Zork I - The Great Underground Empire, or just Zork, is a 1980, text based computer game. It is about you (the protagonist), who wakes up in the woods. What happens after that is your choice. Every game, the different sections are randomized and the different items are taken or added or even moved.But, let's get to the review.
Graphics-- The graphics are pretty much null and void, as there are no graphics, unless you count letters. Although, they are very nice looking letters. So, since I don't think I can leave it blank, Graphics: 5
Sound-- just like in Graphics, there is no sound. If there was, it would scare your soul from your body if you didn't have a light on in-game. But it doesn't have sound, so, as before, Sound: 5
Addictiveness-- This is where it gets good. Addictiveness is one of Zork's specialties. Every time you start a new adventure, the layout and items available as well as enemy and boss locations change. It's totally different each time. For example, if you start one game and find a sword in a bush, if you go back in another game, that same sword may be in a house, or even in a dungeon with a troll. The sword itself might not even be in the game! It was (and is) a unique game, even though it has 4 other game sin the series. So, for all the little quirky features and every-changing game-play, Addictiveness: A perfect 10!
Story-- This is where it gets odd. The story is different each time. It's got no chronological order, no necessary actions, and no quests. You can do whatever, including killing yourself with whatever item is in you inventory. You can get lost and have the story go to a halt, or explore an entire overworld or underworld and have a never ending story. This is both good and bad, but the feature itself is great, so for the good and bad together, Story: 8.
Depth-- This is another specialty of Zork's. The depth of this story is endless. It makes me drool rainbows just to read the coding list of all actions available. The game is huge, the world you are in being (I assume, due to travel descriptions) about as big a Texas. This leaves the player to do an infinite number of things. You can go to a never ending maze, you can go to a room, only to have the rest of the room disappear behind you into a wall. You can even fight a monster by punching it. The game, when you do this, does proceed to question your sanity. So, for the amazing and perfectly forever layout of, Depth: Another perfect 10!
Difficulty-- This is a bit hard to rate. The concept is simple, you type in the action and the subject, and it happens, so that should get it a low score for difficulty, but it also has very specific commands for you to use, so that gives it a high score, right? Well, It really, in my opinion, deserves a high difficulty score for it's rigid commands, and it's habit of making it impossible to progress should you screw up. As well, fighting enemies can be as hard as holding your breath until you die (which is impossible). So, for all of those little problems, Difficulty: 9
The overall score of this game is an 8.6, simply because, even though it doesn't average out with my other scores, the while game comes together so well. This "Magic" of sorts is what makes me love the game. It's just very frustrating, which is why it was rated at an average grade.
Case, closed.
Zork I - The Great Underground Empire, or just Zork, is a 1980, text based computer game. It is about you (the protagonist), who wakes up in the woods. What happens after that is your choice. Every game, the different sections are randomized and the different items are taken or added or even moved.But, let's get to the review.
Graphics-- The graphics are pretty much null and void, as there are no graphics, unless you count letters. Although, they are very nice looking letters. So, since I don't think I can leave it blank, Graphics: 5
Sound-- just like in Graphics, there is no sound. If there was, it would scare your soul from your body if you didn't have a light on in-game. But it doesn't have sound, so, as before, Sound: 5
Addictiveness-- This is where it gets good. Addictiveness is one of Zork's specialties. Every time you start a new adventure, the layout and items available as well as enemy and boss locations change. It's totally different each time. For example, if you start one game and find a sword in a bush, if you go back in another game, that same sword may be in a house, or even in a dungeon with a troll. The sword itself might not even be in the game! It was (and is) a unique game, even though it has 4 other game sin the series. So, for all the little quirky features and every-changing game-play, Addictiveness: A perfect 10!
Story-- This is where it gets odd. The story is different each time. It's got no chronological order, no necessary actions, and no quests. You can do whatever, including killing yourself with whatever item is in you inventory. You can get lost and have the story go to a halt, or explore an entire overworld or underworld and have a never ending story. This is both good and bad, but the feature itself is great, so for the good and bad together, Story: 8.
Depth-- This is another specialty of Zork's. The depth of this story is endless. It makes me drool rainbows just to read the coding list of all actions available. The game is huge, the world you are in being (I assume, due to travel descriptions) about as big a Texas. This leaves the player to do an infinite number of things. You can go to a never ending maze, you can go to a room, only to have the rest of the room disappear behind you into a wall. You can even fight a monster by punching it. The game, when you do this, does proceed to question your sanity. So, for the amazing and perfectly forever layout of, Depth: Another perfect 10!
Difficulty-- This is a bit hard to rate. The concept is simple, you type in the action and the subject, and it happens, so that should get it a low score for difficulty, but it also has very specific commands for you to use, so that gives it a high score, right? Well, It really, in my opinion, deserves a high difficulty score for it's rigid commands, and it's habit of making it impossible to progress should you screw up. As well, fighting enemies can be as hard as holding your breath until you die (which is impossible). So, for all of those little problems, Difficulty: 9
The overall score of this game is an 8.6, simply because, even though it doesn't average out with my other scores, the while game comes together so well. This "Magic" of sorts is what makes me love the game. It's just very frustrating, which is why it was rated at an average grade.
Case, closed.
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