Zork: Grand Inquisitor

(ADVENTURE) In the first of many clever references to its predecessors in the Zork series, Grand Inquisitor opens with a bald foppish dictator banning the use of magic throughout the Great Underground Empire. For gamers who plodded through the rather tedious Return to Zork and oddly humorless Zork Nemesis, the plot device is an obvious metaphor for what has happened to the longest-running series (20 years!) in computer gaming. Zork's signature wit and absurdity seemed to have been lost in the jump from text to graphic adventuring. Well, the magic may be gone from the land, but it has not vanished from the game. Grand Inquisitor is the best graphical Zork yet, and one of the most consistently entertaining adventures of the year. Of course, your job is to usurp the technocratic Grand Inquisitor and his repressive anti-magic policies. After a brief visit to Port Foozle, you locate the Great Underground Empire and spend much of the game hunting down the three lost artifacts (the Coconut of Quendor, the Skull of Yoruk, and the Cube of Foundation) that will restore magic to Zork. All that remains of last year's Nemesis title is the basic gaming interface. Full motion video sequences punctuate your movement among static, prettily drawn settings. The "Z-Vision" device is here again, letting you spin 360 degrees in place at various locations for a more involving view of the terrain. Very handy menus of usable objects and magic spells appear at the top of the screen, and a good inventory screen lets you examine and combine the many found objects and learned spells along the way. While the basic item-gathering and puzzle-solving of Grand Inquisitor is far from innovative, the triumph of the game is its seamless, witty execution. Enemies of the Inquisitor are "totemized," squished and consigned to spend eternity in steel reinforced hockey pucks. One such resistor, a wiseass Dungeon Master, is sealed within a lantern and accompanies you through much of the journey. He blurts asides to most of your unsuccessful actions: "Ooh! That's gotta hurt." And these snide characterizations form the real charm of the game. A two-headed Cerebus blocks you at Hell's door, mocking your standard attempts to get by. "Go ahead, dig into the old inventory. Something's gotta work!" A pair of talking torches, one grumpy and the other neurotic, refuses to be picked up or to work properly in certain situations. Thankfully, and unlike most "humorous" computer adventures, the scripting is genuinely funny and well acted. The puzzles themselves are familiar Zorkisms. How do you retrieve the Coconut of Quendor from the soft palate of that sleeping dragon with some combination of inflatable toys, a gold tooth, and a bicycle pump? What exactly is the use of a magic spell that makes the color purple invisible? Of course, you will need to figure out how to make the Totemizer machine work in your favor and decipher a cryptic map of prison cells in order to free poor Dirk Benedict - the usual reverse engineering tasks of the computer adventurer. They are not tiresome or gratuitous, however. Grand Inquisitor succeeds in keeping the obstacles solvable and sensible (in a Zorky kind of way) within the fictional world. The weaknesses are few and forgivable. The game world feels too small and short-lived. Much of the hunting and gathering involves fewer than a dozen major areas, like the Great Underground Empire University, the Dungeon Master's house, and the Monastery. Brief hops into Hades and Port Foozle are fun too, but I wished for greater vistas to explore. It all ends in about 15 hours of playtime. And the only irritating part of the gameplay comes from the Z-Vision spinning panorama. The cursor changes to a directional pointer when you face a new open area to explore, but some of these places are so close together that you can overlook an essential little niche too easily. Compact and unspectacular as it is, Zork: Grand Inquisitor is a model of adventure gaming as good entertainment. Many of the genre's conventions (FMV, item hunting, absurdist humor) get polished to a high sheen here. It is funny and reflexive without being geeky or pointlessly ironic. The third-string actors exploit their comic trademarks to good effect. Real attention is paid to the pacing of the whole affair, so there are no overly quiet dead zones of tedious activity. And the puzzles are fun to solve rather than gratuitous brain-teasing exercises. Finally, this Zork adventure is definitely the best I have played, fun graphically breathtaking and the people at Activision have proved that they can still cook up stories for the Zork adventures. I wonder and wait eagerly what's next.
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