Return to Zork

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Return to Zork
Return to Zork Coverart.png
Cover art
Developer(s) Activision
Publisher(s) Infocom
Producer(s) Eddie Dombrower
William David Volk
Designer(s) Doug Barnett
Programmer(s) Joseph T. Chow
Artist(s) Joe Asperin
Eric M. Scharf
Charles Workman
Alexander Story
Writer(s) Michele Em
Composer(s) Nathan Wang
Teri Mason
Engine MADE
Platform(s) Macintosh, DOS, PC-FX, PlayStation, Sega Saturn, FM Towns
ReleaseSeptember 15, 1993
Genre(s) Graphic adventure
Mode(s) Single player

Return to Zork is a 1993 graphic adventure game in the Zork series. It was developed by Activision and was the final Zork game to be published under the Infocom label.

Contents

Gameplay

Unlike the previous games in the Zork franchise, which were text adventures, Return to Zork takes place from a first-person perspective and makes use of video-captured actors as well as detailed graphics and a musical score; a point-and-click interface replaced the text parser for the first time in a Zork game. The overall gameplay style was somewhat similar to Myst , although Return to Zork predated Myst by a few months. Unlike Myst, which had no extraspatial dimensions of functionality, Return to Zork features multiple ways of interacting with each object in the game world, as well as with several non-player characters also present in the world via a menu which appears on the left side of the screen. It also offers multiple ways to "complete" the game.

It is possible to kill several of the game's civilian non-player characters, whereas in every other Infocom or Zork game, such actions are either impossible to accomplish or immediately punished by death. Killing causes a masked vigilante who is also the "Guardian" to come and remove all the player's items, with the intention of rendering the game unwinnable. As in the Zork text-adventure games, there are several ways to make the game unwinnable by using or altering an object or item in an unintended manner.

Game bugs make some of the puzzles harder, or more specifically, stop the game from providing hints. A patch was released that fixed these bugs. However the patch also introduced a new bug that made an inventory item disappear, rendering an endgame challenge unsolvable by its intended solution, though alternate solutions exist.

Development

Return to Zork was a key part of Activision's attempt to revive the company, overseen by new president Bobby Kotick. Purchasing the company with his business associates, Kotick "fired all 200 employees and implemented a bankruptcy reorganization plan", according to Jeff Sengstack of NewMedia. The goal was to capitalize on Activision's lucrative back catalog of licenses, chief among them Zork. Kotick noted in 1996 that "Zork on a brick would sell 100,000 copies". [1]

Among the actors who appear in the game were a number of recognizable character actors as well as a number of well-known younger actors: Robyn Lively of Twin Peaks as "The Fairy", Jason Hervey of The Wonder Years as "The Troll King", Sam J. Jones from the 1980 film Flash Gordon as "The Blind Bowman", and A.J. Langer of My So-Called Life as fellow Zork explorer Rebecca Snoot.

Game designer Doug Barnett worked independently with Activision and wrote several "choose your own adventure" style books. Writer Michele Em developed game scenarios and the characters' dialogue. Art designer Mark Long (co-founder/owner of Zombie Studios) had several goals in mind to "make the game realistic" and "avoid things like mazes in text adventure games," and "multiple ways to solve puzzles, and to finish the game." In an interview in 1999, he stated these concepts:

  1. All of the puzzles in the game reference real, albeit esoteric, references to various cultures and archeological history and studies. A common example would be the exploration of the pyramids in Egypt along with the mythology that surrounds them, but uncommonly known examples were chosen over better-known ones. Mark's overseas duties in the U.S. Army (retired Major) combined with a year of historical research enhanced the puzzles that must be solved to finish the game.
  2. Navigation is "always correct; if you move north then south, you are always in the same place. Solving mazes was overdone, dull, and annoying."
  3. There are multiple ("at least three") ways to solve puzzles, as well "as a half-dozen ways to complete the game." His reasoning: "I didn't like games that you had to follow a single, specific, obfuscated path for each puzzle, and just one way the game could be finished." This was contrary to text-based adventure games and the widely popular Myst series. It also "gave the player a reason to play the game more than once, trying to discover new ways to solve puzzles and to finish the game. Serious gamers said they had worked out dozens of combinations to complete the game."

Plot

Return to Zork is set in the year 1647 GUE, later than any other game in the fictitious history of Zork, including those made after it. Even the relevant backstory postdates all other games, beginning with the Great Diffusion in 1247 GUE. The events of earlier games and even the Great Diffusion, to a degree, have come to be regarded as archaeology or even mythology by this time. Some locations and items place 1647 - such as a club for viewing stand-up comedy performances - as contemporaneous, or at least similar, to the late 20th century.

The player's character is a sweepstakes winner who wins an all expenses paid holiday to the Valley of the Sparrows, in Zork. Upon arrival, however, the player quickly learns that the entire area has fallen under some dark and sinister influence, becoming decayed and dysfunctional. Whole buildings have mysteriously vanished, murderous vultures infest the land, people have frequent and disturbing nightmares featuring some dark being which refers to itself as Morphius, and many of those who have survived have become reclusive and paranoid. The player must survive countless perils whilst exploring the valley, investigating the causes of the powers that have gripped the land and ultimately putting a stop to them.

Release

Roughly half a year before Return to Zork's original release on PC, Activision announced that the game would also be released for the 3DO Interactive Multiplayer. [2] This version was later cancelled. Two months later after release, it was announced that Activision was working on a conversion of Return to Zork for the Atari Jaguar after they were signed by Atari Corporation to be a third-party developer for the system. [3] The port was then announced in video game magazines in 1994 as one of the first upcoming titles for the Atari Jaguar CD add-on. [4] [5] [6] [7] [8] [9] [10] [11] It was kept being advertised as in development on magazines in 1995, [12] [13] [14] however, it was never released for unknown reasons.

Reception

Return to Zork was made on a budget of $1.5 million, [16] and became a commercial hit. In its first six months, the game achieved global sales of 300,000 units. [17] By September 1994, it had earned $2.4 million and sold 600,000 copies—"more than half from bundled systems", according to Fortune 's Stephanie Losee. [16] The game shipped roughly 1 million units by October 1995. [18] According to Jeff Sengstack of NewMedia, its success helped to revitalize Activision, which had recently been purchased by Bobby Kotick. [19]

Charles Ardai of Computer Gaming World wrote in a November 1993 preview of Return to Zork that modernizing the Zork series was "treading on sacred ground. It's a little bit like daring to remake Casablanca ". [20] The magazine's Scorpia in January 1994 criticized inconsistencies with previous Zork games and other flaws, but stated that "Considered as a game without the Zork label, however, it's not too bad", citing the "pretty" graphics. She suggested that Activision should have published it as a standalone game instead of "trying to recycle the magic of the past", concluding "A new direction is needed here, and if Activision can find it, they may yet produce adventures worthy of the Infocom label". [21] In April 1994 the magazine said that despite some poor acting, the game's "marvelous visual and sound presentation" and "many plot twists and engaging characters will keep most players engrossed". [22]

Return to Zork was named the best adventure game of 1993 by Computer Games Strategy Plus . [23] It was also a runner-up for Computer Gaming World's 1993 "Adventure Game of the Year" award, which ultimately went to Gabriel Knight: Sins of the Fathers and Day of the Tentacle (tie). The editors wrote that it uses "Hollywood talent and sophisticated techniques to up the ante of production values." [24] In 1994, PC Gamer US named Return to Zork as the 26th best computer game ever. The editors wrote that it "masterfully ... balances the traditions of a classic gaming series with cutting-edge graphics and CD-ROM technology." [25]

Related Research Articles

Infocom was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called Cornerstone.

Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphical text adventure games, where the text is accompanied by graphics still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.

<i>Zork</i> 1977 video game

Zork is a text-based adventure game first released in 1977 by developers Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company Infocom, expanded and split the game into three titles—Zork I: The Great Underground Empire, Zork II: The Wizard of Frobozz, and Zork III: The Dungeon Master—which were released commercially for a range of personal computers beginning in 1980. In Zork, the player explores the abandoned Great Underground Empire in search of treasure. The player moves between the game's hundreds of locations and interacts with objects by typing commands in natural language that the game interprets. The program acts as a narrator, describing the player's location and the results of the player's commands. It has been described as the most famous piece of interactive fiction.

<span class="mw-page-title-main">Activision</span> American video game publisher

Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one of the largest third-party video game publishers in the world and was the top United States publisher in 2016.

<i>Myst</i> 1993 video game

Myst is an adventure video game designed by Rand and Robyn Miller. It was developed by Cyan, Inc., published by Broderbund, and first released in 1993 for the Macintosh. In the game, the player travels via a special book to a mysterious island called Myst. The player interacts with objects and traverses the environment by clicking on pre-rendered imagery. Solving puzzles allows the player to travel to other worlds ("Ages"), which reveal the backstory of the game's characters and help the player make the choice of whom to aid.

<span class="mw-page-title-main">Steve Meretzky</span> American video game developer

Steven Eric Meretzky is an American video game developer. He is best known for creating Infocom games in the early 1980s, including collaborating with author Douglas Adams on the interactive fiction version of The Hitchhiker's Guide to the Galaxy, one of the first games to be certified "platinum" by the Software Publishers Association. Later, he created the Spellcasting trilogy, the flagship adventure series of Legend Entertainment. He has been involved in almost every aspect of game development, from design to production to quality assurance and box design.

<i>The Hitchhikers Guide to the Galaxy</i> (video game) 1984 video game

The Hitchhiker's Guide to the Galaxy is an interactive fiction video game based on the comedic science fiction series of the same name. It was designed by series creator Douglas Adams and Infocom's Steve Meretzky, and it was first released in 1984 for the Apple II, Macintosh, Commodore 64, CP/M, MS-DOS, Amiga, Atari 8-bit family, and Atari ST. It is Infocom's fourteenth game.

Legend Entertainment Company was an American developer and publisher of computer games, best known for creating adventure titles throughout the 1990s. The company was founded by Bob Bates and Mike Verdu, both veterans of the interactive fiction studio Infocom that shut down in 1989. Legend's first two games, Spellcasting 101: Sorcerers Get All the Girls and Timequest, had strong sales that sustained the company. Legend also profited from negotiating licenses to popular book series, allowing them to create notable game adaptations such as Companions of Xanth and Gateway. Legend also earned a reputation for comedic adventures, with numerous awards for Eric the Unready in 1993. As the technology of the game industry changed, Legend continued to expand its game engine to take advantage of higher graphical fidelity, mouse support, and the increased media storage of the compact disc.

<i>Leather Goddesses of Phobos</i> 1986 video game

Leather Goddesses of Phobos is an interactive fiction video game written by Steve Meretzky and published by Infocom in 1986. It was released for the Amiga, Amstrad CPC, Amstrad PCW, Apple II, Macintosh, Atari 8-bit family, Atari ST, Commodore 64, TI-99/4A and MS-DOS. The game was Infocom's first "sex farce", including selectable gender and "naughtiness"—the latter ranging from "tame" to "lewd". It was one of five top-selling Infocom titles to be re-released in Solid Gold versions. It was Infocom's twenty-first game.

<span class="mw-page-title-main">Brian Moriarty</span> American video game designer

Brian Moriarty is an American video game developer who authored three of the original Infocom interactive fiction titles, Wishbringer (1985), Trinity (1986), and Beyond Zork (1987), as well as Loom (1990) for LucasArts.

<i>The Lost Treasures of Infocom</i> 1991 video game

The Lost Treasures of Infocom is a 1991 compilation of 20 previously-released interactive fiction games developed by Infocom. It was published by Activision for MS-DOS, Macintosh, Amiga, and Apple IIGS versions. It was later re-released on CD-ROM, and in 2012 on iOS.

<i>Enchanter</i> (video game) 1983 video game

Enchanter is a 1983 interactive fiction computer game written by Marc Blank and Dave Lebling and published by Infocom. The first fantasy game published by Infocom after the Zork trilogy, it was originally intended to be Zork IV. The game has a parser that understands over 700 words, making it the most advanced interactive fiction game of its time. It was Infocom's ninth game.

<i>Zork Nemesis</i> 1996 video game

Zork Nemesis: The Forbidden Lands is a graphic adventure game developed by Zombie LLC, published by Activision, and released in 1996 for Windows 95, MS-DOS, and Macintosh. It is the eleventh game in the Zork series, and the first title not to be marketed under the Infocom label, while featuring a darker, less comical story within the Zork setting. The story focuses on players investigating the sudden disappearance of four prominent figures and their children to the hands of a mysterious being known as the "Nemesis", and uncovering a sinister plot during their investigations that they must thwart. The game features performances by Lauren Koslow, W. Morgan Sheppard, Allan Kolman, Stephen Macht, Paul Anthony Stewart, Merle Kennedy, and Bruce Nozick.

<i>Beyond Zork</i> 1987 video game

Beyond Zork is an interactive fiction computer game written by Brian Moriarty and released by Infocom in 1987. It was one of the last games in the Zork series developed by Infocom. It signified a notable departure from the standard format of Infocom's earlier games which relied purely on text and puzzle-solving: among other features, Beyond Zork incorporated a crude on-screen map, the use of character statistics and levels, and RPG combat elements.

<i>Zork Zero</i> 1988 text adventure game

Zork Zero: The Revenge of Megaboz is an interactive fiction computer game, written by Steve Meretzky over nearly 18 months and published by Infocom in 1988. Although it is the ninth and last Zork game released by Infocom before the company's closure, Zork Zero takes place before the previous eight games. Unlike its predecessors, Zork Zero is a vast game, featuring a graphical interface with scene-based colors and borders, an interactive map, menus, an in-game hints system, an interactive Encyclopedia Frobozzica, and playable graphical mini-games. The graphics were created by computer artist James Shook. It is Infocom's thirty-second game.

<i>Spellbreaker</i> 1985 video game

Spellbreaker is an interactive fiction computer game written by Dave Lebling and published by Infocom in 1985, the third and final game in the "Enchanter Trilogy." It was released for the Amiga, Amstrad CPC, Apple II, Atari 8-bit family, Atari ST, Commodore 64, Macintosh, and DOS. Infocom's nineteenth game, Spellbreaker is rated "Expert" difficulty.

<i>Pitfall: The Mayan Adventure</i> 1994 video game

Pitfall: The Mayan Adventure is a side-scrolling action-platform video game developed by Activision in conjunction with Kroyer Films and originally published in North America and Europe in 1994. The fourth installment in the Pitfall! franchise, players assume the role of Pitfall Harry Junior as he embarks on a journey through the Mayan jungles of Central America in an attempt to rescue Pitfall Harry, his father and the protagonist of previous entries in the series, from the evil Mayan warrior spirit named Zakelua. Its gameplay mainly consists of action and platforming mixed with stage-based exploration using a main six-button configuration.

<i>The Space Bar</i> 1998 video game

The Space Bar is a 1997 graphic adventure game developed by Boffo Games and published by Rocket Science Games and SegaSoft. A comic science fiction story, it follows detective Alias Node as he searches for a shapeshifting killer inside The Thirsty Tentacle, a fantastical bar on the planet Armpit VI. The player assumes the role of Alias and uses his Empathy Telepathy power to live out the memories of eight of the bar's patrons, including an immobile plant, an insect with compound eyes and a blind alien who navigates by sound. Gameplay is nonlinear and under a time limit: the player may solve puzzles and gather clues in any order, but must win before the killer escapes the bar.

<span class="mw-page-title-main">Marc Blank</span> American game developer

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<i>Quarterstaff: The Tomb of Setmoth</i> 1988 video game

Quarterstaff: The Tomb of Setmoth is an interactive fiction role-playing video game developed by Scott Schmitz and Ken Updike and released by Infocom for Macintosh in 1988. The game features a text parser, graphics, a dynamically updated map, and a graphical interface that incorporates Mac OS hierarchical menus.

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