Having played and enjoyed Zork Nemisis, decided it was about time for Grand Inquisitor, developed by Activision in 1997 after Zork Nemisis came out in 1996. In Grand Inquisitor the "Nemisis" is alluded to, but doesn't figure in this game. I have to say, I think Nemisis is a darker, more fascinating, complex game and Inquisitor is a more satirical, humerous game with less complex levels.
the game controls are the same-point and click with arrows for L, R, back, forward, up down and close-up.Graphics are well rendered, colorful and artistic. However the cut-scenes become sort of fuzzy. However the witty dialogue makes up for it. The inventory is easy to access, but with 2 sections-one for "spells" which you collect along the way and one for useful objects you'll find and pick up. You'll also have a book to explain each spell and a magnifying glass to examine objects and find out what they are. To complicate matters you get a different inventory system when you travel thru time. Sort of confusing at first.There are 20 save game slots, which come in handy-unfortunate things can happen, but it's worth it because your disasters are accompanied by hilarious dialogue. System specs are such that older computers can easily handle: Pentium 90, 16 RAM. Had no glitches playing or installing.
There is a wide variety of puzzles, from easy to very difficult, to figure out- some are logical and straightforward and at least one was very obscure-to the point that even with a WT I couldn't see how the solution was reached.
Enter the story- Welcome to Port Foozle. You are the only one wandering about and noone wants to talk to you. You need to figure out how to get out of this strange, but sinister little town. The Inquisition guards are out and about looking for people like you. (In the beginning you are just a vacuum cleaner salesman) but that will change.
Once you finally leave the place, there will be interesting things to do, such as figure out how the Teleporter works-it can get you around quickly. Or you can take the weird subway train that has no brakes. Then there's the Time Travel doors-you'll need to find them.
Meanwhile, your friend Antharia jack has been captured by the Inquisition and is in danger of being "Totemised" This means being processed thru a giant machine and turned into a flat disk forever.(You get a chance to experience the process-but beware! you could end up being a manhole cover in Newark, New Jersey, among other things)Which means it's wise to save your game before trying something like this.
Oh yes, and there's the walking castle, G.U.E. Tech.the college of magic and the hilarious take-off on Hades complete with a touch tone phone that is very unhelpful.
Your quest, by the way, is to find The Great Coconut, The Skull of Yoruk and the Cube of Foundation-and to rescue Antharia Jack in time to save the Great Underground Empire from Mir Yannick, the Grand Inquisitor. And restore magic to the land.
If you're into analysing the (ahem...) deeper meaning of games, it is interesting to follow the ever recurring theme in this game: human society falling under brutal, inhuman dictators and depersonalising technology and the struggle of spirituality versus materialism sybolised by the "Frozzboz Electric Company".
But don't worry about this- the humor and tounge-in-cheek satire in this zany world will more than make up for it.
I rate it as an older game well worth playing-and give it a