I remember loving this game when I played it back in the 80s.
The theme is strong - the find-the-pyramid start to the game has lots of flavor and excitement as we establish our character to be a selfish jerk. Once we get into the pyramid there are florid descriptions of paintings and a wonderful sense of place as we explore deeper underground.
I loved Indiana Jones movies so all of the traps that lead to instant death are fun and thematic.
The hieroglyphs ... well, they add to the setting, but they don't make much sense. Why are they there? It's like a D+D dungeon with signs on the walls telling you how to avoid the traps or what to do to kill the dragon and get the gold.
I remember the gripping ending from my youth. It's both satisfying and unsatisfying.
I appreciate how this game broke some of the Infocom conventions of the time but I wouldn't recommend it for a modern gamer.
There is a great short story in this game. The author creatively captures the emptiness and cottony lack of motivation in depression. "The clock on the wall ticks the seconds away into the air." However, I'd much rather read this as a short story than play it as an interactive fiction game -- there are too many problems in the gameplay which distracts and confuses from the poignancy of the writing. I found myself doing the minimum to move the story along.
The author wrote this game with so much love. It shows in all the details and the slowly revealed world. I love the setting of a world slowly falling apart and the reluctant hero trying to save it.
However...I had such a hard time visualizing several of the rooms or even solving some of the simpler puzzles due to some awkward language choices. I think simpler, clearer descriptions would have been better than grand words which do set the mood of a grand world...but it kept me from enjoying the game.
There's so much done right ... but by the end I was just trying to finish the adventure rather than enjoying the prose.
However, there are some great scenes I will always remember. This is truly a mixed bag of a game, worth trying to see if you like it.
The game starts as a simple meet-the-next-goal puzzle game with a young protagonist...but we soon discovered the clever twist and kept unraveling layers of consequences which brought us great joy. Even the ending held a nice surprise for us.
There was gentle hinting that eased us in the correct direction without feeling like we were being railroaded. The language was fresh and joyful.
A delightful game, highly recommended!
It was the original mainframe Zork from the 1980's which showed me that text adventures could do more than just the two word commands of the Scott Adams adventures. The breadth of the dungeon was astounding and I loved the variety of puzzles. My eighth grade self loved the experience.
Zork I reduced the original Zork into bitesized puzzles. I helped my nephews through this dungeon crawl over the past few months, only giving advice when the puzzle just wasn't well clued and I wanted to save them from trying everything. There is a nice feeling of exploring caves but there is so much that just doesn't make sense. The puzzles surrounding the (Spoiler - click to show)egg were particularly well-made.
Although this is a classic game that deserves all of the praise for inspiring so many to write IF, it just isn't that much fun as a game in 2022. Enchanter & Planetfall do a much better job of giving motivation beyond just gathering treasures.
Spellbreaker is a much larger puzzle (by sheer number of rooms) than the previous two games in the trilogy. However, there are many rooms which are basically a description and a container of a single object. I felt the spareness in these rooms and several of the interactions with characters. I presume there just wasn't space in the original file formats. This game would benefit greatly from a filling out of all of the innovative ideas in the game.
The theme is compelling, some of the puzzles are appropriate tricky, but the final brief concluding paragraph along with the spareness made this game feel very thin. It's an important game for its time but fails to entertain as much as it could.
I spent a glorious year playing Curses with my nephew over Zoom. The puzzles are well-crafted and usually obvious in retrospect. Although it starts with wandering around your attic, pretty soon you have adventures in many locations, all of which are cleverly presented and contained. There is so much joy in the witty responses and the vocabulary-expanding descriptions. The in-game hint system (once you find it) is a delight.
We got frustrated mid-game with so many rooms and unused items that we couldn't figure out how to proceed. (Did we not have the right items yet? Did we miss some detail?) The community at intfiction.org provided a few crucial hints that helped us finish.
One can win the game without getting a full score -- perhaps that's a bug or a final "curse" that we can never resolve.
My nephew and I were amused by this bare-bones vignette in which every turn another minute passes and we're already late and the phone is ringing and ...
We enjoyed the ambiguity of the game and we kept trying to guess the genre. Is it a puzzle to finish the tasks before the time runs out? A Groundhog Day game? A pointed criticism of the banality of corporate cubicle lifetyle? Clearly something was going to happen at some point.
In the end it was amusing but we were annoyed by the sharp edges of the railroaded short story format. Neither of us felt the ends justified the journey, even on a few replays.
This game is what Infocom's "Nord and Bert Couldn't Make Head or Tail of It" was trying to be, a clever puzzle-based game based on wordplay. The author added depth, political angst, and much more interesting characters and settings. It's an incredible achievement. (And there are different levels of difficulty! It's amazing!)
I, unfortunately, didn't enjoy playing the game even though I was impressed by its scope, depth, and technical prowess. The dark theme felt like it belonged in a separate game. But the main reason was that I was playing (over Zoom) with an eighth grade friend of mine (her first IF!) and when we came across the "double entendre" puzzle we were both extremely uncomfortable with the solution and we stopped playing altogether. (I finished it by myself months later.)
I suppose I should really be aiming that disappointment at IFDB for not having an "adult content" warning on games. It was hard to resist playing the highest rated game on IFDB that was based on wordplay. (It seemed innocent enough!)
My friend and I have been using this Pandemic period to play the Enchanter trilogy over Discord. We just finished Sorcerer and we have previously finished Planetfall/Stationfall.
This game was one of our favorites Infocom games we've played. It has a definite story arc, from the tense intro to the final "chapter". Because there were so many red herrings (puzzles that don't need to be solved and items that are never needed) we didn't even know we were in the endgame until we looked at our score and realized we were close.
There were several unique puzzles we hadn't seen before (both areas which had maze-like mechanics). Unlike in Enchanter, we never had to look at any Invisiclue hints to solve them. The setting succeeded in giving us the feeling of constant danger, particularly when we ended up in the super creepy Chamber of Living Death.
A quibble we had were some areas that felt like randomized deaths that were more annoying than fun. (I was ready to give up on getting anything useful from (Spoiler - click to show)the slot machine when we kept getting killed over and over randomly before my partner's perseverance finally paid off.) Otherwise this is a classic worth playing.