles such as Twelve Monkeys (Janet and David Peebles providing their memories), and The Postman (first assistant director Dennis Maquire being interviewed), which is a welcome surprise inclusion. When was the last time anyone thought of that film?

Including adjacent titles to the main focus allows Stewart to look at the bigger picture beyond The Blood of Heroes, making the book more appealing to fans who may not be as familiar with that particular film.

SALUTING THE BLOOD OF HEROES is out now. 

DUNGEONS & DRAGONS – THE FALLBACKS: BOUND FOR RUIN

Compared to other fantasy franchises, there’s been a surprising lack of Dungeons & Dragons tie-in fiction recently. Back in the ’90s, you couldn’t move for books about The Forgotten Realms, but these days, it’s calmed down somewhat, with the ongoing Drizzt and Dragonlance series being all that remains of what was once a mighty storm.  

The Fallbacks: Bound For Ruin is a whole new D&D-inspired fantasy storyline and quite possibly a return to epic fantasy for the franchise. Author Jaleigh Johnson may be familiar to D&D fans, as they also wrote The Road To Neverwinter, the official prequel to the D&D movie  Honor Amongst Thieves, which was well-received

The Fallbacks: Bound For Ruin follows the ambitions of Tessalynder, a rogue who wishes to strike it rich (and famous) through adventure. They gather an almost traditional D&D party (at least by modern standards). We have a wizard who lacks confidence and self-belief, a cleric questioning the concept of faith in a world where gods are provably real, a secretive bard and a trash-eating pet monster. This party feels a little cartoonish, but it also feels like the sort of thing you’d see in a regular game of D&D.

And that’s the core appeal of The Fallbacks: Bound For Ruin. D&D fiction is at its best when it acknowledges the source material, and if that means the rogue occasionally loudly declares that they’re looking for traps, then all the better.

It’s a much lighter, more modern tone than the older Forgotten Realms books, which is really good. Fantasy has moved on from trying to emulate JRR Tolkien, and thankfully, The Fallbacks: Bound For Ruin has avoided being a grim-dark clone of George R.R. Martin or Joe Abercrombie. This is tightly written table-top-inspired fun, and so atmospheric that you can almost hear the dice roll in the background.

stars

DUNGEONS & DRAGONS – HOW NOT TO GET EATEN BY OWLBEARS

How Not To Get Eaten By Owlbears is the latest in a series of Dungeons & Dragons-themed books that concentrate on the setting and the lore rather than the game. As such, How Not To Get Eaten By Owlbears contains no rules or stats, nor does it require any sort of dice to enjoy. Specifically, this is an ‘in-universe’ style book that supposes you exist in the world of The Forgotten Realms and are planning on taking the rather foolish path of an adventurer.

Part guidebook and part setting tutorial, How Not To Get Eaten By Owlbears is a whistle-stop tour of Toril, aka the world of The Forgotten Realms. It’s a small, paperback-sized hardback book filled with glossy pages. Each page is crammed with illustrations, some unique to this book, but others have been recycled from other D&D books.  Despite not having game rules, it still sticks to the rules of D&D; it assumes that you’ll be equipping yourself as a warrior, wizard, monk or something similar and provides lavish Illustrations and guidance as to what to wear when you’re out diving dungeons and dealing with dragons. We also get a quick look at weapons, magic items and so on.

The rest of the book divides the Forgotten Realms into sections; of course, there is a map.  It has a ‘magazine’ feel, with lots of box-outs and sections such as ‘Cold Encounters – step by step’ and ‘Do’s and Do Nots for the Shadowfell’.  Tiamat has a tiny box out with the words ‘Five Heads! Five!” written next to it.

This approach, combined with a light-hearted, almost silly tone, makes this a lot of fun to read. It’s likely to entertain your experienced D&D player for a short while (and make perfect reading material for those quiet moments), but it’s mainly intended as a way of getting new people into the world of D&D. Pretty, funny, and portable.

 

DUNGEONS & DRAGONS – PUNCHEONS AND FLAGONS

Dungeons & Dragons is a game played by folk of all ages from all walks of life, with all sorts of different tastes, but one of the things we all have in common is that we have to eat and drink. We’ve raved in the past about the excellent Heroes Feast and its companion, Flavors of the Multiverse, which are both excellent in-universe cookbooks.

Puncheons and Flagons is the obvious sequel to those books; another cookbook, but this time focusing solely on drinks (both alcoholic and non-alcoholic).  The idea here is that you can make these for fun or also as part of a game. A well-served drink mid-game can lock a person’s senses into the game, creating a more memorable experience. 

Like the previous works, it’s robust and well put together and intended to cope with the odd spill or two (though it is by no means waterproof). It’s crammed with gorgeous food photographs, which are mostly there to serve as inspiration for your own creations.  It also has some reasonably sensible guidance for mixing drinks, with the basics of what you need covered in a home bar. (It does not go into anything advanced; this is a list of fun, fantasy cocktail recipes, not a bartending manual.) 

Each chapter ties into a specific tavern and location from The Forgotten Realms. We were delighted to discover that Candlekeep, famous for its scholars, has its own special bar. That said, it apparently stocks a lot of gin, which makes sense, given the haunted nature of some of the books in Candlekeep. The recipes are divided mostly by spirit, so the Pink Flumph Theater in Waterdeep is full of vodka-based drinks that have a ‘pink’ vibe to them, The Yawning Portal drinks are ale-based and so on. (These are all fantasy bars from The Forgotten Realms; if you want a real-world geek bar, try the Fab Cafe in Manchester.)

We particularly enjoyed the thematically clever ‘Eye of The Beholder’ drink, even though it’s a little heavy on lychee to provide to the eyeballs, and of course, there is a drink called Hellish Rebuke. It’s got quite a kick.

Puncheons & Flagons: The Official Dungeons & Dragons Cocktail Book is stuffed full of fun ideas and variations on familiar themes. And yes, there is a mocktail section (though most of the recipes could be made into mocktails with a little effort).  It is absolutely not for kids; it’s instead a fun cocktail with some crazy ideas, both for entertaining guests and to squeeze into your games of D&D. Fun.

HEROES’ FEAST: THE DECK OF MANY MORSELS

The Dungeons & Dragons cookbook, Heroes Feast, was so successful that it spawned two sequels (Flavors of the Multiverse and Puncheons and Flagons). It also spawned a very popular TV show that no one saw because it was on Plex, which is a shame because it looks like a lot of fun.

The reason this worked, of course, is that everyone needs to eat, even fantasy creatures. Gathering around the table to eat is a thing that folk do all the time. D&D fans will also gather around the table to play D&D. And then eat. Sometimes, at the same time as playing D&D, the genius behind the D&D cookbooks is that they add enough fantasy flair to each recipe while also providing solid recipes that aren’t difficult to make and are very nice to eat.

And yes, that means you can play D&D whilst eating food that’s also part of the game, which is 100% a fun thing to do. Heroes’ Feast: The Deck of Many Morsels makes the idea of cooking these recipes a little less daunting by slamming 50 of the recipes onto cards. These are reasonably wider than Tarot card-sized affairs, with a beautifully photographed example of the food on the front and a decent summary of the recipe on the back.

The cards are sturdy and will survive a mild spill as any other card would. The recipes mainly focus on snacks, sweets, drinks, and the like, as well as light tavern food, which will look nice on the gaming table and get hoovered up by the players. It doesn’t simply take a cheese board and rename it as an Underdark Forage Board; it literally adds fresh ideas so such a thing actually works as both as an in-game prop and a recognisable snack. Though yes, you will be able to recognise what a  Halfling Tea Sandwich is.

The cards also have a dual purpose; Dungeon Masters can have this deck on hand to illustrate to players what their characters are eating. It’s the sort of trick you’d expect to find in a Beadle And Grimm’s goodie box, a quick and clever way to help you imagine events in a game.

Overall, a brilliant addition to a Dungeon Master’s arsenal, and a wonderful way to (literally) add spice to the gaming table.

WARHAMMER 40000: THE ULTIMATE GUIDE

Calling something an ‘Ultimate Guide’ for anything is always a bit of a bold claim. Given that the world of Warhammer 40,000 is at least 10,000 years long and galaxy-wide, calling something Warhammer 40000 The Ultimate Guide is a bold claim.

Luckily for us, DK Books is no stranger to producing big books for big topics. Warhammer 40,000: The Ultimate Guide does exactly what it claims to be on the cover; it’s a big book that covers the world of Warhammer 40,000, detailing as many elements of that fictional world as possible. It is not a book about the game’s designers or the company behind it. Rather, it’s a way for those new to the franchise to find out what the difference is between an Ultramarine and a Blood Angel or what an Ork, Aeldari or Tau is. (Or indeed, why a Chaos Space Marine and Chaos Knight are different things.)

This is a well-produced, heavy, glossy coffee-table, encyclopaedia-style reference book, and it’s a lot more friendly and easy to navigate than a typical Warhammer rulebook. (Those things are full of cool setting material, but they’re also packed with rules, etc.) At 330+ pages, it explains why this bizarre franchise is so popular while allowing casual fans to find out who Abbadon The Despoiler is and why he’s so angry.

Most of the illustrations are full-colour photographs of beautifully painted models, working very much as a visual reference as well as inspiration for painting models. Every chance to show some of the most recent, nicest pieces you can get from Games Workshop is on display here, making the whole thing very pretty. It’s comprehensive and well considered, and very easy to navigate.

The voice throughout this guidebook is friendly and accessible. Co-author Guy Hayley is a former editor for Games Workshop’s magazine White Dwarf and has a library of Warhammer-related books with his name on it. The other co-author, Gav Thorpe, is so ubiquitous within Warhammer circles that there is a drinking game associated with his name.

Given the size of the Warhammer 40,000 franchise, this feels like a near-essential tool to navigate Games Workshop’s famous grim, dark future. There are so many books, video games, toys, animated shorts. We can see this easily becoming a ‘working manual’ of sorts for anyone looking to tell their own stories in the world of Warhammer 40,000, be they casual hobbyists or dedicated game designers. If you’re going to own one Warhammer 40,000 book, then it needs to be Dan Abnett’s Legion, but if you’re going to own two, then you should also get Warhammer 40,000: The Ultimate Guide.

BATMAN: RESURRECTION

The Dark Knight returns in the sequel-that-never-was to Tim Burton’s Batman. The director swung for the fences in his 1992 follow-up, an idiosyncratic superhero sequel that was more Tim Burton movie than Batman proper – packed to the rafters full of freaks and geeks, and all wrapped up in a Christmas bow. One of the greatest of all time, sure, but a much more confident, far odder film than the one which preceded it.

John Jackson Miller offers a more conventional kind of story in his Batman: Resurrection, set during the interim months between Batman and Batman Returns. The Joker is dead (or is he?!) and Gotham City is attempting to recover from the madness it was exposed to during his brief reign of terror. Bruce Wayne is a busy (bat)man, run off his feet with Joker’s surviving henchmen and a new villain on the beat – malleable monster Basil Karlo, aka Clayface.

Like Sam Hamm and Joe Quinones’ Batman 89 series, this novel revisits some familiar faces while introducing a few of its own from comic lore. Jettisoned after the first film, journalist Alexander Knox returns in a big way here, while Miller gives more depth and gravitas to Pat Hingle’s Commissioner Gordon. Set prior to the events of Batman Returns means that Max Shreck gets to throw his weight around too, and Miller gives some insight as to what went wrong between Bruce and Vicki Vale. It’s a comprehensive gap-filling exercise.

That Michael Keaton’s Bruce Wayne was always a little aloof and unknowable gives Miller some room in his characterisation. While his Wayne is a little more talkative and slightly less murderous than Burton’s portrayal, the author does well to get under his skin… and into the Batsuit. Otherwise, the characters’ voices are nailed – particularly Knox.

Like Hamm and Quinones’ Batman 89, it’s concerned with introspection and Easter eggs in a way that Burton never really was, and its mystery-boxing of a certain villain feels out of place for this particular iteration of the character. Where Batman Returns forged its own path, Resurrection is constantly looking back at what came before. Miller puts his own spin on the characters and action, but it’s too beholden to the original film to stand on its own feet.

BATMAN: RESURRECTION is out now.

 

stars

UFO: SHADOWPLAY

Since his death in 2012, the legacy of the great Gerry Anderson has been carefully curated and nurtured by his son Jamie under the banner of Anderson Entertainment, offering newly packaged releases of classic shows and a range of associated colourful merchandise. Although attempts to launch new projects based on Gerry’s many unrealised ideas have borne little fruit, Anderson Entertainment has been successfully developing existing properties via new audio, books and comic strips. Fans of Gerry’s 1970s live-action sci-fi adventures will be intrigued by the arrival of what will hopefully become a new range of novellas based on both UFO and Space:1999, the former in particular often championed as Anderson’s very best and most inventive series.

UFO: Shadowplay is a brisk 100-ish page yarn that takes us back to Gerry Anderson’s 1980 (the series was filmed in 1969/1970), where the Supreme Headquarters Alien Defence Organisation is fighting a war of attrition against a dying race of hostile aliens coming to Earth to harvest body parts. Inevitably, James Swallow’s story focuses on UFO’s most fascinating character – the steely, single-minded Commander Ed Straker (played so brilliantly on TV by the late Ed Bishop), a man who sacrificed a normal life so he could protect the Earth from SHADO’s underground headquarters beneath a film studio in Southern England. Here, Straker awakes from a voluntary session testing out a new psychotropic drug at SHADO HQ, only to start experiencing strange visions of a mysterious, shadowy being lurking in the corridors of the base. No one else can see the phantom figure. Straker becomes increasingly paranoid, convinced that the base has been infiltrated by an alien working to bring down the organisation from within. Meanwhile, Straker’s closest colleagues, Colonel Alec Freeman and Colonel Paul Foster, begin to suspect that SHADO’s Commander is on the verge of total breakdown.

Shadowplay is a brisk and enjoyable enough read, and, understandably, author James Swallow would choose to kick off the range with a deep dive into the show’s most compelling character. Swallow uses the book to explore Straker’s enduring guilt about the tragedies that tore his family apart (depicted in the TV series), and the whole resolution of the story pretty much turns it into a sequel to one of the show’s late-period pacier Pinewood-filmed episodes. But fans of UFO’s impressive arsenal of classic Anderson hardware – Moonbase, the Interceptors, Skydiver etc – and its broader supporting cast might feel a little short-changed by the book’s fixation on Straker to the exclusion of almost everyone and everything else bar the sinister Dr Jackson (played with relish on TV by the late Vladek Sheybal).

Shadowplay delivers a welcome return to the world of one of Gerry Anderson’s most enduring shows but perhaps any follow-up could be a traditional UFO story featuring more of the show’s familiar faces and a bit more full-on SHADO action.

UFO: SHADOWPLAY is available from www.gerryanderson.com