Zork Nemesis

Zork Nemesis: The Forbidden Lands

Cover art
Developer(s) Zombie LLC
Publisher(s) Activision
Engine Z-Vision
Platform(s) Windows 95, MS-DOS, Macintosh
Release

Windows, DOS

  • NA: February 29, 1996
  • EU: 1996

Macintosh
1996

Genre(s) Graphic adventure
Mode(s) Single-player

Zork Nemesis: The Forbidden Lands is a 1996 graphic adventure game, developed by Zombie LLC and published by Activision. It is the eleventh game in the Zork series, and the first such title not to appear under the Infocom label. It features a darker, less comical story within the Zork setting.[1] The story focuses on players investigating the sudden disappearance of four prominent figures and their children to the hands of a mysterious being known as the "Nemesis", and uncovering a sinister plot during their investigations that they must thwart. The game was released for Windows 95, and ported to MS-DOS and Macintosh by Quicksilver Software. The DOS version has since been released by GOG on their website, who made it compatible for use with Windows XP, Windows Vista, Windows 7, Windows 8, and Windows 10.

Gameplay

Players operate from a first-person perspective and use the mouse to control movement between locations, examining locations and interaction with objects, whether to use an item (i.e. a lift) or pick up something. Each location, ranging from corridors, small rooms, and vast halls, can be viewed in panoramic 360-degree to find objects to examine and interact with, with a still screen used when zooming in to examine an object in more detail. The mouse cursor changes when there is something to do – if an arrow, the player can either move to a new spot in the location or another location, or pan horizontally/vertically and change between the two; if a gold arrow, the player can interact with it, such as a book for example; if a hand, the player can pick up an item, or use an item being carried. Items can be picked up, and multiple items can be cycled through with the right mouse button.

Story

Setting

The game takes place in the fantasy world of Zork, with players initially solving puzzles and exploring the Temple of Agrippa, a large complex situated in a mountainous region within the Forbidden Lands. Later the player has the ability to travel and explore the following locations: Frigid River Branch Conservatory - a musical school and performance hall near to Flood Control Dam #3; Steppinthrax Monastery – an abandoned monastery in disrepair; Grey Mountains Asylum – a mental institution in the frigid, frozen peaks of the Grey Mountains; Castle Irondune - a military fort with private museum of battles, situated in the Irondune desert.

Characters

Plot

Following the demise of Agent L. Bivotar, Vice Regent Syovar the Strong assigns the player with the task of continuing their investigations within the region known as the Forbidden Lands, in which Bivotar had been instructed to discover what had happened to four prominent figures of the Empire who went missing – Doctor Erasmus Sartorius, General Thaddeus Kaine, Bishop Francois Malveaux, and Madame Sophia Hamilton - while determining if rumours of a mysterious curse that had emerged from within the region were substantiated, and investigate possible illegal magic being conducted. Travelling to the Temple of Agrippa, an ancient temple within the Eastlands that Bivotar had learnt about during their investigations, the player uncovers a message left behind by the spirit of Alexandria Wolfe, a young woman who seeks help to deal with a great evil that resides within the temple.

Entering the main building of the temple, the player finds that Sartorius, Kaine, Malveaux and Sophia had become Alchemists and were seeking to uncover the fifth element of alchemy - the Quintessence - only to be struck down by a mysterious entity known as the Nemesis. All four were subsequently killed before being held in a state of eternal torture within coffins in the main chamber of the temple, in order for the Nemesis to uncover their own work and utilise it for themselves. Helping the Alchemists by purifying their respective elements in special laboratories, the player learns from all four that the Nemesis not only subjected them to considerable torment, but also took the lives of two children - Kaine's son Lucien and Malveaux's daughter Alexandria. After subduing the Nemesis before they can stop the player, the Alchemists task the player with using a special magical planetarium and travelling to each of their private dwellings – Steppinthrax Monastery, Castle Irondune, Grey Mountains Asylum, and Frigid River Branch Conservatory – in order to find their personal laboratories and retrieve pure samples of their elemental metals, in order to recover them.

Whilst in each of these locations, the player slowly uncovers the truth regarding the Alchemists' work and the so-called "Nemesis" that haunts them, through visions, and various letters by them, Kaine, and Alexandria. It slowly transpires that all four Alchemists came together at the request of Sartorius, who sought to complete his father's work and acquire the fifth element of alchemy. Attempting to do so, Sartorius learnt that he could not master all four elements - Air, Fire, Earth and Water - by himself, along with purifying their corresponding metals, and so needed help. Malveaux, seeking to avoid death from an incurable disease, was the first to join and later helped to recruit Kaine, who sought greater power in an unstable world, and Sophia, who sought eternal life so she could be forever young with Kaine, to assist with acquiring the Quintessence. The group soon learned that they needed to create a child, who had to be born during a special celestial event when an alignment of planets, corresponding to each Alchemical element, occurred at the same time of a solar eclipse. The mother of this child was chosen from the Asylum, and soon gave birth to what they needed – Alexandria. Taught music and the song "Harmony of the Spheres", she was raised by her father, Malveaux, at his Monastery, before being educated in Sophia's Conservatory. However, the group did not anticipate Lucien falling in love with her when he attended one of her concerts, and so were forced to stop him when he desired to marry her. With another eclipse coming at the time they were due to harvest the fifth element, the group met at the temple to begin the process of sacrificing Alexandria, but were interrupted by Lucien before completing their task, who upon learning of what they did, murdered the group and soon sought to use their work to revive his love, becoming the "Nemesis" as a result.

With the Alchemists freed by the player's actions, the group immediately resume their plans, leaving Lucien to beseech the player to stop them finding Alexandria's body and completing their work, passing on a gold ring. Entering a hidden chamber below the temple, the player creates a special Alchemy symbol, representing Infinity, from both Lucien's and Alexandria's rings, and quickly uses it to stop the Alchemists, killing the group, reviving Alexandria, and destroying the temple, thus ending the curse in the Forbidden Lands and allowing Lucien and Alexandria to live in peace.

Production

Zork Nemesis employed technology Activision dubbed "Z-Vision Surround Technology," which gives users a simulated 360-degree view of each location visited. It was one of the first games to employ such technology, though Zork Nemesis only allows panning in either horizontal or vertical where both panning options are available, unlike in later games such as The Journeyman Project 3: Legacy of Time or Myst III: Exile. Furthermore, details were far more difficult to make out in the panoramic scenes than in the still screens; the sequel, Zork: Grand Inquisitor, made significant improvements to the Z-Vision system. Like other adventure games of its time, Zork Nemesis made use of live actors. The game features a significant amount of screen-time for the actors, thanks to its use of flashbacks at key locations (or objects) and the use of monologues in which characters address the player explaining and justifying their actions.

The game's plot was written by Cecilia Barajas, Nick Sagan and Adam Simon and is a departure from the series usual comedic treatment in its games, by featuring a much darker and less humorous story than previous games. Production of Zork Nemesis included the use of live-action scenes, bringing total costs to around USD$3.5 million.[3]

Reception

Reception
Aggregate score
AggregatorScore
GameRankings82%[4]
Review scores
PublicationScore
Adventure Gamers[5]
CGW[6]
Game RevolutionB+[7]
GameSpot7.9/10[8]
GameZone(positive)[9]
PC Gamer (US)89%[10]
PC Zone65%[11]
Entertainment WeeklyB+[12]
Next Generation[13]

The game received "favorable" reviews according to the review aggregation website GameRankings.[4] A Next Generation critic lambasted the puzzles, remarking that since the player's actions produce results which are illogical even in the context of a magical world, it is impossible to solve the puzzles by following any normal, rational train of thought. He also was critical of the lack of stylistic or continuity-based links to the rest of the Zork series, but was very impressed with the innovative sound and graphics technology demonstrated by the game engine.[13]

Zork Nemesis was nominated as Computer Games Strategy Plus's 1996 adventure game of the year, although it lost to The Neverhood.[14]

References

  1. "Zork: Nemesis". Next Generation. Imagine Media (13): 96. January 1996. The game has a much darker feel than previous Zorks ...
  2. 1 2 3 4 5 6 7 http://www.imdb.com/title/tt0118222/fullcredits?ref_=tt_cl_sm#cast
  3. Kasvi, Jyrki J.J. (May 1996). "Vain 3 500 000 dollarin tähden". Pelit (in Finnish): 60–61.
  4. 1 2 "Zork Nemesis for PC". GameRankings. Archived from the original on September 17, 2016. Retrieved September 8, 2016.
  5. Gmiterko, Christina (November 5, 2004). "Zork Nemesis review". Adventure Gamers. Archived from the original on September 17, 2016. Retrieved September 8, 2016.
  6. Ardai, Charles (August 1996). "Four Funerals And A Wedding (Zork Nemesis Review)" (PDF). Computer Gaming World. No. 145. pp. 124–126. Archived (PDF) from the original on March 4, 2016. Retrieved September 8, 2016.
  7. Fletcher, Irwin (1996). "Zork Nemesis Review". Game Revolution. Archived from the original on June 6, 1997. Retrieved September 8, 2016.
  8. Chronis, George (May 3, 1996). "Zork Nemesis Review". GameSpot. Archived from the original on May 16, 2008. Retrieved September 8, 2016.
  9. "Zork: Nemesis". GameZone. October 1996. Archived from the original on June 5, 1997. Retrieved September 8, 2016.
  10. Wolf, Mike (July 1996). "Zork Nemesis". PC Gamer. Archived from the original on December 21, 1999. Retrieved September 8, 2016.
  11. "PC Review: Zork Nemesis". PC Zone. 1996.
  12. Svetkey, Benjamin (May 17, 1996). "Zork Nemesis". Entertainment Weekly. No. 327. Archived from the original on November 18, 2016. Retrieved September 8, 2016.
  13. 1 2 "Gruesome". Next Generation. No. 19. Imagine Media. July 1996. p. 87.
  14. "Computer Games Strategy Plus announces 1996 Awards". Computer Games Strategy Plus. March 25, 1997. Archived from the original on June 14, 1997. Retrieved November 2, 2010.
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