At the age I was, I got hours and hours of fun out of Adventureland ... 's demo. As sparse as the text was, as weird as the puzzles were, and as unsolvable as many of them proved to be in the demo, it still felt like I was being drawn into a vibrant world of the imagination. I loved it. I loved the things that I imagined happening off the edges of the map, and I loved the idea of a world where dragons take their sleep of ages in random meadows and jewels and objets d'art could be found hiding everywhere you look.
There are lots of things in Adventureland you wouldn't see much after the ascendance of Infocom. Ridiculously varied landscapes where the entire biome changes each time you take a short jog. Treasures lying out in the open, marked so you can tell them from dross items. Single-move puzzles where you just had to bring the right item. And absolutely bizarre moments like dealing with the bear.
In 1980, Zork would hit the commercial markets and instantly become a "killer app." But Adventure International would keep publishing games until 1984, because there was still a market for this kind of minimalist, constrained narrative experience. And, looking back on it, I can see why; it's like comparing the experience of an Atari 2600 game and a Playstation 4 game. It's not that the modern game is "better" because it's more sophisticated; the two are just different.
a very short treasure hunt in which you, the angel Gabriel, must return to heaven but cannot until you have collected the seven colors of the rainbow. you are assisted by Demeter, your (presumably?) mortal lover. (it is clearly not the Greek goddess Demeter.)
the writing is snappy and the relationship depicted is sweet. Gabriel is an adorable nebbishy type and Demeter -- you know, i mean i could describe the character, but looking at the author's name and the apparent resulting self-insert, i'm not comfortable describing a real person i don't know.
if this were a longer piece, perhaps spreading the colors out further or adding more tasks, i'd feel better about it ... but it's only two rooms, and while the colors are kind of hidden, they're not hard to find and the game is over in less than ten minutes. i don't have enough time to really understand the characters.
aside from its length, which is auctorial choice even if i don't agree with it, i had three problems with this game, all spoilers:
1. blue. (Spoiler - click to show)while i have seen pants that are the kind of bright, pure blue called for by the scepter, i've never seen a pair of jeans that were that kind of Platonic blue -- manufacturers tend to go for a light blue or a very dark one. i'd very much assumed my jeans were an "off" color like the burgundy furniture, and found they worked while looking for an Easter egg.
2. indigo. (Spoiler - click to show)the sky can appear indigo at sunset at high altitudes under very specific conditions. there's nothing in the game to indicate that those conditions are present. the clue is "what would you color with a blue-violet crayon," which i'd think would vary by child. also, you're supposed to have to touch the object, and the indigo light is scattering in the upper atmosphere.
3. (Spoiler - click to show)the game cannot be completed without getting at least two suggestions from Demeter -- both yellow and violet involve items that are only gained by asking him. under normal circumstances this would be good ... BUT talking to Demeter is presented as the game's hint system. it does not make me happy when a game is only solvable with hints.
but overall it's sweet and sappy and adorable, and being this length and this easy makes it a kind of like a Christmas card to send to someone you love.
Zork Zero, I hate you.
I hate your massively overblown size, mostly full of empty rooms with no purpose. I hate the excessive copy protection, with many promising puzzles (including the game's central puzzle) turning out to be "do you have the documentation" checks.
But the reason why Zork Zero feels like such a cop-out, such a zero-effort mess?
Towers of Hanoi!
Fox, chicken, and grain!
Hi-Q!
Nim!
Measuring liquid using two vessels!
True and false statements written on doors!
The executioner's paradox!
A freaking rebus!
What in the heck are all of these ancient bewhiskered cliches -- many of them extremely belabored and move-intensive -- doing in a game produced in the twentieth century? Let alone in a Zork game, a series known for the cleverness and wry sense of humor in its puzzles?
The worst part is that these old chestnuts make up the game's better puzzles. The original ones, like catching the flies, breaking the couple's curse, and the fungus puzzle, are utterly half-hearted. There's no depth to them; frequently you just haul the right objects across the bloated map.
About the only puzzle in this game that felt truly satisfying and Zorkian was breaking the hunger curse. I had to use a variety of objects in weird ways to achieve a completely loopy goal.
But everything else ... just a miserable slog of busywork and cliche. I understand making a game this huge is difficult, so there's a temptation to just fill it up with junk so you can boast about the number of puzzles ... but you know, you could just have made the game smaller and actually good.
generally, there are two types of hard games. in a game with fake difficulty, the problem is conveying to the story exactly what you're trying to do because you can't seem to figure out how to phrase it so the game will understand you. in a game with real difficulty, you have a wide variety of tools to tackle the situations you encounter, but each puzzle will require a different sort of lateral thinking and creativity.
a game with fake difficulty breeds frustration. a game with real difficulty induces obsession until you finally crack it.
Spellbreaker is absolutely a game with real difficulty. despite the surreal, disjointed landscape you're exploring, it's totally immersive. i never ran into the kind of blank incomprehension you see in a bad game; it was always just a matter of thinking harder about the puzzle and persevering.
this would be a five-star game, but i'm deducting a full star for the bank puzzle. it's derivative, uncreative, has iffy implementation, and even following the best-written walkthroughs i've never gotten better than a 50% chance of getting it right. (unfortunately, the use of stock puzzles would only get worse over time, hitting its nadir in Zork Zero.)