Sorcerer

by Steve Meretzky

Episode 2 of The Enchanter series
Fantasy, Zorkian
1984

Go to the game's main page

Member Reviews

Number of Reviews: 6
Write a review


1 of 1 people found the following review helpful:
Rezrov review. Read. Rejoice!, February 2, 2024
by deathbytroggles (Minneapolis, MN)

Steve Meretzky took over the reins from Marc Blank and Dave Lebling in his second adventure after the wildly popular Planetfall. His style is quite evident here. While telling perhaps a weaker story with a significantly less serious atmosphere than Enchanter, Sorcerer far exceeds it as a sequel thanks to a more user-friendly design and some truly excellent puzzles.

You’ve been promoted in the interim and are more or less the right-hand man of Belboz, the head of the Guild of Enchanters. One morning he goes missing and in your search for him you discover he may be in the thralls of an evil sorcerer. And, unfortunately, that is pretty much the plot. In fact, the only times you can encounter this evil presence yourself is at the beginning if you fall asleep at home (which is never clearly explained) and at the very end.

Upon starting I was immediately annoyed as I was told I was getting thirsty and hungry, my biggest complaint from the first story. But I was soon relieved to discover a magic spell that obviated the need to eat or drink. That this new spell was even necessary was a rather pointlessly cruel joke, but at the same time a humble acknowledgement of a past mistake. The sleep daemon still exists and for the same reason: to get incredibly subtle hints for later in the game. As the game has no time limit, you can sleep just about anywhere when you get tired without worry.

Most of the game takes place in the land where the evil sorcerer hails, and it is extra-Zorkified as decrepit castles and coal mines butt right up against a gnome-run amusement park with a casino and a flume ride. Most locations are vividly portrayed even if as a totality it’s an incoherent mess. As such the map is easy to remember.

The amazing thing about Sorcerer is how fairly it treats the player, a rarity in 1984. There are plenty of walking dead scenarios you can get yourself into, but they’re pretty much either obvious right before or right afterwards. For example, you can drink a potion when you don’t need it, and it’s immediately clear you need to restore. Or you might enter an area that kills you, but the signs were clear that potential danger lied ahead. But beyond that, there is an optional spell that allows you to essentially create a save point, reviving you to that location if you kick the bucket. And the really cool aspect is that not only is the spell there to rescue you, it can also be manipulated to solve a few different puzzles in the game. While the “normal” way to the solve these puzzles may be more satisfying to some, I was happy to be rewarded with what my brain felt was clever in the moment.

Sorcerer rewards the player in many other ways as well. While there are many red herrings, when you attempt to solve puzzles in logical ways and fail you are almost always rewarded with an amusing retort as to why it didn’t work. The side effect of this was that I trusted the game to communicate well and I never went to a walkthrough when I was stuck. In fact, to this point it’s the first Infocom game where I didn’t require at least one hint (outside of A Mind Forever Voyaging, which is generally puzzleless).

And to top it all off, there are some damn fine puzzles. Two double as copyright protection, but you still must use logic to correctly interpret the game’s lore from the written materials. Believe it or not, there’s a maze that is actually really cool, a statement I may never make again. Finally, an unexpected time travel puzzle near the end is extraordinarily satisfying to solve.

There are three endings depending on how you play out the endgame, with the two better endings requiring you having solved previous puzzles. They’re well written, if a little underwhelming from a story perspective, an expected outcome given the utter lack of plot progression throughout the game. 

For those who loved Enchanter, Sorcerer may feel like a bit of a letdown as it veers wildly in tone and barely does anything to further the Zorkian lore. Thankfully, the excellent spellcasting system was maintained; so if you’re mostly just in it for the puzzle-solving you’ll be right at home.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment