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About the StoryInfidel finds you marooned by your followers in the heart of the deadly Egyptian Desert. A soldier of fortune by trade, you've come hither in search of a great lost pyramid and its untold riches. Now, alone, you must locate and gain entry to the tomb, decipher its hieroglyphics and unravel its mysteries one by one.
Through the Antechamber, the Barge Room, the Chamber of Ra, death will lick at your heels as you race to the shattering climax of this match of wits between you and the most ingenious architects, builders and murderers of all time - the ancient Egyptians.
Michael Berlyn's writing helps bring the pyramid to life, although I found some sections of the pyramid to be a bit weakly written. [...] My wildcard points went to the game's hieroglyphics. I had a lot of fun trying to decode them, and they made many of the puzzles solvable on the first try. (Stephen Granade)
I was disappointed with the other living characters, though: there aren't any! What's a good desert adventure story without a few scorpions, asps, and mummies? (Derek S Felton)
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I have just read a Stephen King book in which he says all authors and readers have the "gotta" syndrome ..... "Gotta" know what happens next. I certainly was under the spell of "gotta" in this game. I just couldn't leave it alone, blow the housework and any other mundane tasks, I had to know just what was around the next corner.
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Number of Reviews: 3
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Infidel can be rough going for a player used to gameplay refinements introduced even a few years later. It doesn't understand many common abbreviations -- most painfully, it misses X for examine. The opening phase of the game features both hunger and thirst timers. Guess-the-verb problems make at least two of the puzzles significantly harder. (Spoiler - click to show)(If you're having trouble breaking the lock on the chest in the prologue, or throwing the rope down the north staircase in the pyramid, you're probably on the right track but using the wrong wording.) The knapsack you need to carry around your possessions is especially irritating, since you'll have to wear it and take it off again dozens of times over the course of play. There is also some justice in Andrew Plotkin's spoof Inhumane: Infidel will kill you a lot, and not all of the deaths are well-signaled in advance. You'll need to keep a lot of save files, and examine everything carefully before you interact with it.
To balance this, though, there's quite a lot right with the game as well, especially once you're past the prologue. The meat of most of the puzzles involves deciphering the meaning of hieroglyphics, which instruct the player in how to get past traps. There's a lexicon in the feelies for a few of these symbols, but the rest you'll have to work out as you go along, by comparing the labels on objects or making guesses based on their pictorial quality. (The hieroglyphics are in ASCII; make sure you've set your interpreter to a fixed-spacing font in order to read them properly, because Infidel unlike many later games is not able to set the font automatically.) These puzzles give the game a feeling of thematic coherence lacking from the Zork trilogy; while the effect is not exactly realistic, Infidel at least seems to take place in a self-consistent universe.
Space was at a premium in these very early games, and that shows in Infidel in both good ways and bad. Descriptions are often terse and not every possible object is described. On the other hand, what descriptions exist are sometimes rather evocative, and the constraints make for a fairly compact game with multiple uses for some of the objects.
Infidel is famous for not following gamers' expectations for a game narrative, and opened up some new possibilities in interactive storytelling. (Spoiler - click to show)The game ends in the protagonist's death, a punishment for having been selfish and cruel to his colleagues and workers, and having driven away everyone who could potentially have saved him. This follows naturally from the premise: the feelies and the prologue of the game clearly establish what kind of person the protagonist is. In my opinion the ending works a little less well with the puzzle-solving midgame of Infidel, however; in particular, the player experiences so many meaningless deaths before the game's end as to make it hard to regard the final "winning" death as narratively significant. Later work has gone much, much further in this direction, but it's worth looking back at early efforts.
Note: it is impossible to get past the game's prologue without information from the feelies. (Spoiler - click to show)(Specifically, the dig coordinates for the pyramid.)
I sort of already knew the infamous ending to this one that made more than a few folk rage about, but thatís never stopped me from watching or playing something before. As they say, itís about the journey.
So the journey then, well it reminded me of those simpler text adventures like Revenge of the Moon Goddess or Perils of Darkest Africa, with the exception of the writing and parser being better in every way. Plus in this one thereís absolutely no other NPCs to interact with (Even Perils had pygmies). Just you struggling against survival (water and food needed) and ancient traps.
I know a lot has been made of how youíre actually playing a villain protagonist in this one, but you donít really get that impression necessarily from the game itself. Itís more in the feelies that came with the game (Or digitized versions of the feelies in the case of the Lost Treasures collection) so the ďmorality taleĒ that the game tries to convey at the end doesnít really quite work like it should.
Once again, I think this is a game that could have benefited from having more interactions with NPCs. If the game started off with you having to screw people over, be a bad boss, etc in order to achieve your goals, then had a shorter last stretch after everyone has abandoned you and you have to enter the pyramid alone, I think from a story point of view this would have worked a lot better. Would have been a lot more fun too, to actually BE the bad guy as opposed to just getting told you were in passing.
The game itself is still solid in every other way though.
The game is very Indiana-Jonesish, although there are no NPC's. Every few rooms, there is a death trap waiting to destroy you. Hieroglyphics on the wall tell you how to avoid some traps, but they sometimes describe things far away, and you have to puzzle out the meaning of the hieroglyphics yourself.
This game is advanced, but I got much further between hints than I usually do in an Infocom game (although Emily Short mentioned two guess-the-verb problems in her review that I found helpful before I even played the game).
This game has a great flavor and style, similar to Ballyhoo's dark circus theme. I strongly recommend this game.
If you enjoyed Infidel...
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Recommended ListsInfidel appears in the following Recommended Lists:
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PollsThe following polls include votes for Infidel:
Solved without Hints by joncgoodwin
I'm very interested in hearing truthful accounts of at least somewhat difficult games (or games that don't solve themselves at least) solved completely without recourse to hints, walkthroughs, etc.
Bugs that you can take advantage of by Fredrik
Bugs are an annoyance, usually, but in some rare cases, bugs can actually make the life of an adventurer easier. Some bugs can help you in certain situations, perhaps even to bypass puzzles, and they can sometimes provide positively...
This is version 6 of this page, edited by Zape on 23 August 2020 at 1:46am. - View Update History - Edit This Page - Add a News Item