Zork Nemesis





Released: 1996
Manufacturer: Activision
In Brief:
Dark, moody, atmospheric game with great puzzles.
| Puzzle Quality: Excellent |
Visuals: Great |
Difficulty: Moderate |
| Dramatic Effectiveness: First rate |
Ease of Interface: Fine |
Sometimes I think I'm getting sick of adventure games, but then I play a game like Zork Nemesis and realize I'm just sick of games that aren't as good as this one.
You begin in a run-down temple, and like any Myst-like adventure game you just start solving puzzles while you wait to find out what your purpose is. And you won't really know your ultimate purpose until the end.
Nemesis has a story of sorts, although the story happens before you arrive and you only learn it in bits and pieces from books and sudden flashbacks throughout the game. I haven't seen this before, and thought it very successful, as it gives a sense of forward motion lacking in so many games. You're really just wandering about solving puzzles, but you feel involved in it all.
The game is dark and moody, with an absolutely amazing score, although there are a few of the Zork series patented bits of silliness, such as the bottle of Prozork sitting on a shelf.
The puzzles are varied and interesting, some quite ingenious, all basically solvable. While I was stuck a few times, I only cheated twice, once because I simply hadn't noticed a trap door, the other time, which I feel guiltier about, because I just didn't experiment a little more.
This is such an incredibly good game that I wish I could write a more inspired review, but I seem to be all out of inspiration today. Play it for yourself though, and you'll be inspired.
-- Charles Herold -1999
Glitches:A few times the graphics fuzzed out and turned into little sprinkles of color, but for the most part this was quite stable.