Zork: Grand Inquisitor
Apr. 12th, 2002 08:00 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Well. So much for that.
The amusement of playing a Mac OS X-native game that was first released for Windows in 1997 wears off quite quickly if there's nothing to support it.
The opening is reasonable: you're caught outside after curfew in a dictatorial town, and so (overlooking the fact that you the player are given no reason who your character is and why he or she is there) the first puzzle is finding something that will make one of the residents let you inside the safety of their home. But once you've done this, the interactivity goes away. You watch a little movie where he talks to you about stuff while you stand stone-still and silent, and then he decides you're trouble and tells you to leave while he keeps your treasure, which you do without a peep of complaint.
Mm. For all I know, that's what you're "supposed" to do, but I have no reason to believe it. Mostly I'm cheesed that the game in no way acknowledges you've been robbed; my PC silently accepts his/her fate, and won't even tell me why she/he refuses to bother the guy anymore. Even Baldur's Gate would have expanded the tree of options here, if only to let me try and beat the thief up.
To this game I say: blat
The amusement of playing a Mac OS X-native game that was first released for Windows in 1997 wears off quite quickly if there's nothing to support it.
The opening is reasonable: you're caught outside after curfew in a dictatorial town, and so (overlooking the fact that you the player are given no reason who your character is and why he or she is there) the first puzzle is finding something that will make one of the residents let you inside the safety of their home. But once you've done this, the interactivity goes away. You watch a little movie where he talks to you about stuff while you stand stone-still and silent, and then he decides you're trouble and tells you to leave while he keeps your treasure, which you do without a peep of complaint.
Mm. For all I know, that's what you're "supposed" to do, but I have no reason to believe it. Mostly I'm cheesed that the game in no way acknowledges you've been robbed; my PC silently accepts his/her fate, and won't even tell me why she/he refuses to bother the guy anymore. Even Baldur's Gate would have expanded the tree of options here, if only to let me try and beat the thief up.
To this game I say: blat