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Zork: Grand Inquisitor

Bibliothèque

4.6/5

( 54 Avis )

4.6

54 Avis

English
5.995.99
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Zork: Grand Inquisitor
Description
Magic has been banned from the great Underground Empire of Zork. By edict of the Grand Inquisitor Mir Yannick, the Empire has been sealed off and the practice of mystic arts declared punishable by "Totemization" (a very bad thing). The only way to restore magic to the kingdom is to find three hidden...
Genre :
Notes des utilisateurs

4.6/5

( 54 Avis )

4.6

54 Avis

{{ review.content.title }}
Détails du produit
1997, Activision, Classement ESRB : Teen...
Configuration du système requise
Windows XP / Vista / 7 / 8 / 10, 1 GHz, 256 MB RAM, ATI / NVIDIA graphics card compatible with Direc...
Time to beat
4.5 hMain
4.5 h Main + Sides
5 h Completionist
4.5 h All Styles
Description
Magic has been banned from the great Underground Empire of Zork. By edict of the Grand Inquisitor Mir Yannick, the Empire has been sealed off and the practice of mystic arts declared punishable by "Totemization" (a very bad thing). The only way to restore magic to the kingdom is to find three hidden artifacts: The Coconut of Quendor, The Cube of Foundation, and The Skull of Yoruk.

Join forces with Dungeon Master Dalboz who calls you "AFGNCAAP"( politically-correct initialism for "Ageless, Faceless, Gender-Neutral, Culturally-Ambiguous Adventure Person") and together you travel throughout the Underground Empire's many locations, such as Hades, Flood Control Dam #3 and The Dungeon Master's Lair in an attempt to find the three missing artifacts and bring about the fall of the Inquisition.

Zork: Grand Inquisitor is the last installment of the famous Zork adventure series. It uses the same formula as its predecessor: first-person perspective, 360 degree camera rotation, pre-rendered backgrounds, and live actors. Humor and comical pop-culture references accompany you throughout the entire game and guarantee that you will never get bored. So if you are looking for a not so serious oldschool adventure then this gem is for you.
  • Stunning graphics and enchanting music absorb you into over 30 unique 360⁰ environments
  • Live action video and voice acting by stars such as Dirk Benedict, Michael McKean and David Landerr.
  • Visit the famous landmarks that made Zork legendary. Enlist the aid of three fantastic characters on your magic quest through Zork

© 1997 Activision Publishing, Inc. Zork Grand Inquisitor is a trademark and Activision is a registered trademark of Activision Publishing, Inc. All other trademarks and trade names are the properties of their respective owners.

Contenus bonus
manuel Zork chronologue
Configuration du système requise
Configuration minimale requise :

ACCEPTANCE OF END USER LICENSE AGREEMENT REQUIRED TO PLAY

Ce jeu utilise le système ScummVM

ACCEPTANCE OF END USER LICENSE AGREEMENT REQUIRED TO PLAY

Ce jeu utilise le système ScummVM

Pourquoi acheter sur GOG.com ?
SANS DRM. Aucune activation ou connexion en ligne requise pour jouer.
Satisfaction et sécurité. Excellent support client 24/7 et remboursement complet jusqu'à 30 jours.
Time to beat
4.5 hMain
4.5 h Main + Sides
5 h Completionist
4.5 h All Styles
Détails sur le jeu
Genre :
Fonctionne sur :
Windows (7, 8, 10, 11)
Sorti le :
{{'1997-10-31T00:00:00+02:00' | date: 'longDate' : ' +0200 ' }}
Éditeur :
Taille :
2 GB
Liens :
Classement :
Classement ESRB : Teen (Suggestive Themes, Use of Alcohol and Tobacco, Comic Mischief)


Langues
English
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texte
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Avis les plus utiles

Posted on: July 26, 2011

Amazing and funny way to end the series

Activision nailed the perfect Zork game. Destined to be the last true Zork game, it's very different in tone to the previous ones. They always had a quirky sense of humour, but this is the only one that's truly a comedy. While it certainly has parody elements, I would call it a comedy, not a parody. If you've played Zork Nemesis, this is nothing like that. If you haven't played a Zork game before, don't worry -- it works well as a stand-alone game. Zork Grand Inquisitor is also a very well-designed adventure game. The story is well thought-out and well told, and in my opinion, the game gets better as it goes along. Unlike many (most?) adventure games, the ending doesn't disappoint -- it keeps it up right until the last moment. Gameplay is pretty standard first-person adventuring: solve puzzles, unlock new places, find items, and use them in the right places. No getting stuck, but there are quite a few ways to die (which usually results in a humorous text screen explaining your death -- it is highly worthwhile to try and die as many ways as you can!) The real trick with this game is spells. Early in the game, you are given a spellbook, and you spend the rest of the game collecting fifteen magic spells. Once you have a spell, you can use it as many times as you like, and a lot of the puzzles are about using the right spells in the right places. The spells are often hilarious: spells include "create a bridge over a body of water," "untie knots," "make caster more attractive to other creatures," and "turn purple things invisible." They also produce some hilarious results: in one scene, you encounter a six-armed invisible bridge guard, and if you try to cast "turn purple things invisible" on him, he proclaims, "how do you think I got this way in the first place?" Gameplay gets really interesting later on, when you have the opportunity to play as three different characters for a short part of the game. The characters are also fun. The game has lots of characters, some played by actors, some computer generated. The Grand Inquisitor (Erick Avari) and Antharia Jack (Dirk Benedict) play up the humour. There's also your constant companion, the Dungeon Master (a spirit trapped in a magic lamp), played by Michael McKean of Spinal Tap fame. You carry him around the whole game, and he constantly gives you hints and makes jokes. This makes the game feel less lonely, but it can get annoying having him constantly try to crack jokes which are often not very funny. That's the one weak part of the game. Other classic characters include a quarter-witted brogmoid who eats rocks, a mythical goatfish, a bickering torch, and a walking castle. A brilliant comedy adventure game that is genuinely funny (mostly), and extremely well-designed, this is absolutely the best game in the series.


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Posted on: July 26, 2011

I shall call you ageless, faceless, gender-neutral, culturally ambiguous, adventurer person. AFGNCAAP for short.

Zork: Grand Inquisitor. If you ever played any of the Zork games from "Return to Zork" than you are familiar with how Zork: Grand Inquisitor plays. A first person "Myst-like" view with an Inventory and spell selection screen above. Unlike many of the previous Zork games where you started the game at some random location and had no idea whats going on, Zork: Grand Inquisitor tells you exactly whats going on from the start! The Grand Inquisitor has taken over, propaganda is everywhere, and if you don't obey the Inquisition, its totemization for you ("courtesy of Frobozz Electric")! Magic has been banned, and its up to you and Dungeon Master Dalboz to save everyone! The first problem I found that some people had with this game is that they found it "Too easy". This is true somewhat in that its not Return to Zork hard. With a clear goal right from the start and a good thought on when to use that all important "Turn purple thing invisible" spell, you may be able to get past many of the puzzles Zork throws at you fast. This is a good thing, because you get to enjoy more of the story. Plus, when you finally find yourself face to face with a difficult puzzle the game throws at you and you finally figure it out, you won't find yourself Immediately stuck by another hard puzzle (which can make many players very angry at the game.) However, you are still playing a Zork game. Which means you can die fairly easily in it if you don't understand why you shouldn't look into that deep dark well. On top of playing AFGNCAAP (yourself), you are aided by fanciful dragon named Griff, a humanoid creature called Brog, and Lucy Flathead. All who you find totemized, and free. Each have thier own abilities for solving problems. Griff is a dragon. Lucy can read minds. And Brog is no good at puzzles, so use what Brog *is* good at. You'll know when you see him. Zork: Grand Inquisitor is the final of the PC Zork games (no, the web Browser game doesn't count). It was a great send off to the series and is my personal favorite. If your a fan of the Zork games, or a fan of Humor and Adventure games this is one game you should not pass up! Save often, floss regularly, floss meaningfully, floss athletically, and above all: Never forget who is the boss of you! Me! I am the boss of you! I am the boss of you! I am the....


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Posted on: July 26, 2011

LazerFX

Jeux: 186 Avis: 1

Who is the boss of you?

Me! I am the boss of you! And with that - you must buy this game. Having played this many years ago when it first came out, I'm really excited to see it re-released here on GoG. As the editorial review says, this was definitely the best of the graphical Zork games. Quirky, at times weird, and fantastically funny, this game will have you wondering just what you did to deserve this... You'll re-visit some of the classic areas, spot some awfully brilliant (In all variants of the word 'awful') acting, and laugh at the hilariously odd-ball jokes. With its Pythonesque humour, great design and enjoyable graphics, this is a must-buy.


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Posted on: July 26, 2011

Hillarious, witty and funny

"We don't make things that suck. We make things that suck - permanently" - Frobozz Electric This game has everything to be a true classic. If you haven't played this one and you love oldschool if offbeat and innovative adventures, do yourself a favor and play this one. Z:GI (unlike Zork Nemesis) brings back fun to Zork lands and will for sure be a source of endless quotations for some time.


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Posted on: July 26, 2011

wvpr

Jeux: Avis: 47

Perfect endcap to the Zork series

Return to Zork was eccentric. Zork Nemesis was Zork in name only. ZGI gets almost everything right, from tone to story to puzzle quality. Dripping with references to Quendorian history, yet not afraid to stand behind its own characters and creations. Beautiful imagery. Large, diverse adventure. Surprisingly well populated and mobile for a Myst-style game. Very funny throughout, including a hilarious tie-in with an early non sequitur that you'll only find if you lose the game while time traveling. I have only one bad memory from this title: though the "You Have Died" screens are entirely appropriate for a Zork game, the final screen of the game is disappointingly sparse. Most of Infocom's text adventures had deeper and more rewarding conclusions. Very minor quibble, and not enough to leave a bad aftertaste. Great game for any adventure fan.


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