Infocom Collections
Reviewed by: Jon
Ostenson
North of House
You are facing the north side of a white house. There
is no door here, and all the windows are boarded up. To the
north a narrow path winds through the trees.
>look at the house
The house is a beautiful colonial house which is
painted white. It is clear that the owners must have been
extremely wealthy.
>go north
Forest Path
This is a path winding through a dimly lit forest. The
path heads north-south here. One particularly large tree
with some low branches stands at the edge of the path.
>climb up the tree
Up a Tree
You are about 10 feet above the ground nestled among
some large branches. The nearest branch above you is above
your reach.
Beside you on the branch is a small bird's nest.
In the bird's nest is a large egg encrusted with precious
jewels, apparently scavenged by a childless songbird. The
egg is covered with fine gold inlay, and ornamented in lapis
lazuli and mother-of-pearl. Unlike most eggs, this one is
hinged and closed with a delicate looking clasp. The egg
appears extremely fragile.
If the above snippet (from the game Zork) looks familiar
to you, you'll no doubt be interested in Activations
re-release of the original Infocom classic adventure games.
Back in the days of 8-bit computers and before the likes of
Myst, Infocom was king--their text adventure games
challenged thousands (myself included). Infocom has since
disappeared, and Activision now owns the rights to these
games. In their re-release, they've placed most of Infocom's
original games on five CD-ROMs divided by genre (Adventure,
Fantasy, Mystery, Comedy, and Science Fiction).
These games (over thirty in all) will take you just about
anywhere: from being a deck-swabbing ensign aboard an
interstellar cruiser to an intrepid explorer in the Great
Underground Empire to a detective struggling to unravel the
twisted motives and clues behind a grisly murder. The
stories range from serious drama to lighthearted poking fun
at the government. No matter what your preferences, there's
sure to be a game in this collection that will strike your
fancy.
Gameplay & Interface
Since these games were created during the era of the 8-bit
computer, you won't find dazzling 3D graphics and effects,
nor is there any mouse-driven navigation. Gameplay takes
place by means of a command-line interface; you
"communicate" with your on-screen alter ego through
conversational sentences and commands (i.e., "Take the
bottle then give it to the hobo"). Infocom developed a
remarkable parser that understands more than you'd imagine
(sometimes, too, more than you'd want it to understand). The
parser makes navigating through areas and manipulating
objects relatively easy, although it does have its limits.
Communicating with the game can sometimes be frustrating if
you don't know exactly what the parser expects you to
type.
While these games may seem austere and backwards by toady's
standards, the stories are as complex and challenging as the
best games on the market today. Each game is sure to keep
you involved for hours as you try and find your way to a
solution. One of the keys to succeeding at text adventure
games like these is making maps and reading every single
word that the computer spits out at you. You will consult
your map quite frequently, as exploration is also vital to
completing these games.
If you do remember the days when these games came from
Infocom, you'll also remember Infocom's clever packaging.
Make-believe ID cards, parchments, and even "Don't
Panic!î buttons were standard fare. Unfortunately,
Activision has not reproduced exactly these ingenious
extras. Documentation is not sparse, though, and each game's
original manual has been reproduced along with as many
accouterments as possible. Most games also include maps to
aid you in navigating through the game's complex story.
Difficulty & Replayability
Infocom's games are well-known for being difficult. Each
game presents a nice combination of difficult and
less-difficult puzzles that provide nice variety throughout
the game. The nice things about these games, since they are
quite old, is that hints and solutions are readily available
on the Web. While you probably won't get stuck too often,
there are bound to be a few puzzles in each game that are
just stumpers but that's all a part of the fun!). The
stories are all basically linear (with only a couple of
exceptions), so there isn't really any opportunity for
replayability.
Conclusion
If you remember the original Infocom series, these games are
worth it just for nostaligia's sake. But even if the concept
of text adventures is new to you, you'll find a depth and
complexity to these stories and your ability to interact
with them that is rarely found in today's more graphical
adventures.
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