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A long time ago, in a galaxy far, far away, there once was a young girl, namely me, who played a small, simple game called Zork. She would type away for hours at her DOS prompt, trying to find the right combination of wording to open the door to the White House. >Use key to unlock door I do not understand "unlock." Things would go on this way for a while. Once I was successful, I would tread into a dark tunnel and get eaten by a Grue. You inadvertently stumbled into the nest of a hungry Grue. You are viciously torn apart. Your score is 14/1200, ranking you as a hopelessly bad adventurer. Thank you for playing, please try your call again later. It hurt to keep getting torn apart! Ah but little did I know . . . . It's all in the technology.
"Remember who is the boss of you. I am the boss of you! I am the boss of you!" You are once again thrown into the role of the ageless, faceless, gender neutral, culturally ambiguous adventure person, or AFGNCAAP as Dalboz refers to you. It is the time of the great magic Inquisition where any kind of magic is illegal. All magic creatures have gone into the underground. All those caught or found to be associating with magic are taken to the old monastery (now Inquisition headquarters) and "totemized;" basically, flattened into a small disc about the size and thickness of a hockey puck. You, as the AFGNCAAP, must join forces with the Dungeon Master Dalboz who was imprisoned in a lantern by the Grand Inquisitor. Together, you must make it to the Underground and find the three legendary objects that will restore all magic to the realm and destroy the Grand Inquisitor. To do this, you will need to wield your dwarven sword, your spell book, and your trusty vacuum. This is a Zork game after all. Dungeons and Dragons
Lookie here ma! ZGI is a feast for the eyes. The humor from the game's plot creeps into the design of everything, including the program loader. Make sure you take the time and actually read the messages in each dialog instead of just clicking yes over and over like you normally do when loading a new game. It's worth it, I promise you. Each area you will visit over the course of the game is filled with visual humor, open jokes and inside jokes alike. Read the posters in Port Foozle and check out the counter board outside the Monastery. Activision's attention to detail is amazing! Although blocky at times, the graphics are extremely colorful and vibrant. During panning mode you can view moving objects, such as a floating fountain in the University and a ticked off snapdragon in front of Dalboz's house. No more jellified water and frozen fire here kids! Your traveling companions Griff and Brog are rendered in full 3D animation and look great. I love Brog's leopard print loincloth and tattoo in particular. During live motion video sequences, the integration of the actors into the pre-rendered backgrounds is a little choppy, but hardly takes away from the overall effect of the game. The movies themselves are showing some age with the advancements in technology since this game was released, but I can deal with it. They still look really cool! By the by, the acting in this game is above average . . . I would almost say excellent. Nothing at all like the lackluster performances of Christopher Walken and Dennis Hopper in a certain pair of games from Take 2 Interactive.
Hark! Is that George Clinton and the P-Funk All-stars I hear?
All that other nonsense, you know, those puzzle things. The puzzles in ZGI mostly consist of finding, combining, and using inventory items, whether they come from your sack or spell book. Those spells, by the way, will be familiar to anyone who's a fan of the original text series. REZROV anyone? In tradition with all adventures, you will glean information from written sources and play with all kinds of machines. There are a couple of games AFGNCAAP will have to outsmart, so make sure you save your game. (Dalboz will clue you into this fact too!). There will be times when you will play as your traveling companions. Be sure to use their "talents" to your advantage in each location. There are two puzzles in ZGI that stand out on my best puzzle list. Do you really hate those automated telephone services? Well, roll up your sleeves for this one kids! In Hades (would figure, wouldn't it?) you will have to outsmart the meanest, most confusing automated telephone service in order to summon Charon. The other, well, I won't get into it too much, but let me say this: make sure to check out the mirror in Dalboz's bedroom. (Evil laugh.) Overall, the puzzles weren't obnoxiously difficult and made sense in most cases. But most importantly of all. . . THEY WERE ENTERTAINING! Don't stand there with your mouth open; you might swallow a fly. Patches! Oh Patches!
I need a red ribbon so I can wrap this up! Zork: Grand Inquisitor is an extraordinarily entertaining game that can be replayed time and time again. It's like watching a Mel Brooks movie; you pick up on something new each time. The end sequence is nicely done and sets up the characters for a future Zork game, which sadly, doesn't seem to be in our future. I had read on a fan site that Activision had planned ZGI as being the first in a series of three games that would follow AFGNCAAP through modern Zork history, including the Magic Wars. (There was even a rumor that Zork: Nemesis was going to be made into a movie! Gasp!) The Zork series is proof that high quality entertainment can be found in the world of adventure games, that you don't need to blow up things with a big nasty gun to get a laugh. But (sigh) I suppose that we Zork enthusiasts will have to wait until the fates align to bring us another installment of this series. Until then, enjoy this one. Grade: A (with two thumbs up and four stars) For more Zork fun, visit
the Frobozz Electric Website #50809 System Requirements for PC CD-ROM: Pentium 90 processor, 100%
IBM PC-Compatible Mac Power Macintosh G3/233
MHz PC DVD Pentium 166 processor
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