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Krondor the Betrayal:: Book One of the Riftwar Legacy Mass Market Paperback – Oct 1 1999

2.7 out of 5 stars 47 customer reviews

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Product Details

  • Mass Market Paperback: 432 pages
  • Publisher: Harper Voyager; Reissue edition (Oct. 1 1999)
  • Language: English
  • ISBN-10: 0380795272
  • ISBN-13: 978-0380795277
  • Product Dimensions: 10.6 x 2.7 x 17.1 cm
  • Shipping Weight: 82 g
  • Average Customer Review: 2.7 out of 5 stars 47 customer reviews
  • Amazon Bestsellers Rank: #309,604 in Books (See Top 100 in Books)
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Product Description

From Amazon

The video game industry has always drawn upon works of fiction for inspiration--sooner or later, the process had to reverse itself. Krondor the Betrayal began its life as the bestselling role-playing video game of all time, written by Raymond E. Feist for Dynamix Inc. Feist, whose Serpentwar Saga has sold millions of copies and established him as one of the most popular fantasy authors of modern times, also wrote this novelization which places the action of the game in the context of his fully-realized fantasy setting, Midkemia.

Feist's fans are legion. Longtime readers will be delighted at the return of popular characters Pug the Wizard, Squire Locklear, and others, as they face the menace of a marauding elf war-chieftain and a mysterious cabal of wizards. But first-time Feist readers may find Krondor the Betrayal baffling and tiresome--without the momentum of the larger series, much of the story's effect is diminished. The video game influence in this book is unmistakable--as evidenced by an encumbrance of sword fights, multilevel conspiracy, and two-dimensional characters. Anyone who enjoys reading about Midkemia will be thrilled to play the demonstration version of the CD-ROM game (included with the book). --Brendan J. LaSalle --This text refers to an out of print or unavailable edition of this title.

From Publishers Weekly

Based on the award-winning Betrayal at Krondor computer game, this launch of a new series set in Feist's popular Riftwar world (Magician, etc.) lacks originality but offers plenty of action and enough familiar and new characters to keep loyal fans of Feist and that computer game happy. Squire Locklear has been sent to the Northlands after some trouble with a married man's wife. There, he captures Groath, a renegade Dark Elf who warns him that the Dark Elves are again rising up in a plot against the humans. The dream name "Murmandamus" has been revived and all manner of folk are flocking to his banner, even though those few in the know are aware that Murmandamus was simply a ruse in the last war, an illusion in which the Dark Elves were forced to believe and for which they were made to give their lives. Together, the Squire and the Elf travel to give this dire news to the Prince of Krondor, meeting along the way young Owyn, a magician with more desire than skill. Also joining in the deeds of derring-do are Jimmy the Hand, a former thief now promoted to King's Man, and Patrus, a field magician who was Owyn's first mentor. As disasters pile up, these valiant hunks struggle to foil the various evil plots that surround them before the Riftworld is embroiled in yet another messy interdimensional battle. Women barely make an appearance in this book, and the writing can be sloppy, but because in SF familiarity so often breeds content, those who played the game and now want to read the story may not care.
Copyright 1998 Reed Business Information, Inc. --This text refers to an out of print or unavailable edition of this title.

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Customer Reviews

Top Customer Reviews

Format: Mass Market Paperback
Book 1 of the Riftwar Legacy
Originally this book was a computer game, but Raymond Feist decided that he wanted to make a novel about it. He took the core story, eliminated some of the sillier side quests that RPGs are known for and wrote the book. The book has turned out to be the weakest in the world of the Riftwar. The characters, including those that were favorites and well known from the Riftwar Saga, just feel to be flat and not nearly as interesting as they were in the earlier novels. The time frame of this book comes about ten years after A Darkness at Sethanon (Princess Anita is pregnant with Nicholas) and several years before A Prince of the Blood.
Krondor: The Betrayal introduces two new characters that will serve as the protagonists: Owyn, a magician and Gorath, a Dark Elf. We also get to revisit Locklear, Jimmy, Pug, and Arutha and other minor characters who appear in the Riftwar Saga. Locklear is on patrol in the Northern lands of the Kingdom and comes across a band of moredhel chasing someone. Upon being rescued, that someone turns out to be Gorath, a moredhel himself. He has an urgent message for Prince Arutha: Murmandamus lives! Murmandamus was the big bad in A Darkness at Sethanon and was killed at that city. The threat, rumor, risk that he might be alive, or that the moredhel could believe that, is cause for alarm and Arutha immediately sends Jimmy and Locklear (with Owyn and Gorath) to investigate while Arutha marshals the armies.
This is a book filled with action and not so much with character development or even much characterization. I can imagine that this book would only appeal to fans of the Riftwar Saga as we get to see favorite characters in the prime of their lives (and still alive, for some of them).
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By A Customer on Jan. 9 2003
Format: Mass Market Paperback
Betrayal at Krondor was a great game. I spent a ridiculous amount of time playing it when i was a kid. It was great because it not only captured feist's vision, but let you reshape that world as you saw fit. In Shards of A Broken Crown, Feist incorporated some of the background of the game (Makala, Gorath, and Lysle Riggers) into the 'official' history of his Midkemia (as well as Sidi, a character from the later and not as good (but by no means bad) game Return to Krondor, which failed to in any way capture the feel of the books in the way BAK did. I appreciate Feist's desire to work other people's visions of midkemia into his work, and i enjoyed seeing people from the game pop up unexpectedly in SOABK. Also, it's good to have some stories about Locklear and James - two of Feist's best characters in between the ages of sixteen and thirty-six. Still, this book was a mistake. It does justice to neither the books nor the game, and i wish he'd write the conclave of shadows book ... and not bank a whole series on computer games.
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Format: Mass Market Paperback
I have come to expect great things from Raymond Feist.
I've lost track of the number of times I've read the Riftwar series. The Empire series written with Janny Wurtz was outstanding. I loved Faire Tale. The Serpentwar Saga, while presenting a protagonist I dispised, was at least as well written as any of his other books. Then I picked up Krondor the Betrayal.
I usually try not to think of my favorite artists doing so, but it seems to me that Feist cranked this out to make a quick buck.
This book was conceived as a video game before being turned into a novel, and it shows. Anyone who's ever played a computer role playing game will immediately recgonize the format of this book. The "story" consists of the main characters following the traditional RPG script of meeting someone at Point A, delivering something to or retrieving something from Point B, then going to Point C to repeat the process.
Feist's richly detailed descriptions, which allowed me to clearly see Castle Crydee or the Great Ones at their Academy, is absent. What's left are bland two-dimensional cutouts, even (and especially) of people and places that leapt off the pages of his other books.
Plot contrivences which allow the (game's) main characters to succeed where the novels' most powerful individuals fail abound. This is to be expected in the original context, but lacks more than a little something when converted to the written word.
The only thing that kept me from giving this one star, not to mention what kept me reading it, is the hope that the following two books are actually novels, not re-hashed video game scripting.
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Format: Mass Market Paperback
The problem with this book is that it reads like a computer game. It lacks depth of character and atmosphere; the conversation is stilted, the achievements superhuman. The plot is formulaic, and obviously leads from fact finding to consequential action. If you played the game (which I haven't) you probably get to "practice" killing the bad guys - if you fail, you can always start again from where you last saved. The game, no doubt, has some level of challenge to it. The book doesn't.
I can see what Feist was trying to do here - continue a line of books with what must be one of my favourite characters, Jimmy the Hand. Put James in a tight spot and he'll invariably get out. Tragically, the squire totally lacks any hint of personality in this book and the two sequels. Mr Feist, as a WRITER, could have used a little more imagination to pull the reader into a fantastic story. Instead he follows the rather basic plot line of a simple computer game.
Sadly, this sub-series does not improve with time. It gets worse. I'm currently reading book three: Krondor, Tear of the Gods. It's so bad, I'm considering not finishing it at all (which would be the first for a Feist book for me ... I love the guy).
The first book and even the second at least deal with elements roughly defined within Feist's series on Midkemia: the Oracle, the stone at Sethanon, dark elves, etc. The third borders on the ludricous - vampires in Midkemia? ... honestly!... Obviously, the game developers took over and Mr. Feist took a back seat in his own world.
I'm actually quite outraged that this series was published at all. They should have left it as a game and not bothered with this half-hearted attempt at a book. I've never quite felt so cheated of my money before --- and that is probably Mr Feist's greatest accomplishment in this trilogy.
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