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For your Zork nostalgia dollar, the game both hits and misses, not unlike Star Trek: Enterprise. The hungus, easily my favourite NPC in the game, scores a bullseye by deftly combining humour, plot exposition, and a puzzle into one neat package. Instead of zorkmids, which won't be minted until about 1600 years later, we have zoons, another borrowing from Beyond Zork. There is some clever business with the grues involving how they perceive the world, but I was less happy with the portrayal of grues as a people with a primitive culture, as if they were Morlocks. A more obvious miss is an accidental mention of the Flathead mountains long before there were any Flatheads; the coffee shop and a CD-like disk are anachronistic. Some of the events in Hades might contradict what we think we know about Yoruk, who won't show up for centuries.
-- David Welbourn
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Aside from those red herrings, the implementation is often shallow. Many exits are unmentioned in the room descriptions, not shown on the included map, or both. The room descriptions are brief, but lack the attention to craft that distinguished a lot of the Infocom writing; there are also occasional grammar errors.
Some puzzles are simple, well-cued, and yet feel really clever. Others are from the "read object that tells you what to do; do it". Still others are of the form "make notes and pick up objects at the start of the game so that you can have them in the late game when there's no way to go back for them."
A few pros: Some clever automatic cueing (to supplement the extensive familiar I6 menu-driven help). GUE memorabilia. Large scope (c. 100 rooms). Some of the puzzle design is simple but feels really clever.
My thought: downloading this one is no more irreversible than SPOILER or SPOILER.
This is version 3 of this page, edited by Edward Lacey on 17 April 2013 at 7:58am. - View Update History - Edit This Page - Add a News Item