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1-2 of 2 - Ghalev (Northern Appalachia, United States), May 2, 2008 6 of
7 people found the following review helpful:
You can take it back, April 30, 2008by Tom Hudson (Durham, North Carolina) A Zork prequel marked by seemingly-irreversible actions that you discover after the fact are trivial. Most of this strikes me as a high-level design problem, although it's so common it could even be intentional: you are offered many puzzles early on, some of which are insoluble until late in the game - but there's no reason to believe that, and advancing the game is one of those seemingly-irreversible actions that you expect to cut off access to the unsolved puzzles. This problem is confounded by the number of locked scenery objects that are just red herrings - doors and containers abound in room descriptions, and give standard unlocking prompts rather than an assurance that they're outside the scope of the game. Was this review helpful to you? Yes No Remove vote | Add a comment
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