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About the Story
The Great Underground Empire is in its heyday. Upscale condos crowd the massive caverns. Subterranean highways stretch from Aragain to the Fublio Valley. And no adventurer has yet set foot in the open field west of the white house.
Adventure Classic Gaming
Zork Zero: The Revenge of Megaboz is very well designed from a gameplay standpoint, improving again upon all of the enhancements the previous games have innovated. Though you can use the keyboard to type in directions as normal, you can also move around by using the compass rose at the top of the screen or by clicking on locations on the online maps. The maps are very useful to have. The geography of Zork Zero is extensive, so keeping track of yourself as your travel between regions of the game can often be quite a chore. The parser, as is expected from Infocom, is extremely intuitive and mostly forgiving. There are practically no situations in the game when you are stuck because you cannot think of the word to move on. Being the pinnacle of Infocom's creative achievement, this game incorporates everything the designers have learned about parsers and game interaction to spectacular effect. Communicating with an Infocom game is never easier than it is here.
-- Matthew Murray
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There isn't (...) enough payoff
There are entertaining moments in Zork Zero, to be sure. It's questionable whether there are enough to keep the average player interested throughout, though, and to whatever extent it succeeds, it does so in a very different way from any of the other Zork entries. Though it has its moments, I found Zork Zero the weakest of all Infocom's text Zork games.
-- Duncan Stevens
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Number of Reviews: 1
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I love the Zork games. I really do. And this game had some delightful parts, but enough is enough.
For one, the world is HUGE! Epically huge. There are hundreds of useless items, and a tower with 400 floors. Getting to floor 400 berates you for wasting your time (and it is a waste of time considering you might be randomly teleported to the bottom). You need the feelies to even understand what you're supposed to be doing, much less solve the puzzles, as the feelies include maps of areas you can't see in-game (such as a chessboard puzzle where you need to insert passages in the walls- and need a feelie map to see where).
Some of the puzzles are rehashes of old games, like the tower of Hanai, the fox, chicken, grain, tricking someone with a mental paradox, or a card game with no real point except to perform a special series of moves described in (here it comes) the feelies.
The game did have some nice touches. There are plenty of AMUSING things to do, such as manipulating a stone pigeon that teleports you to the location of it's perch, leaving you to throw that perch EVERYWHERE, such as off the bottom of the world, into the sea, etc, so you can teleport to it. (A similar mechanism existed in Spellbreaker, though they didn't implement much experimentation with it.)
The game also explains where Grues come from and the origin of the White House from Zork I, and such, but the ending leaves you wondering "What the Hell?", especially after such a LONG game. That and a random Jester who shows up and messes with you (Much like the annoying wizard from Zork II), it just leaves me saying enough is enough.
If the game were more clever, with better thought out puzzles, it might be different, but after 3 Zork games, we're still left with a varaint of "Go collect all the treasures and put them in the trophy case" that we were using decades ago. For die-hard zorkers (like me), you'll play to the end, but I promise you, you'll use plenty of hints, since many puzzles have nonsensical solutions. If you're into that, have fun, but I found the game fairly aggrivating, and not in that really good way.
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Can you help one hungry bulldog in his quest to find something good to eat? He would like that. A lot. [blurb from IF Comp 2008]
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