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A D V E N T U R E   G A M E S

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Adventure
Zork: Nemesis (Infocom / Activision)
Boundary-Pushing: Medium The first Zork games were simple text adventures with two notable differences from the Original Adventure written by Crowther and Woods. First, the Zork games were very good at understanding user-entered commands, which was an important factor in luring players who haven't much patience with the simple "verb-subject" model of most text-based games. Second, the Zork games were funny. The puzzles were clever, but it was the humor that people still remember years later. Over the years, Infocom (later Activision) extended these capabilities of the games set in the Zork universe. As computer graphics finally began to show up in every new computer, Zork slowly began to acquire graphical features. At first these were limited to displaying pictures describing objects, while control of the game was still driven by the user entering text commands. The next Zork game (Return to Zork) finally made the great leap to mouse control. It even included short live-action video sequences which took advantage of the new CD-ROM technology. But both mouse interface and CD-ROM were in their infancy; the result was a game that spent too much time pushing the envelope and not enough being fun to play. The next game, Zork: Nemesis, addressed this problem. Again, the latest advances in technology were adopted, but this time they were put to use telling a coherent story. The world of Zork was brought to glorious life in beautifully detailed high-resolution images seen through a "360-degree" feature by which, at every location, the player can spin in a circle to view a full panorama. And it's worthwhile to do so; the artwork in this game is truly remarkable. But the game itself is worthy of note, too, as it featured an absorbing storyline that draws the player in to find out what has happened and why.
Addictiveness: High Zork: Nemesis has at least three strong assets which make it highly addictive: it is gorgeous to look at; it contains some very clever puzzles to be solved; and it offers multiple live-action video sequences that reveal important parts of the mystery of the Nemesis. Although a number of these video segments feature scenes of graphic emotional or physical violence, and one or two are sexually suggestive, Zork: Nemesis is nowhere near as gory or sex-obsessed as either of Sierra On-Line's two Phantasmagoria graphical adventures. The violence may cause some concern, particularly in the ethical question raised by the fact that all the characters appear to accept the violent acts depicted as justifiable. Otherwise, the only thing keeping the video segments from being overwhelmingly impressive is the mediocre level of acting. The plot is excellent, but only one major character (played by T. Morgan Shepard, the governor of the Klingon penal colony in Star Trek VI: The Undiscovered Country) gives a truly convincing performance. But this is a quibble; it won't prevent anyone but a film critic from wanting to keep playing in order to find out what happens next.
Replayability: Low As with most adventure games, once the puzzles are solved and the game is over there's little incentive to play again. Zork: Nemesis is no exception to this. Still, in time some gamers may find themselves replaying it anyway, as the combination of graphics, ambient sounds and plot combine to create a unique world. Replaying this game can feel like returning to a favorite travel destination. On the other hand, Zork: Nemesis surprised a number of people for its darkness. Despite a few humorous touches (try playing some of the albums in the Conservatory backwards), the tone of this game was definitely unlike that of other games in the Zork milieu. Activision recognized this, and responded in their next game (Zork: Grand Inquisitor) with a return to the much lighter tone of the pre-Nemesis games. But in a way, it's the very darkness of Zork: Nemesis that is responsible for the "mood" that is so compelling as to increase this game's replayability. Maybe Activision can start up a separate brand of graphical adventures....
General Until I played Zork: Nemesis, I had pretty much avoided the whole graphical adventure genre. One of the things I look for in a game is replayability, and I knew that, once the big puzzle of a graphical adventure is solved, there's not much point in replaying the game. It just doesn't seem worth the money to buy a game I'll only play once or twice. But Zork: Nemesis changed my mind somewhat. One of the other things I look for is immersiveness... and if Zork: Nemesis is representative of modern graphical adventures (and I suspect it is), then these games can be counted on to only get even better at creating lush, detailed worlds and captivating plots with which to lure gamers.

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