<!--
	Title: Going Underground
	Subtitle: Zork Grand Inquisitor Is a Humorous Journey Through Adventure Gaming's Past
	Author: Scorpia
	Source: Computer Gaming World, v18(3)
	Date: Mar 1998
	Transcription by Steve Derby
-->

<div class="float-right-narrow article-sidebar-dark" style="background: transparent; border-left: 2px solid;">
<img src="/public/img/articles/cgw-zgi-review/zgi-box.png" alt="Zork Grand Inquisitor box">
<p>
<strong>Price:</strong> $49.95<br>
<strong>System Requirements:</strong> Pentium 90, Windows 95, 16MB RAM, 50MB hard-drive space, 4x CD-ROM drive, 16-bit 640x480 graphics with a VESA local bus or PCI video card with 1MB RAM, Sound Balster 16-compatible sound card, mouse, 28.8Kbps modem for multiplayer option.<br>
<strong>3D Support:</strong> None<br>
<strong>Multiplayer Support:</strong> Modem, LAN, or Internet (2 players); 1CD per player.<br>
<strong>Designer/Publisher:</strong> Activision<br>Santa Monica, CA<br>(310) 255-2000<br>
<strong>www.activision.com</strong>
</p>
</div>

*Zork Grand Inquisitor* is the latest revival in the *Zork* series
from Activision. Once again, we visit the Great Underground
Empire (or what's left of it), including nostalgic stops at Flood Control
Dam #3 and the legendary White House. This isn't just a trip down memory
lane, of course; there is also a nefarious plot to foil.

The Inquisitor (of the title) is behind it all. His goal is to
completely eradicate magic, while at the same time ensure that the
population bows in total, mind-numbing obedience to his orders. He is,
obviously, not a nice guy.

While the game begins in Port Foozle, you quickly end up in the G.U.E.,
where most of the action takes place. It's here that you find the last
bit of magical power and use it, plus your wits, to stop the Inquisitor
before his plans come to fruition.

<figure class="float-left">
<img src="/public/img/articles/cgw-zgi-review/zgi-screen-shot-1.jpg" alt="The G.U.E. spellchecker">
<figcaption><strong>SPELL RELIEF</strong> The G.U.E. spellchecker -- no mage should
be without one.</figcaption>
</figure>

You must bring magic back into the world by retrieving three
potent artifacts: the fabled Coconut of Quendor, the Cube of
Foundation, and the Skull of Yoruck (not to be found in just
any old hamlet). In other words, it's the usual hero's quest
stuff.

## HELL TO PAY

You don't go this one alone; there are companions of sorts to help you along.
One is the spirit of the last Dungeon Master, who currently resides in the famous
brass lantern. Three other spirits trapped in totems (a form of punishment) also
provide assistance, along with Antharia Jack, a grand TV hero.

Over the course of the game, you pay a visit to Hades, meet a two-headed
Cerberus (even Hell is downsizing these days), traipse through time tunnels, ride
the G.U.E. subway, spend some time in a dragon's mouth, and perform a daring
jail break, among other feats.

The mood here is definitely light, and while the underlying threat is, of
course, serious, *Zork Grand Inquisitor* is played for laughs. There
are send-ups and takeoffs on standard adventure fare, and other things as well.
If Antharia Jack seems somehow suspiciously familiar, that's deliberate. He may
not have raided any arks or found any grails, but your probably know him.

<figure class="float-right-half">
<img src="/public/img/articles/cgw-zgi-review/zgi-screen-shot-2.jpg" alt="Flood Control Dam #3 controls">
<figcaption><strong>DAM IT</strong> Harking back all the way to Zork I, you'll
have to figure out the controls to Flood Control Dam #3 as you make your
way through <em>Zork Grand Inquisitor</em>.</figcaption>
</figure>

In tandem with the humor, the puzzles are fairly easy to solve. Where the
previous game, *Zork Nemesis*, had a lot of tough nuts to crack, *ZGI*'s posers
often have obvious answers. While there were some tricky parts, I was a bit
surprised at how quickly the game was finished, even though there is much for
you to do.

As with most adventure games these days, the interface is simple. When you
move the cursor over an interactive object -- a lever to pull, a button to push,
or a door to open -- you click the mouse to perform the appropriate action. When
the cursor is over an item you can take, the arrow becomes a hand; and you pick
up the item by clicking. You can then try using it on something else, or you can
put it into your inventory bag. You access the bag in one of two ways. Use a hot key
(F5), which displays everything you're carrying, or move the cursor to the top
left of the screen, which opens a sliding bar displaying the first 16 items you have
in the bag.

Spells are handled the same way: You an open the spellbook from inside the
inventory bag or move the cursor to the top right to open a slide bar with symbols
representing the spells in your book. Clicking a symbol readies the spell for
casting. The spells you learn, by the way, are automatically written in the book as
you find them.

Movement is similar to that in *Zork Nemesis*: while you can rotate 360
degrees or look up and down (sometimes), you can move only in certain pre-determined
directions.

The game contains no automap, the closest thing to one is a magical map
that works with the teleport machines scattered around the G.U.E. Once you
have visited a main location (such as the Dungeon Master's Lair or G.U.E. Tech),
it appears on the map. Insert the map in a teleporter and choose a destination,
and you're taken there instantly. That's more than sufficient. Although the main
areas usually have several rooms each, the locations are small and you can't
become lost or confused. The G.U.E. is a rather compact place.

<figure class="float-left">
<img src="/public/img/articles/cgw-zgi-review/zgi-screen-shot-3.jpg" alt="The White House from Zork Grand Inquisitor (which looks nothing like it's described in Zork I)">
<figcaption><strong>OPEN HOUSE</strong> The White House, one of computer gaming's
most famous landmarks, makes a return appearance in <em>Zork Grand Inquisitor</em>.</strong>
</figure>

## YOUR TURN?

*ZGI* is presented in a letterbox style, and when it comes to graphics, the game
is quite good. The middle portion of the screen is the main display; the top (controls
and scroll bars) and bottom (text display) portions are black.

Speaking of text, the game has complete subtitles. You can play with
sound or sound and text. That includes the FMVs that run from time to time
during the game -- a thoughtful touch. It's good to see that *Zork* hasn't forgotten
its roots.

Interestingly, *ZGI* supports multiplay for two people via LAN, Internet, or
modem connections. The play is, of course, cooperative, since *Grand
Inquisitor* isn't exactly a shooter. Sorry to say, I didn't have the
chance to try this feature, so I can't tell you how well it works
(although my editors tell me that it's less than stellar). Also, the multiplayer
software that comes with the game is labeled as a beta version, so you may want
to stop by Activision's Web site (**www.activision.com**) to check for
updates before trying this yourself.

<figure class="float-right-half">
<img src="/public/img/articles/cgw-zgi-review/zgi-screen-shot-4.jpg" alt="A chess-like game from Zork Grand Inquisitor">
<figcaption><strong>YOUR MOVE?</strong> Don't worry -- this is not an outtake from
<em>The 7th Guest</em>. Think of what you've ever felt like doing with an adventure game
chess puzzle, and act accordingly.</figcaption>
</figure>

The game itself, though, ran beautifully throughout, with no crashes,
freezes, lockups, or other oddities. It all went very smoothly, including the
FMVs. You do need DirectX 5.0, and it's included (along with a number of updated
sound and video drivers) on the CD. The installation of DirectX and the
new drivers for my cards proved to be quick and trouble-free.

The acting and voice-overs are very good. Dirk Benedict (as Antharia Jack) is
a standout; he's amazing as an ersatz Indiana Jones. The advantage of doing a
humorous game is that actors can ham it up, and you can be sure that everyone
takes advantage of the opportunity here. While the use of live actors in games
often comes off poorly, in this case, it works out well.

## YOU HAVE DIED

The downsides to the game are that it goes too quickly and the puzzles are just
a little too simple most of the time. I suppose this is a reaction to complaints that
*Nemesis* was overly difficult. In correcting for that, however, Activision went a
bit too far in the other direction.

Overall, *Zork Grand Inquisitor* is a lighthearted romp, full of humor and
wicked little jabs at adventuring. While it's a little too short and a little too easy,
the game is nonetheless fun for both veterans and novices alike.
