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Part II of my review is in the product discussion:
My emotional response, as much as I love the sheer smarts of the module, how it plays etc., still considers this somewhat inferior to Richard Develyn's best works. Mind you, that does not say much - Richard's modules have continuously scored my highest possible accolades and even made the number 1 spot of my Top Ten of a given year; I'm complaining here at a level that most authors cannot dream to reach.
Why? Well, while I do not require a breath-taking story-line, it remains a huge plus and this one, with its subtext being so layered, has the main story suffer a bit; if you do not care for semiotics and symbolism, you'll miss out on some of the module's appeal, since the basic plot is pretty simple. Secondly, the subtext and diversified theme of the module ultimately render the encounters themselves hazy, dreamlike - a good GM can make them feature in a manner that will remind you of the logic of dreams, hence also my reference to "Twilight of the Ice Nymphs" before. (If you require a less pretentious allusion: Picture a symbolism akin to the one of the original "Death Bed, the Bed that Eats," only less convoluted, game-themed and skippable via "I attack it." and similar methods.)
Ultimately, Holy Island is, much like its predecessors, an adventure that can be considered art. However, it is an art that may be less accessible in its entirety than previous modules. The non-analyzing way to play this beast, obviously grounded in Silver Age comic-book aesthetics, is something, alas, utterly and completely lost on me, for while I recall my enjoyment regarding that time of my life, I unfortunately completely lack the psychological capability to access this memory through the haze of nostalgia goggles due to my excellent memory.
One could say that the regular way, the standard running and reading experience of this module is just as lost to me as my overblown analysis of the subtext above may be lost on some of you out there. What ultimately makes me still consider this a superb module, in spite of its glitches, is the fact that it can be read, run and enjoyed as nostalgia-driven pop-corn cinema or as an intellectual exercise - or as anything in-between. This module is odd, but I am exceedingly glad it exists.
So if you do check this out, run it before shaking your head and walking off - you may just be surprised in more than one way. My final verdict will, pretty much exclusively due to the quality of the writing here, still clock in at 5 stars + seal of approval, in spite of an alarming rate of minor glitch-increases. I've been thinking quite a bit on whether to make this a candidate for my top ten of 2015 - but in the end, I will do so; not necessarily due to me particularly liking the plot or set-up, but due to the achievement in generating a unique feeling, mood and theme that I can sincerely call a jamais-vu-experience. Check it out - it's only 4 dollars, after all, and I'm confident you won't find a module this strange and unique at this price-point.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.