Showing posts with label Spellbreaker. Show all posts
Showing posts with label Spellbreaker. Show all posts

Tuesday, 16 April 2019

Missed Classic: Spellbreaker - Won! And Final Rating

Written by Joe Pranevich


Spellbreaker started as a chase, then it became a hunt for macguffin cubes, now we are finally closing out through some of the most devious puzzles every created for adventure games. We’ve just about reached the end the last original “Zork” game. This has been a game that I have in turn loved and hated. It’s the longest Infocom game so far. Despite my previous misgivings, I am enjoying it more as it cruises to the finale.

Last week, I continued my quest for cubes. I found one deep in the sea, discovered when I transformed myself into a clone of a particularly annoying fish. I found a second after racing a roc to its nest, and a third after helping a green-eyed boulder play a game of bumper cars with her brown-eyed friend. This game likely makes no sense to anyone not actively playing it, but there have been a few great puzzles recently. With that cube retrieved, I can teleport point to a new cube room: Dark. That has two exits, but as usual only one that I can pass through. I descend into a strange dark cave-- let’s go find some grues!

Tuesday, 9 April 2019

Missed Classic: Spellbreaker - The Chase

Written by Joe Pranevich


You’ve heard the classic story: boy meets girl, girl meets boy, boy and girl happen to be levitating rocks on a Tron-esque grid? It’s classic. If I have to say one thing about Spellbreaker, it is not afraid to have interesting and difficult puzzles. And despite the number of times that I have been stuck in this game, I’ve nearly always managed to get myself unstuck by looking at the problem in a different way. As we approach the end of the game, the overall picture is coming into focus. Connections are forming between the areas that the cubes take us, but I wish I did not have to spend the first half of the game feeling like I was playing a text-adventure version of Quantum Leap. Oh boy…

One other thing: this game is long. I’m ending this post at just over 18 hours in, making it the longest Infocom game by far and that does not include any of my time replaying from scratch last entry. The only longer game in this marathon is mainframe Zork which clocked in at roughly double where I am now. No actual Infocom release has taken me more than twelve hours to win. If they had planned to make this the “grand finale” of Zork, I think they succeeded under that metric at least.

Let’s play!

Thursday, 21 March 2019

Missed Classic: Spellbreaker - The Incredible Shrinking Man

Written by Joe Pranevich



Welcome back! Last week, I was able to puzzle my way past a splash-down with a hungry fish, bring a statue to life just long enough to steal something from its mouth, shrink a snake, and insult The Phantom Menace. As I have mentioned before, the game seems very random with sequences of puzzle vignettes that are connected through teleportation rather than a contiguous world. In all of this, I was able to snag my fourth cube and I am approximately 1/4th of the way through the game. I will have to pick up the pace or you will be reading about Spellbreaker forever, but it is a hard game to rush. Besides, if this is the final “original” Zork game, I want to savor the experience… or at least to give it the best possible shake.

I know I was a bit down on this game when I started, although it may have had as much to do with my own mental place while playing as anything else. I’ve taken a pause and a reset and am approaching the game with refreshed eyes. I’ve replayed the entire game up to this point and can better see the connective tissue. We’ll see how it plays out as I approach the finish.

Thursday, 14 March 2019

Missed Classic: Spellbreaker - Romancing the Stone

Written by Joe Pranevich



A few years back, I spent some time studying Shakespeare. I’m not going to claim some amazing insight into the bard, but as I read each play I was always struck by a moment of realization when I saw what he was up to. It’s not fair to compare Infocom with one of the seminal writers of the English language, but most of their games has similarly featured a moment of realization when you discover exactly what kind of game you are playing. For Spellbreaker, I think I hit that point in the last post. Here’s my prediction: we’re going to spend the game visiting largely disconnected regions and solving puzzles. In each area or so, we’ll find a white cube which will propel the narrative forward to another area. I don’t quite see the endgame yet, but some magic will allow us to access the blocked exits in each of the cubes to solve a final puzzle which will end the series. Let’s see how off the mark I am.

Honestly, I’ve already been off the mark once in this game. I expected it to be more of a chase as we constantly nipped at the heels of the orange-smoke assailant, exploring regions and solving puzzles as a means to get closer and closer to him. That hasn’t turned out to be the case, but I suppose there is still plenty of time to catch up to him.

Last week, we ended as I snagged a second white cube off of a hermit who lived on top of an avalanche. I climbed the rockfall by pausing time at just the right moment and scaling the boulders in flight. I magically fixed his hut and was rewarded with the cube. That led me to a “Soft Room” which is where I will start today. Let’s go!

Wednesday, 6 March 2019

Missed Classic: Spellbreaker - Avalanche!

Written by Joe Pranevich



Wow! It’s been a while. How have you been? Family good? Any of you have children who grew up, went to college, started a family, and then had children of their own still waiting for a Spellbreaker update? I am sorry about that, but life has been a bit extra challenging these last few weeks and writing needed to take a back seat. The other issue is that this game isn’t really “singing” to me. It’s good and all, but I’m not really getting drawn to the story or the puzzles in the usual way for Infocom. I’ll discuss that more in a bit and in upcoming posts, but the end result is that not having enough time, plus having to force myself to play and write when I did have the time, made for a longer than usual time between posts. I’ll try to do better with the remainder of the series now that real life has settled a bit. I apologize for my tardiness.

Where we left off last time, I had just survived (somehow) an attack where all of the elders of all of the magical guilds in the world were all turned into frogs. Why was I not affected? That remains a core mystery. I chased after the assailant, but he teleported away in a cloud of orange smoke, leaving me only with a white cube left in the middle of the street and a new spell in my spellbook. When I cast that new spell on the cube, I was transported away into a dark room. That’s all we’ve done so far, so let’s see what happens next!

Saturday, 9 February 2019

Missed Classic 65: Spellbreaker (1985) - Introduction

Written by Joe Pranevich



From the earliest days of the company, Infocom had one tradition: a new Zork title released every fall. After Zork III, the baton was passed to the Enchanter series which, as patient and dedicated readers know was just the second Zork trilogy. October of 1985 was no exception with the launch of Spellbreaker, the conclusion to the second Zork trilogy. But 1985 wasn’t like previous years at Infocom. Layoffs had begun to stem the bleeding from Cornerstone’s commercial flop. A Mind Forever Voyaging wasn’t a commercial success and Fooblitzky had sold only five hundred copies by mail-order. I cannot imagine what the feelings were around the Infocom offices. Could this be the end?

Of course, we know it wasn’t, but Spellbreaker does mark the end of one era. It is the last of the original six Zork games. Other than a 1997 marketing tie-in, it’s the last Zork to be written by the original collaborators, Marc Blank or Dave Lebling. It’s nearly (but not quite) the last game to be released by an independent Infocom. It’s also one of the games that I have most looked forward to playing in this marathon.