Tag Archives: puzzle

“Zork: Nemesis” – a poetic, puzzling experience.

Back in high school, I had a classmate that I really didn’t like. He wasn’t really bright and wasn’t likeable. Coming from wealthy family from a regional capital town he looked down on me, a poor farmboy. We had not much subject to talk about without some ironic or sarcastic statements.But we did not want to fight, as different as we were, so the only common ground we could ever have was: computers. He was wealthy enough to have a new at the time MMX processor and top notch equipment so he boasted a lot. I listened to it, very interested in tech and, of course, in expensive and demanding games he got for his box.

One of those games, coming on 3 CD-ROMs, and therefore unaffordable by me (it was an age before CD-RWs so I couldn’t just pirate it…) was “Zork : Nemesis”. I waited for Christmas of 1996 when my colleague borrowed me the game.

You know, when you’re a kid or a teenager, getting games for Christmas is a special thing, probably remembered well for the rest of life. Especially when you receive a game like this one.

I did not play any other Zork games before this one, so I didn’t have any expectations. Later I learned this one was completely different from other Zork games, often absurd and with lighthearted storytelling. Oh no. This one is dark, very dark, with a tone of sadness throughout the whole story.

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The very beginning is intriguing…

A player arrives at a monumental cathedral, the Temple of Agrippa, a deserted and ancient looking place, the seat of powerful Alchemists. My first feeling was being completely lost – I did not know who I was, what is my goal or what I am supposed to do now. Sure, there was a booklet with the game telling some important things inside, but still the feeling persisted. With everything so alien and absolutely gorgeous surroundings and unforgetabble music I was stunned at first. Then I started exploring.

The game is mostly about exploration and solving logical puzzles (sometimes very, very hard puzzles..), hints to which are scattered around.  The very often case is that some part of the environment is blocked or locked until you solve some puzzle, and this forces a player to actually learn about the surroundings, the story and the characters.

Oh, the characters.  Not long after the start of the game one finds some sarcophagi with preserved bodies of Alchemists and can communicate with their spirits (which are being played by real actors). They ask for setting them free and warn player about their Nemesis, a grim cloud of anger that manifests right after. A goal is set – reviving the Alchemists.

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Bodies of Alchemists are waiting for something, preserved.

The whole journey is a journey through many bizarre and magical worlds (Alchemists’ domains) of wonder. It’s a journey of gaining knowledge of Alchemists, their goals and Nemesis itself. There’s one character that especially captures attention: Alexandra Wolfe, the violinist girl. Traces of her can be found from the very beginning of the story, and the player soon discovers that she’s a focal point of the conflict between Alchemists and the Nemesis, the frail, beautiful, sad girl.

Following the path set up by Alchemists allows the player to visit all the places belonging to powerful sages, each attuned to a separate element: fire, warth, water and wind. As the game introduces the full visual and psychological immersion to the player (you are the protagonist!), it’s in fact the player who visits those locations, making this game a sightseeing experience. Wind elemental Asylum in the cold wastes of the north, fiery Monastery with it’s rivers of lava, the desert fortress of Earth, and, my favourite, the watered musical Conservatory, each with it’s own theme and a plotline allowing the player to understand a quarter of the story.

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Oh, I had a huge pleasure solving this puzzle for the first time back in 1996…

What hit me most and still makes a great impression on me is how this game was able to convey the feeling of sadness and the passing of time. “Nothing lasts forever” the game says, from the very beginning. The bittersweet, amazing and yet scary themes make the adventure perilous at times, with an encompassing secretiveness well suited for Alchemists. Everything in the story is encoded – in text, symbols, architecture, sculptures, paintings and music, there’s no straight answer anywhere.  Unraveling those mysteries is what makes the game so remarkable, and even at the end one leaves with an impression that was but a first layer of secrets waiting to be discovered there, in the Temple of Agrippa.

This is one of those stories that, by presenting it plot, leaves an impression of the huge lore and world constructed behind it (like Tolkien’s, Middle-Earth, Herbert’s Dune Universe etc…). One just wants to learn more. A pity, the next Zork games did not follow the dark and secretive pattern and went on a comical path instead.

Wanderer, enter the Alchemists’ abode and learn their knowledge. I promise you won’t forget it.

OST from the game:

 

 

The “Monkey Island” saga – an interactive comedy.

Back in 1991 I barely spoken any English. I was in an elementary school, 4th grade. Russian was one of a few foreign languages taught at school at the time (it was but 2 years after the Iron Curtain fell) but my parents started sending me (somewhat forcefully) to private English classes. As a kid back then I had so many better things to do that sitting with Mrs Joanna, an extremely patient teacher, and doing a homework for her. So I spoke better English than my colleagues at the time, but still neglected a lot of homework and treated it as an optional activity. Carelessly.

At one point in 1991 circus was visiting my hometown. Lions, acrobats, arcade machines, flippers set up in the area of hastily assembled mini amusement park around the tent were always very tempting for a kid like me. But this time was different. That was a day i did not want to go to the circus at all.

Because earlier that day I inserted a freshly copied game disquette (we did not have any copyright law at the time in a post-communist state – we had still wait 2 years to get the first version) into my Amiga 500’s drive. I knew enough English to understand perfectly one of the first words in the game:

“My name is Guybrush Threepwood, and I want to be a pirate!”

I was stunned. Enchanted. Beautiful pixel artwork and nice music were the one thing. What completely won me over was actually the …text. To this day I fail to understand what was so captivating about the beginning. Of course, I have many possible explanations: the boldness and the likeability of the protagonist, the world of pirates etc. But none of those was ever as important as this one:  the humour.

Almost immediately after starting the game I was overflown with hillarious dialogues and pictures. The chandelier swinging pirate and the dog at the Scumm Bar, the local tavern of the Melee Island, then the first really demanding puzzle – Fettucini brothers, owners of the circus (and yes, I had an alternative circus ingame!), need Guybrush to test their human-canonball concept but only if the tester brings his own helmet. It took me hours to finally understand that this game makes a lot of jokes, not only on screen but within it’s mechanics and often with a witty wordplay. For example I had no idea that one of the tools, known in  Polish as a “french key” in English is actually a “monkey wrench”. It was ages until I understood I actually need to use a real monkey on a valve to open something…It is a “monkey” wrench after all…

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The iconic Scumm Bar.

Then the swordplay. Wordplay-swordplay. The whole concept of becoming a master swordsman by acquiring a repertoire of witty repartees was just brilliant. Let me give you some examples of the Insult Sword Fighting:

– Nobody’s ever drawn blood from me and nobody ever will.

– You run THAT fast?

– You have the manners of a beggar.

– I wanted to make sure you’d feel comfortable with me.

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Insult Sword Fighting part 1 (The Secret of Monkey Island”)…

And then in the 3rd part – “The Curse of Monkey Island” player learns that these actually have to rhyme when fighting at sea:

– You’re the ugliest monster ever created!

-If you don’t count all the ones you’ve dated.

-En garde! Touché!

-Oh, that is so cliché.

More can be found here.

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and part 3 (“The Curse of Monkey Island”)

Ron Gilbert’s and LucasArts’ games are generally very hillarious but this series is a gem. To this day we tend to joke with my wife using jokes known only by the ones who actually played the series. For example we still call someone extremely pale, or starting sunbathing a “Palido” (Domingo), because it’s the name of one of the very pale characters in the 3rd game.

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The spitting contest in the 2nd game “Le Chuck’s Revenge”

Guybrush is a very likeable fellow. As is the villain zombie pirate LeChuck, Guybrush’ love interest Elaine and…basically every other character! Who doesn’t love Murray the Powerful Demonic Skull and His Evil Plan to Dominate The World or poor piratefolk scared of El Pollo Diablo (The Devil Chicken)?

After “The Secret of Monkey Island” there was “Le Chuck’s Revenge”. Then After several years, the very best “Curse of the Monkey Island” and then still quite good “Escape from Monkey Island”. Then Telltale inbtroduced their “Tales from Monkey Island”, very faithful to the original.

The voiceover cast also does the job. Domini Armato’s voiced Guybrush in all games, also 1 and 2 remakes. And he has given Guybrush a soul. Truly.

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The school for pirates in the “Escape… ” (the 4th)
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Guybrush likes good conversation partners  -“Tales…”

The story itself…Well, I will not spoil it for you. Guybrush wants to be a pirate. That’s it. Now go and play it till the very end. If you like a witty comedy (e.g Terry Pratchett’s kind of jokes) you’ll be laughing yourself to tears.

So lets get back to 1991. I finally went to the circus but I could not focus. After the show finished I didn’t want to stay to watch animals nor I did want sweets from a stall (even tho my sister insisted that we stayed). What I wanted is to get back home ASAP and insert the disquette into Amiga’s  FDD again.

I remember I spent next 2 months of a vacation with an English vocabulary on my knees, delving into the hillarious world of Tri-Island pirates more and more.

Till this very day, when someone asks me what my opinion on how to start teaching foreign languages to their kids  I often answer: give them Monkey Island (or something similar).

I replayed the saga probably a dozen times now…

Btw, it’s worth mentioning that 1 and 2 were remade with commentary so you can get those on new machines with both old and new graphics(that you can switch between during play freely), with full voiceover.

And finally watch the intro of the 3rd one: