Infocom Text Adventure Games
In the world of text adventure games, certain families stand
out enough to deserve overall discussions in addition to reviews of their
individual members, among the most note-worth of these is Infocom’s Interlogic
adventure series. (editor's note: Infocom would later drop the term
Interlogic in favor of the much more descriptive term "interactive fiction".)
Infocom’s text adventures games use text without
graphics, a fact in which the company’s advertisements take great pride. A
typical Infocom ad states, “We draw our graphics from the limitless imagery of
your imagination-a technology so powerful, it makes any pictures that’s ever
come out of a screen look like graffiti by comparison.” Sticking to text has
another advantage: it makes it much easier to put the same adventure out on many
different computers.
In the realm of text, Infocom is considered by many,
clearly to be the industry leader; its products are unmatched in the command
handling, story construction, and literary quality. Commands can use adjectives,
prepositions, and multiple objects. PUT THE RED CARD ON THE TABLE, GIVE THE RING
TO THE WEASEL-LIKE ALIEN, and TAKE ALL THE BOES EXCEPT THE WOODEN BOX are
typical of what the programs can handle. Each program “understands” more than
600 different words.
Their text adventure games make use of the context
in interpreting commands. Suppose, for instance, that you want to attack a troll
with your sword. Then you could type the whole command ATTACK TROLL WITH SWORD.
Alternatively, you can type ATTACK TROLL. If you have only one weapon (a sword,
for instance), the program will add the message (with the sword) to let you know
what assumption it has made. If you have more than one weapon, it will ask you
what you want to attack the troll with. You don’t have to retype the whole
command at this point; you can just type SWORD or KNIFE or whatever your choice
of weapon might be.
Another way to initiate an attack against the troll would be
to type SWING SWORD. The program will then look for a possible target. If the
troll is the most reasonable target, it will complete the command and let you
attack the troll.
There are hazards, though. In an early version of Zork I, if there was no better target around, the program would
give the message (at the you) in response to SWING SWORD-in fact, to swinging
anything, however harmless-and cheerfully let you commit suicide. The
complexities of a program often lead to surprises, even to the people who wrote
it.
Infocom’s
developers have been learning from experience with such unexpected results, and
they have incorporated a few improvements into each new product. Recently, the
company went back to Zork I and
re-released it with many of the enhancements that they had created for more
recent games.
Each of the text adventure games has a similar format; the
text scrolls up the screen, and a status line at the top displays such
information as the name of the currently occupied room and the player’s score.
Many of the descriptions are long, and the player is prompted to hit a key for
MORE if the text is so lengthy that it would scroll off the screen before he
could read it. A standard feature is the ability to save the state of the game
on
any return and later restore it. The number of available save files varies from
one computer system to another.
Many of these text adventures are populated by characters that
are busily moving about, even when the player’s character isn’t around to see
them. It is possible to address these characters; for example, you could type
FRED, TELL ME ABOUT MR. SMITH. The limitations of the technology show up more in
talking to characters than in straight command handling; there are a lot of
things you’d like to ask the characters that you can’t. The format is still
basically verb, object, and prepositional phrase; this excludes a lot of probing
questions.
Time is a major factor. Game time passes only when the player
enters a move, but them any number of things may happen. In several of the
adventures, the player’s character must eat, drink, and sleep after a certain
amount of time has passed. In the murder mysteries Deadline and Witness, the time of day is so
critical that it is displayed on the status line.
Although Zork was
written to challenge MIT students and staff members, not for the general
computer-gaming community, Infocom’s more recent adventures, starting with Witness, have been at an easier level
that the earlier ones. This move was intended to appeal to a wider market. Let’s
hope that the company will continue to put out really challenging adventures
along with the easier ones.
Most of the negative points about Infocom’s adventures come at
a level that other companies haven’t even reached yet. Occasionally a puzzle has
an arbitrary solution or requires tedious trial and error. A more significant
point is that the tongue-in-cheek attitude that runs through all the adventures
has kept them from developing into stories of real worth. The plot of Deadline, for instance, is worthy of
Agatha Christie in its basic ideas, but it has many touches that remind the
player that it’s “only a game.” For instance, in one if the room’s is a
novelization of Deadline itself. If
you read the ending of the book, you learn that the detective kills himself in
disgust-and then you kill yourself in disgust.
There’s nothing wrong with humor, but the writers at Infocom
seem afraid to be taken seriously. Perhaps they’re too self-conscious about the
limitations of the medium or too diffident about their literary abilities.
But it’s hard to complain about a company that has
accomplished so much more than anyone else. If a competitor arises with
adventures of equal technical quality but different strengths than serious
criticisms will be more meaningful.
Hints are available from Infocom in the form of the “InvisiClues”
booklets. These illustrated booklets give hints printed in invisible ink, which
can be exposed with the developing marker that is included with the game. One
book-let and map are packages together for each game, besides providing an aid
to perplexed players; they make a good souvenir of a completed game. Finally, a
newsletter called The New Zork Times is available to anyone who wants to be put on Infocom’s mailing list.
Now let’s take a look at Infocom’s adventures, one at a time.
The reviews are presented here in the order in which the programs were released.
ZORK I
Zork I: The Great
Underground Empire, by Marc Blank and Dave Lebling, is essentially a
cut-back version of the original Zork, with very little new material added. The
reduction is only in the number of rooms and accompanying puzzles; the command
handling, descriptions of the surviving rooms and general capabilities are
retained in full.
Zork I borrows a lot from Adventure. There is a house on the
surface near the Great Underground Empire; there is “a maze of twisty little
passages, all alike”; and there is a Thief who is an enhanced version of Adventure’s pirate. The map and
puzzles, however, are completely different from those of its predecessor. The
Great Underground Empire gives the impression of a world created entirely out of
magic, in contrast with the natural feel of Adventure’s
Colossal
Cave
.
Nothing resembling a plot is to be
found. Your goal is simply to go down into the dungeon, recover treasures, and
put them in the trophy case in the house. Not all the treasures are in the
dungeon; a few are to be found in the surrounding woods and along the
Frigid
River
, which
stretches from Flood Control Dam #3 to
Aragain
Falls
. When
you have stored all the treasures away, you are rewarded with an ending that
serves as a lead-in to Zork II.
Light is necessary in the dungeon, since there are hungry
creatures called grues roaming anywhere it is dark. Only a light will keep them
at a distance. Grues have become Infocom’s standard way of enforcing the need
for light, lurking even in the dark passageways of science-fiction adventures.
Consistency obviously wasn’t a goal. Some parts are
technological, such as the dam and the machine in the coal mine, and even the
crass lantern (like the one in adventure) runs on the batteries. Elsewhere there
are elements of fire magic, such as the rainbow bridge, A Cyclops, who turns out
to be the son of Polyphemus from the Odyssey, has somehow wandered in. The torch has an inextinguishable flame
that seems magical, but it also has some realistic physical drawbacks. Some of
the puzzles require strict logic; others need’s wild flashes of intuition.
There isn’t necessarily a single solution to a problem. When
you first meet the Cyclops, for instance, he may seem impossible to defeat, but
there are actually two different ways to handle him.
Just getting your treasure’s back to the house is a problem in
itself; someone always locks the door to the dungeon after you go in , so you
have to find another way back out. There are several such exits, though some of
them may not be wide enough to let you carry everything out.
An assortment of weapons is available to you. Some are better
than other, and some may be positively suicidal in use. If your weapons fail you
and all seems lost, prayer may help.
This text adventure game is a good introduction to Infocom’s
like, since it awards points for performing certain tasks and for acquiring
treasure. This gives the beginner a sense of making progress. Some other Infocom
titles, such as Deadline and Witness, give no points for partial
success; these are better suited for experienced players who can hope to finish
the whole thing. Others, including Enchanter and Planet fall, give
points for making progress but are really built around a single goal. Zork I is the only Infocom adventure
that give the less experienced player a chance to pick up a few of the
treasures, lease with them, and get a sense of accomplishment.
Zork II
Zork II: The Wizard of
Frobozz, by Marc Blank and Dave Lebling, continues where Zork I leaves off. Before, you had
more underground passages to explore. You discover such creatures as a dragon
and a unicorn, which are no more then you expected in such a place. But soon you
find that you have a more persistent foe-the Wizard of Frobozz- who continually
throws an assortment of spells at you. His specialty is spells beginning with F
such as Fear, Falling, and Fierceness. Most of these spells are just nuisances,
but the wrong one at the wrong time might make you launch a kamikaze attack on
their dragon or fall fatally off a cliff. In the end you can defeat the Wizard,
but the cost will be high.
As in Zork I, you accumulate treasures and
score points for them. This time, however, there is no concept of going home
with some of the treasures. You can leave the dungeon only when you have solved
everything, and then you will exit to a passage that leads to Zork III.
One of the most difficult features here is a maze that seems
entirely random. There is an odd pattern of clues to the maze, including
diamond-shaped windows, a club autographed by Babe Flathead, and the Wizards
voice, mocking your inability to get to first base. But even with this
information, it may be a long time before you discover the maze’s secret, and it
may be even longer before you pass the obstacle that lies beyond the maze.
There is a rather unlikely explosive device in this game; when
you find that you might need an explosive, you may have to start lighting
various objects until you do yourself in. Then you can figure out how to use it
correctly.
ZORK III
Zork III: The Dungeon
Master, by Marc Blank and Dave Lebling, takes on a different flavor from the
first two; your object is not to acquire treasures, but to gain entry to the
sanctum of the Dungeon Master. What you’ll need in order to accomplish that is
learned only through careful observation. As in the first two installments, you
face an adversary; however, the obvious response to his challenge isn’t
necessarily the right one. The encounter may leave you wondering whether George
Lucas played this game before creating Return of the Jedi
Instead of having a point system for accumulating treasures, Zork III gives you a “potential”
rating from 0 to 7, based primarily on you’re reaching certain locations in the
labyrinth. This score isn’t very informative, since you may have reached all the
right places but still not have performed the right actions or obtained the
items you need.
A more useful indicator is the Dungeon Master’s response each
time you seek him out, He will express near-despair if you haven’t found any of
the objects you need, and he will get more encouraging as you accumulate more of
them. But there is one deed that you must perform before you even get to see
him.
In most Infocom text adventure games, the map remains constant
except for passages that you open and close by your actions. Here, though, an
earthquake intervenes part way through the adventure to destroy existing
passages and open new ones. This makes being in the right place at the right
time very important. Elsewhere in the adventure, being in the right time at the
right place is what counts…but I’ll leave that one for you to puzzle over.
In the room you will find a portal that lets you see and
briefly enter scenes labeled I, II, III, and IV. Two of these take you into
parts of the earlier Zorks, and the
third takes you to another room in the current adventure. The one labeled IV
take you to a scene that has since become part of Enchanter; your stay there is brief
but permanent.
Deadline
In Deadline, by
Marc Blank, you are the detective and have 12 hours to solve a murder. The clock
ticks, not in real time, but according to how much time it takes your character
to perform each action you specify. The stats line at the top of the screen
tells you exactly what time it is, a fact which is important for anticipating
scheduled events as well as for knowing how much time is left.
The adventure is peopled by characters that are constantly
moving about the house, engaged in routine tasks (or perhaps trying to destroy
evidence). You can explore the house, examine possible evidence, have Sergeant
Duffy take items to the lad for analysis, and eventually arrest a suspect when
you think you have enough evidence. To bring the adventure to a successful
conclusion, upon must not only arrest the correct suspect but have enough
evidence to get a conviction.
The dead man, Marshall Robner, has apparently committed
suicide in a locked room by taking an overdose of a prescription drug. But there
is a suspicious circumstance. Just a few days before his death, Robner contacted
his lawyer about changing his will. Could someone have poisoned Robner? And if
so how?
As with any good mystery, there are
subplots and red herrings. As you make progress, you may be convinced several
times that you have found the real murderer, only to discover that you have to
recheck the facts and let the situation develop a little more. But if you wait too long, the murderer may strike
again to get rid of someone who knows too much- and it may be you!
The variety of possible outcomes is
very impressive. Aside from the one you would like-arresting and
convicting the murderer-you can arrest a suspect and not get a conviction, or
get killed yourself, or run out of time. If you don’t get a conviction, you receive a letter
explaining why the jury was dissatisfied with your case.
The package comes with a sealed folder
containing a letter describing your assignment, along with various memos and
items of evidence. These show the same attention to detail as the game
itself.
Starcross
Starcross, by Dave Lebling, casts you
as a space miner whose luck is running low until your mass detector reports a
previously uncharted asteroid in the area. But when you go to investigate it, your delight
changes to astonishment-the objective is not an asteroid, but a gigantic alien
spaceship! You have little choice at that point, as a tractor beam
brings you into a docking area; you might as well see what’s in the artifact.
The first truck is to get in. You find a bunch of oddly arranged bombs on the
airlock, pressing one is apt to make them all disappear. But look again; does that arrangement remind you of
anything? This motif of having to recognize arrangements of dots or
bumps occur several times in the adventure.
The makers of the artifact stay out of
sight, but you discover that an assortment of species from other worlds is on
board. There is a tribe of weasel-like aliens, pathetically
degenerated from their once high technological level. There is a lone intelligent spider, who is content
to stand by and observe things. Worst of all, the makers have visited the world of
Zork and brought Gruesa aboard; these nasty creatures lurk in dark places, ready
to devour you if you don’t stay in the light.
Before long, you realize the makers
are subjecting you to an intelligence test and that your life is forfeit if you
don’t pass. Success on the other hand, will make you a hero, since you
will be able to bring a product of unbelievably advanced technology to Earth.
The key to success is finding the
various colored rods around the artifact, which are used to activate machines
and open doors. You have to make progress here quickly, since you
find the place is running out of breathable air.
Among the entertaining touches that
are scattered throughout the artifact is a computer that stands in need of
repair. If you forget to take certain basic precautions, you end up filling the
air with delightful smell of fried computer. Another clever idea is use of the ray gun. You can use it to wreak all kinds of violence-but
then will you have it when you really need it? And is killing the only thing a ray gun is good for?
The package, which resembles a
Frisbee, is clever (but not very practical for stacking on a shelf). Don’t lose the map that comes with it; without it,
you’ll never get anywhere. The package also includes a sheet explaining how to
give coordinates to your ships computer.
Suspended
Suspended was created by Michael
Berlyn. Like the author’s earlier Cyborg, Suspended presents a situation that is especially appropriate to the adventure game
format. You are the master of a complex that controls monitoring systems
necessary to the world’s survival, but you have no power to do anything yourself
since you are in suspended animation. To control the complex, you issue orders
to six robots, each with different capabilities. Iris can see, Whiz can get
information from computers, Auda can listen, Poet can diagnose objects by touch
and utter strange sayings, Sensa has an assortment of special sensory apparatus,
and Waldo specializes in carrying and manipulating things. You talk to the
robots through the filtering computers, which understand only a limited range of
commands.
You control a robot by addressing it. For instance, you can
say, WALDO, TAKE THE 16-INCH CABLE. For convenience in moving the six robots
around, you can give a robot a destination (AUDA, GO TO LIBRARY CORE), and the
robot will compute a path and tell you when it has arrived.
This adventure comes with a map of the entire complex, as well
as pieces to keep track of the robots’ locations. Even so, you will have to send
your robots exploring to find out what the various chambers contain.
This game is best approached slowly, since it takes time to
get used to looking at the world from six different perspectives and then adding
the information up. Hard as it maybe to ignore the fact that millions of people
are dying out there, you should probably spend the first few sessions just
discovering what the robots can and cannot do and what equipment they have to
work with.
At the start of the game, weather control is going bad. In
addition, seismic shocks are disrupting parts of your own complex. When you
start assessing the damage, you soon discover another problem: Iris has gone
blind. You can fix that, but soon afterward the serious trouble begins.
Unlike most adventures, this one continues to present a
challenge even after you’ve solved it. First, your score depends on how good a
job you’ve done. After solving it the first time, you can keep refining your
strategy to get the best score. And once you’ve perfected your performance, you
can select the advanced scenario, in which problems hit you more quickly. You
can even configure the game to challenge yourself or a friend.
My one complaint is that the messages you get for finishing
the adventure with a mediocre score are unnecessarily insulting, considering
that you have just saved the world.
Once you’ve completed the advanced and configured versions,
you can type IMPOSSIBLE for the toughest challenge of all. Infocom promises that
“anyone successful in completing the impossible version of Suspended will win all expenses paid trip to Contra, there to be immediately
installed as Central Mentality for the next 10,000 years.”
Believe me they’re on very safe ground.
Witness
Witness, by Stu
Galley, is Infocom’s second murder mystery. It is set in the 1930’s. Freeman
Linder has asked you to come to his house because of a threat on his life, and
before you have been there very long, he is killed before your eyes! A few
minutes later, Sergeant Duffy arrives, accompanying a man in handcuffs. He
explains that he had seen the suspect running from the house right after the
shot was fired. What’s more, the suspect is the very man who Linder had said was
threatening him. An open-and-shut case? Well, maybe not….
Witness is
significantly easier than any previous Infocom adventure, perhaps too easy for
some people, but it is rich in detail, and the way the crime was actually
committed is an ingenious piece of plotting.
Your choice of whom to arrest is limited to three characters:
Stiles, who apparently shot Linder; Phong, the Oriental butler; and Monica,
Linder’s daughter. This is a smaller number than in Deadline, but before you can make a
successful arrest, you have to dig out the evidence. The smaller number of
characters leaves room for a greater variety of actions; for instance, asking a
suspect a particular question may provoke different responses depending on what
you have already done.
As in Deadline,
Sergeant Duffy is on call to analyze things for you at headquarters. Of course,
since this mystery is set in the 1930’s, don’t count on the same sophisticated
lab equipment that’s available to Duffy in the other murder mystery text
adventures.
In the early part of the adventure, what happens
is mostly predetermined. Phong answers the door and brings you to the living
room; Linder puts off your questions until he finished his drink; you accompany
him to his office; Monica goes out; Linder is shot; Stiles is arrested. You can
take actions that change this sequence-for instance, just staying outside the
house for an hour-but they either lead back to the main plot line or turn out to
be dead ends. After Stiles is handcuffed to the couch, you have many more
options.
In spite of its relative simplicity, Witness probably would not make a
good introduction to Infocom’s games, since it doesn’t offer any partial
victories. However, it makes a good second step before going on to the more
difficult ones.
Planetfall
Planetfall is by Steve Mertzky. You
can start as an Ensign Seventh class mopping floors on a stellar patrol
spaceship. But then the ship explodes, and your escape pod lands on an
apparently deserted planet. Your first order of business is to find enough food
to keep yourself alive; then you can start figuring out the purpose of the
scientific complex on the island. Your time is limited but the food supply,
disease, and the fact that the surrounding ocean is rising and threatening to
engulf the island. Planetfall is set
in the same universe as Starcorss, and the events of Starcross are cited as the source of the knowledge that makes
interstellar travel possible in Planetfall’s time. This planet also has the nasty, darkness- loving
creatures called grues, which first came to earth(that is, to Zork) from the
starship discovered in Starcross.
A lighter touch is evident here that in most of Infocom’s
adventures, particularly in the treatment of a robot names Floyd. This robot is
at first an amusing companion, later possibly a little boring as his antics
become repetitious, but ultimately he is indispensable to your purpose. He can
come to a tragic end, though, and the hideously maudlin description of his death
must be intended to punish the player for sending a brave robot to its doom.
There are two island complexes that you must explore; you can
attempt to move between them by train, helicopter, or teleporter. Using any of
these conveyances requires finding the appropriate magnetic access card. And do
be careful about the handling of these cards! Operating the train is an
interesting exercise; it can accelerate or decelerate by a certain amount each
turn, and it may take a few tries before you can bring it into the station
without crashing into the wall.
Not all of the problems in Planetfall are soluble; in fact, some
of the dead ends are quite elaborate. This helps to make the world of the
adventure seem more complete, since many things besides the elements of the
actual problem are present. These dead ends can be frustrating to the player who
assumes that every interesting object and place must be useful or attainable.
The packaging includes a Stellar Patrol Id card, three picture
postcards from different planets, and few pages of a diary. The ID card includes
a magnetic strip and a signature strip, and they all look impressive. However,
these materials don’t provide the kind of vital information that the items
packaged with most of the recent Infocom games do.
E
nchanter
In Enchanter, by Dave Lebling and Marc Blank, the warlock Krill is at large-and the circle of
enchanters must find a way to prevent his evil power from spreading over the
land. But sending a powerful mage against him won’t work, though, because Krill
would be alerted by his coming, so the enchanters choose you, an apprentice at
magic, to penetrate Krill’s castle and find some way to defeat him.
This text adventure game returns to the magical world of Zork, with several enhancements. For
example, you now have the use of magic spells. You start out with a spell book
that contains a few spells; as you proceed, you will find scrolls containing
spells that can be added to your repertoire. As in Dungeons and Dragons, a spell
fades from your mind after you cast it; you must relearn it from the spell book
afterward. You also forget all spells when you go to sleep.
Another enhancement is that the game pays attention to the
basic necessities of life. Before you enter the castle, you must provide
yourself with food and water, Cycles of day and night occurs, and you must sleep
periodically. As well as giving you rest, sleep brings you dreams, which may
contain hints from the gods-or rather, the Implementers.
Your score advances as you overcome obstacles between yourself
and Krill. If you defeat him, you earn a score of 400 and a seat at the Circle
of Enchanters. On the other hand, there is an evil even worse than krill that
you may carelessly unleash. If you do this, you get a score of -10 and a rating
of Menace to Society. Achieving your goal while avoiding this catastrophe
requires solving a nice logical puzzle, this is not too difficult.
One of the most amusing touches in the game is the appearance
of an adventurer bearing a brass lantern and an evilish sword of great
antiquity. Anyone who has played Zork will recognize this character, who engages in the kinds of strange actions that
frustrated Zork adventures often
attempt. The adventurer does serve a purpose, as do several other creatures
found in or around the castle.
Like most of Infocom’s more recent adventures, Enchanter is considerably easier to
solve than the Zorks. Still, it
provides a satisfying assortment of difficulties and a sense of growing
excitement as you move toward your final duel with Krill.
Finally, the package is one of the most beautiful ever created
for a computer game. Anyone considering accepting a pirated disk instead of the
legitimate packages product should keep in mind what he or she will me missing.
Sorcerer
Sorcerer, by Steve
Meretzky, is a squeal to Enchanter and starts off at a fever pitch. As the adventure begins, a hellhound is racing
toward you, baring its teeth-and you have just one turn to do something about
it!
Your character is the same one who, in Enchanter and starts off at a fever
pitches. As the adventure begins, a hellhound is racing toward you, baring its
teeth-and you have just one turn to do something about it!
Your
character is the same one who, in Enchanter, defeated Krill and was rewarded with membership in the Circle of
Enchanters’. In this adventure, Belboz, the leader of the Circle, has
disappeared; since all the other Enchanters are away, it’s up to you to find and
rescue him.
The first part of the action (not counting that little
business with the hellhound) takes place in the Hall of the Circle of
Enchanters. You much find out what has happened to Belboz, gather any items that
might be useful, and discover how to get to his location. Don’t be shy about
taking things that belong to your fellow Enchanters; under the circumstances,
they’ll understand.
You then transport yourself to an entirely different area to
search for Belboz. There is no going back to the hall once you’ve done this, so
make sure you take everything you might need. You have a large area to explore,
including wilderness, caverns, and an assortment of manufactured structures,
before you can find him.
As in Enchanter, spells are the key to success. You have a larger initial repertoire this time,
but you will need to find many spell scrolls in order to accomplish your quest.
One of the spells allows you to provide for your own resurrection and lets you
return to life any number of times. It is not useful toward the end of the game.
However, since some places can be entered only once a new source of
magic-powerful potions- is available as well.
This adventure contains some excellent descriptive writing.
There is excitement when you go on a wild roller-coaster ride, humor as you rout
some monsters that have disguised themselves, bafflement as you come face to
face with your own double, and sheer horror if you find Belboz but blunder in
your attempt to save him. The handling of the time loop when you meet your
double is especially striking.
Still, Enchanter is
a difficult act to follow, and Sorcerer does not really break new ground. It does not provide as consistent a
universe as it predecessor; the amusement park (which includes the roller
coaster) is a gross incongruity in a medieval world of magic. Players who
succeeded at Enchanter might want a
greater challenge in the sequel, but both adventures are relatively easy.
Another problem is that Sorcerer sometimes requires “knowledge from a previous life.” For example, one part of
the adventure involves exploring a coal-mine maze on a limited air supple;
performing the necessary actions in time is impossible unless the maze has
already been mapped.
Included with the adventure is a copy of Popular Enchanting, which provides
background information as well as explaining how to play, and an “infotater”
wheel with illustrated descriptions of a dozen monster species. Another un-usual
packaging element is the musty smell that is apparent when the wrapper is
opened.
Sorcerer offers no radical departures from Infocom’s previous
adventures, but it is enjoyable adventure that makes good use of the company’s
game experience.
Infidel
Infidel, by Michael
Berlyn, is the most literary of Infocom’s adventures to date. The trouble is that
the hero of Infidel imitates an
anti-hero with whom few people would care to identify.
You are an archeologist who has antagonized your entire
Egyptian work crew into quitting and running off (taking most of your
equipment). This leaves you with barely enough supplies to set out on your own
and find the pyramid; you must commit further acts of vandalism in order to
achieve the ultimate goal of finding and opening the sarcophagus.
As you, the player, push this
character toward his fate, you may find yourself wondering whether it’s really
worth it. Even the messages you get in response to silly commands have a nastier
edge to them than usual and rub in the character’s worthlessness. Our doubts
will only be doubled when you finish the game with a perfect score, for there is
no real victory. The best possible outcome is to find the sarcophagus, open it,
drool over its riches- and then die. You have no choice about the characters
development; in success or failure, he’s equally rotten. This aspect stands in
contrast especially to Zork III, in which you can
make choices about your character’s development and thereby affect the outcome
of his quest.
In an adventure that builds toward a single goal, the equality
of the final puzzle is very important. Infidel’s finale only adds to the
disappointment, since it requires performing actions in every possible order
until you just chance on the right combination. Considering that this fiddling
around occurs in the burial chamber, it can get quite depressing,
The command handling and text descriptions are to Infocom’s
usual high standard. The puzzles are strictly logical; perhaps more so than in
any other Infocom adventure. Other than that, the major plus in the game is the
use to “hieroglyphics”, make of combinations of ASCII characters, found in
various places. A student of languages would turn pale at seeing them presented
as ideographs with an English-like syntax, but they provide a novel way of
getting clue about the pyramid. The best approach to these hieroglyphs isn’t to
try to translate whole sentences, but to notice the same symbol occurs in
different place.
Infidel’s apparent goal of moving in a realistic and literary
direction is a commendable one. But there is more to reality than
self-destructiveness and more to literature than anti-heroes. Of all Infocom’s
adventures, this has the least to recommend it.