Zork Nemesis

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Zork Nemesis
Basic Information
Video Game
Zombie Inc.
Number of
1, 3
Keyboard, Mouse
Apple Macintosh, MS-DOS and Microsoft Windows
Windows 95
Retail Features
This title has been classified 15+ by the ELSPAThis title was rated Level 2 by the RSAC
Technical Information
CanadaUnited StatesMexico North American Release Date(s)
Microsoft Windows
February 291996
Apple Macintosh
Achievements | Awards | Changelog | Cheats
Codes | Codex | Compatibility | Covers | Credits | DLC
Help | Localization | Manifest | Modding | Patches
Ratings | Reviews | Screenshots | Soundtrack
Videos | Walkthrough

Zork Nemesis: The Forbidden Lands is a 1996 graphical adventure game developed by Zombie Studios and published/edited by Activision. It is the eleventh game in the Zork series, and the first such title not to appear under the Infocom label (Return to Zork was marketed with both the Infocom and Activision labels). It was released for the Macintosh (Ported by Quicksilver), MS-DOS, and Windows 95 platforms (the lattermost using DirectX, another first for Zork). The game's plot was written by Cecilia Barajas, Nick Sagan and Adam Simon.

Plot[edit | edit source]

In the game, the player takes on the role of a nameless adventurer, charged by Vice Regent Syovar the Strong to enter the Forbidden Lands to investigate the disappearance of four prominent citizens:

Additionally, the player is to investigate the rumor of a curse put on the Forbidden Lands by a being known only as "Nemesis," which has already claimed as a victim the player's predecessor, Agent Karlok Bivotar.

Upon entering the Forbidden Lands, the player finds a message left by the spirit of Alexandria Wolfe. The player enters the Temple of Agrippa to find the four citizens mentioned above (known as "The Alchemists"), held in coffins. As the player purifies their respective elements within the temple, they are able to speak of what they have done, giving insight into what has happened here. The "Nemesis" has "killed" them, holding them in a state of eternal torture. The player also learns the ill-fated story of two of their children - Kaine's son Lucien and Malveaux's daughter Alexandria.

Charged with learning the truth, the player travels to each of these characters' private dwellings to find the four lost elements and bring the world back into balance. In the game players visit:

  • Frigid River Branch Conservatory (Hamilton, Water)
  • Steppinthrax Monastery (Malveaux, Fire)
  • Grey Mountains Asylum (Sartorius, Air)
  • Castle Irondune (Kaine, Earth)

In these places, the player learns of a sinister past surrounding the six characters and the so-called "Nemesis".

It is warned that some elements of the plot and certain scenes in the game may not be suitable for children.

Technology[edit | edit source]

Zork: Nemesis employed technology Activision dubbed "Z-Vision Surround Technology." This gave users a simulated 360-degree view of each location visited.

Nemesis was one of the first games to employ such technology. As such, although it added new depth to the gameplay, it appears dated and pixellated by today's standards. Nemesis only allows panning either horizontally or vertically at any position, not both at the same time as with later games, such as The Journeyman Project 3 or Myst III: Exile. Details were far more difficult to make out in the panoramic scenes in Nemesis than in the still screens. The sequel Zork Grand Inquisitor made significant improvements to the Z-Vision system.

Zork: Nemesis, like other adventure games of its time, made use of live actors. Each of the six major characters, plus several additional characters, were played by actors. The game features a significant amount of screen-time for the actors, thanks to its use of flashbacks at key-locations (or objects) and the use of monologues in which a character addressed the player explaining and justifying his/her actions.

The player's character in Zork: Nemesis is never identified, but the hint book refers to the character as "she," and one NPC looks at the main character and remarks, "Hey, you're beautiful!"

Zork: Nemesis was one of the largest games of its time, occupying three CD-ROMs. This was due to the large amount of full-motion video and panoramic scenes. The disks were however organised to minimise swapping.

Reception[edit | edit source]

Zork: Nemesis was a significant departure from the rest of the Zork series. Many long-time fans of the series criticized Nemesis for its sombre atmosphere, which was in stark contrast to the playful, light-hearted spirit of the previous entries. For example, players must decapitate a nude corpse and attach the severed head to a machine in order for it to speak. Those for whom Nemesis was their first exposure to the Zork series, on the other hand, generally approved of the game's realism and found it to be a game that could stand on its own merits. Critical reviews for Zork: Nemesis were universally positive, with PC Gamer awarding it a coveted Editor's Choice rating in its December 1996 issue.

Regardless, Activision seemed to ultimately side with the long-time fans: the next game in the series, Zork: Grand Inquisitor, is more in keeping with the light, jovial atmosphere established by the earlier entries in the series.

External links[edit | edit source]

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