

Infocom was such a force of intelligence, wit, humor and humanism in early game storytelling. Zork: Grand Inquisitor is a splendid way to say goodbye. It sparkles with a light-hearted joy of storytelling that communicates amusement in every aspect, from the interface to the freebies, to the voice-overs and cinemas. It's got grainy FMV digital actors, pre-rendered graphics before the form matured into more sophisticated avenues and some interface quirks that quite likely wouldn't exist if it were to be made today. However, the various puzzles weave an interesting pace of the devilishly tricky, where the first few steps are obvious to the keen observer, but the last few often require an insight into the wit of the series. (There's only one I'd consider pushing it and it comes in the university in a place you can easily miss. That, and if you don't figure out how to beat Hell, you'll be subjected to something of a loading one.) It has a lovely, whimsical quality that remind me of Labyrinth, Willow or Legend. It was made in a time where irony hadn't yet seeped into every corner of creative endeavors. Zork: Grand Inquisitor is like a funny, elderly lady with a thick European accent telling you about her adventures in her youth. If the idea of sailing the ship of yesterday into a blue horizon that never quite materialized sounds like a good use of 10 or so hours, then come aboard, sailor, we always wished there were more of you when this game was made.