|
What
happens next is a rather dismal story indeed. Activision seemed
uninterested in publishing text games, preferring instead to exploit
the popularity of games like Zork in graphical adventure
games, starting with Beyond Zork in 1987, a graphical game by
Brian Moriarty (Wishbringer, Trinity, and later Loom).
Beyond Zork offered players a crude automap and several random
and RPG elements to theoretically enhance the game’s
re-playability. Re-playability is always an issue with most adventure
games, since once the player figures out the puzzles and solves the
game, there is little reason to play it through again—though in my
experience, a few years is sufficient time to forget enough of the
details to make it fun again (I compare it to re-reading a favorite
novel).
Steve
Meretzky (Planetfall, A Mind Forever Voyaging) got in on the
act with Zork Zero, another graphically enhanced game
published in 1988. Zork Zero is a prequel to the trilogy, and
offers several nice features like in-game hints, menus, and an
interactive map.
“Zork
Zero is a very well documented and user friendly game.
Overall, it is a worthy addition to the Zork
series and is, by far, the best one to date. It is a lot
better than many animated ones.” – Dave Arneson in Computer
Gaming World, Jan. 1989.
“Beyond
Zork contains so many innovative features that if it
weren’t for the richness of the text, you might not recognize the
product as having come from Infocom.” – James V. Trunzo in
Compute!, Apr. 1988.
The graphically enhanced Zork Zero
The
last game to published under the Infocom label was Return to Zork,
a 1993 game released for PC and Macintosh (and later ported to
several other platforms, including the Sega Saturn and the 3DO).
Developed by Activision, Return to Zork is quite a different
animal than the previous Zork games, even the graphically
enhanced games described above. Return to Zork will no doubt
remind most gamers of the far more popular Myst, which was
released a few months afterwards. The parser is gone, replaced by a
purely graphical interface that is surprisingly complex and
multi-faceted.
The
game also offers live action sequences, including performances by
Robyn Lively. Contemporary reviewers seemed to mostly enjoy the game,
though Zork aficionados were (and are) divided over whether to
include the game as part of the Zork canon. Very few of the
original characters show up in the game, and there will always be the
issue of whether any graphical adventure game could truly
compare to the great text-based classics.
“People
accustomed to the speed and flexibility of a text-only parser are
going to feel handcuffed.” – Jay Kee on Return
to Zork, in Compute!,
Sep. 1994.
Activision
released two more Zork-themed graphical adventures: Zork
Nemesis (1996) and Zork: Grand Inquisitor (1997), quietly
dropping the name “Infocom.” Nemesis offers a much
simplified graphical interface and a much darker atmosphere than
previous games. Like Return to Zork, Nemesis was loaded with
live action sequences—to the point that the game shipped on 3
CD-ROMs.
Most
reviewers remark about the intense gore found in the game, including
a puzzle requiring the player to chop the head off a corpse with a
guillotine. Grand Inquisitor brought back much of the humor
missing in Nemesis, and seemed to pay more homage to the
series than the previous two games. Perhaps more significantly,
Activision released Zork: The Undiscovered Underground, a text
adventure by Marc Blank and Michael Berlyn. The Undiscovered
Underground no doubt eased some of the bitterness that
dyed-in-the-wool Zork fans felt towards Activision, who some
viewed as merely exploiting the franchise to turn a quick buck.
Unfortunately,
even a new text adventure was not enough to save Zork; Grand
Inquisitor did not sell as many copies as Activision hoped. To
date, there have been no more official Zork titles, though
there have been several anthologies. GameTap also offers most of the
games through its subscription service, but there are plenty of free
(if not so legal) ways to play the earlier games online.
“Whether
these games qualified as “exploiting” the brand, I guess I’d
say so, but I don’t feel like Activision was sullying something
pure and noble; we were exploiting the brand ourselves with games
like Brian’s Beyond Zork
and my Zork Zero.” –
Steve Meretzky
“The
major thing I would have done differently at that time would have
been to try to involve the Infocom authors in the writing of the new
Zorks, and to try to
keep up the Infocom level of quality and polish; some of their
efforts were pretty feeble.” – Dave Lebling
“When
Activision was run by Bruce Davis (in the late 80's), I'm sure you
couldn't find anyone at Infocom with anything good to say about them.
But that's well in the past.” – Marc Blank
|