Enchanter

by Marc Blank and Dave Lebling

Episode 1 of The Enchanter series
Fantasy, Zorkian
1983

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Zifmia review. "Oh hi, reader!", January 20, 2024
by deathbytroggles (Minneapolis, MN)

The first game of the second trilogy in the Zork universe, Enchanter tells a much more interesting tale with significantly more rewarding puzzles than its predecessors. Sadly, some questionable design choices and inconsistency make it not as fun to play today.

Rather than being a treasure hunter, you play a young magician whose skills are so pathetic that they’ve been sent under relative anonymity to a castle to defeat the evil Krill, a vastly powerful wizard. You begin the game with four spells, three of which you barely remember, and must learn more in order to prevail. As you find scrolls, you can imprint them into your spell book and use them repeatedly, with the exception of two spells that are so powerful they can only be used once. Only a few puzzles in the game don’t require magic; the rest all rely on you using at least one spell, if even for one part of the task. And your reward for solving each puzzle grants you another spell.

Initially, you can only memorize three spells at a time; after using them you have to rememorize them again if you want to use them. While this obstacle seems pointlessly cruel at first, it makes sense given the general ineptitude of your character and plays a key role in future puzzles where preparation is required before entering a dangerous situation. What is truly fun, though, is all the various ways you can utilize your spells. Some aren’t needed to win the game at all, but can be used in lieu of other spells. Several puzzles have multiple solutions to cater to the inner workings of your brain. They’re also a welcome mix of serious (defend against unnatural death) and silly spells (turn your foe into an amphibian). Better yet, there’s plenty of funny easter eggs if you want to intentionally misuse your spells.

As for the two spells I mentioned that can only be used once; they can be used in several places, but only one is correct, giving you extra pause before you deploy them. While using them incorrectly puts your game in an unwinnable state, it’s not that difficult to tell when you’ve boofed. And even if you don’t realize it, the game is short enough that backtracking isn’t stressful. 

Sadly, this wonderful spell system is almost ruined by issues rampant in the early days of gaming. Most unforgivable are the hunger and thirst daemons that clog up most of the fun. While finding water and food is easy and your supply should last you the whole game unless you completely fiddle-fart around, the whole process just gets in the way. You have an inventory limit that’s needlessly wasted on carrying sustenance. Some puzzles have delicate timing, and if you happen to be really thirsty or hungry in that moment it can ruin the process. And mostly it’s just not interesting. There’s also a sleep daemon, though it’s not as cumbersome and leads you to dreams which can provide subtle hints.

I also became frustrated on several occasions with the puzzles. While they are all generally logical (though a bit of a stretch in a couple of cases), and a few are almost insultingly easy, most are poorly clued with no guidance if you’re on the right track. While I don’t expect a cheering audience while solving a puzzle, there are many times I wasn’t sure if my issue was that I was completely off base or if the parser just didn’t like the way I was phrasing something. That’s not to say the parser is poor; many synonyms are implemented and it can handle multi-step commands. But some of the responses are so curt and generic that I assumed I was asking something of the game not possible only to learn that I was oh so close to figuring it out. Thus I had to look up a few hints for what otherwise would have been very satisfying puzzles to solve.

The prose itself is clean and in general evocative, though on occasions it’s sparse and they’re only so many ways to keep me interested in a run-of-the-mill castle. The game certainly could have been haunting, though akin to Zork there’s more focus on whimsy, which is occasionally jarring even when funny. The final game sequence, especially, feels like a bit of a letdown as it’s very quick with little time for the atmosphere to settle in.

Despite my quibbles, Enchanter is definitely worth a play by Infocom fans, especially if you intend to play the other games in the series. Just be prepared to be annoyed at times and have a hint guide handy.

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