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Back again, here's the second episode of a saga that lasted till 1997 with Zork: Grand Inquisitor. Our quest's the same as in the first game: We are a hero who must explore a dungeon meeting and interacting with unprobable characters.
The engine which processes our commands is as good as the one of the first zork, so you won't have problems proceeding through the adventure which, as for "The Great Underground Empire" has little to no background, but this fault is largely compensed by the difficulty of the puzzles, which will give us very few, if any, clues to solve them and by the atmosphere itself, which will have a long-forgotten taste only older gamers will recognize..there's fun to be had, but you must be careful to save often. This is a game for serious adventurers only.
Overall, The Wizard of Frobozz's a must-have, plain and simple, no one could call himself a true retro-player without having THIS on harddisk.
Zork 2 is a continuation of the story from.. yes, you guessed it, Zork 1. I should point out here that although the series should be played in order, each part is independant of the rest, so you no experience of the first 2 games is needed to play Zork 3 for example. The story: arrying on from the first game, you are exploring a region of the underground empire ruled by the powerfull (and senile) Wizard of Frobozz. Your goal? To defeat the wizard and gain control of his powers.
Zork II has long been regarded as one of the most difficult game in the Zork series. The puzzles are devious, and clues are too scarce. The game also suffers two fundamental flaws in adventure game design--the "resurrection" fallacy and the "dead-end" fallacy. The resurrection fallacy states that an adventure game must never require the player to die or fail in the game in order to gain information that is subsequently required during the replay to complete it. Many puzzles, such as the ones involving the "dehydration" cakes, the brick, and the "shrinking" candy, are examples in which the solutions must either be guessed or deduced only after the player makes an incorrect choice and fail to complete the game.
In contrast, the dead-end fallacy refers to any situation whereby the player cannot finish a game because a puzzle or an item has been missed which the player now no longer can access. This leads the player down the long path of a dead-end. The player must then restore to an older saved game to replay the key sequences. Puzzles, such as the ones involving the red sphere, the "dehydration" cakes, the "shrinking" candy, and the matches, are such examples.
Personaly I prefer the first game in the trilogy to this one.
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Zork 2 screenshot
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