<!--
	Title: (Zork Nemesis) This Is Not Your Father's Zork!
	Author: Shay Addams
	Source: QuestBusters, #118
	Date: 1996
	Transcription by Steve Derby
-->

<p class="article-dropcap">It's a long way from the Little
White House to the Forbidden Lands, where the latest in the
classic series unfolds. Designed by Cecilia Barajas and Mark
Long, *Zork Nemesis* begins in the Temple of the Ancients, where you
have traveled in search of four missing alchemists.</p>

<img class="float-right" src="/public/img/articles/questbusters-zork-nemesis-review/zork-nemesis-screen-shot.jpg" alt="Zork Nemesis screen shot">

Upon discovering they are trapped inside stone sarcophagi,
you set out to rescue them by tracking down
Nemesis. This is the demon responsible for the evil curse that threatens to
spread from the Forbidden Lands across the Great Underground
Empire.

The first part of the quest challenges you to find four elements —
earth, fire, air and water. Each corresponds to the work of a particular
alchemist. These are hidden in the temple, and only after you have
returned them to the altar can you operate the mechanism that teleports
you to four destinations that comprise the bulk of the game.

You may visit the asylum where Dr. Sartorius conducted his experiments
on cadavers, reminiscent of Dr. Frankenstein's work, or Castle
Irondune, home of another of alchemist. Letters, books and full-motion
video sequences gradually unveil an engaging story line. The
four alchemists, each seeking the Philosopher's Stone, joined forces at
the Temple of the Ancients in order to obtain the Stone before Nemesis
could do so. That's when he snared them — so your ultimate goal
becomes to plumb the depths of alchemy and get the Philosopher's
Stone, not overlooking the extermination of Nemesis in the process.

## Panavision Revisited

Visually, *Zork Nemesis* is stunning. Not only are the graphics and videos
beautifully conceived and executed, but a fascinating 3D-style display
called "Z-Vision Surround Technology" allows you to "pan"
around the room in a 360-degree circle. The smart cursor alerts you of
objects, places and people with whom you may interact. Many of
these are depicted with full-window pictures when you move closer.

The spartan interface consists solely of right and left mouse clicks.
There is no inventory box. You cycle through objects by clicking the right
button, and use the currently selected item by hitting the left button.

Dialogue is mostly one-way and used mainly to advance the plot and
provide clues. People may speak to you during some video sequences,
but you don't talk to them. Character interaction, therefore, is
downplayed over object manipulation.

The sound effects are spooky enough. There is no outstanding
musical score, though musical instruments do play a part in certain
puzzles. If played under Windows 95, it's supposed to include extra
sounds and so on. Since I am waiting for Windows 97 before upgrading,
I can't say. (But I have heard that you can't run other Windows programs
simultaneously, as is possible with most Windows 95 games.)

## Puzzles and Stuff

Even veteran Zorksters will find the more than 65 puzzles familiar —
especially if they played *Myst*. In the early stages, it's difficult to figure out
where to go and what to do. Obtaining the four elements basically
consists of solving a series of locked door puzzles whose clues are primarily
visual.

Then the game opens up as you explore the alchemists' homes and
work places. Clues present themselves more readily and seem to
make more sense.

## Cabin Fever

Nearly every scene takes place indoors, as in *Myst*. This leads to an
unsatisfying sense of restriction. Until the minimum necessary puzzles
are solved, this game limits the number of places you can visit.
(Does the word frustration ring any bells?) Adventures that enable you to
explore other areas — much bigger areas — even though you haven't
figured out how to unlock a particular door somewhere, provide a
greater sense of freedom and are more fun to play.

## Not Funny

The other thing I don't like about *Zork Nemesis* is its total lack of
humor (aside from the a reference to a drug called ProZork in the asylum).
*Zork*s have always been funny, satiric, witty — the humor kept you
going even when you were-completely stuck.

*Zork Nemesis* is morbid rather than humorous. The brooding atmosphere
of the temples and castles is enjoyable in its own way, but hey
Activision — lighten up! *Zork Nemesis*, while superior to recent
*Zork*s in many ways, plays like a marketing directors idea for a highly
commercial combination of *Myst* and *Frankenstein* bearing the high recognition
value of the *Zork* name.<br>
**Conclusions:** Don't get me wrong — I like the game. It's just that expectation
has a lot to do with response and reaction, and some of the things
I naturally expect from every *Zork* are missing. The story, graphics and
other elements of the design still make *Zork Nemesis* one of the year's
most challenging and unusual adventures.
