Spellbreaker
After several ‘misses’ from playing old Infocom games, it was nice to have a pure hit.
This has a puzzle structure so different from the other Infocom games (except maybe Wishbringer and parts of Trinity). Everything just seemed so fair; it was lie Zork II was 25% awesome and 75% BS, but Spellbreaker is 90% awesome with 10% BS.
The first time I played Spellbreaker I used a walkthrough for the whole thing and thought, 'wow, it must have been impossible for players without it, with all the different cubes and options!" but the truth is, this game is tightly linear for the most part. There are generally only 2-3 puzzles at a time you can work on. You get a cube, it unlocks some spells and a new area or two, you use an older spell or item in interesting way and get a new cube, and you repeat.
For those who haven’t played, you’re a wizard from the Enchanter/Sorcery series (though you don’t need to play the earlier games), and magic is failing. You find a weird cube and a weird spell called Blorple that lets you analyze cubes, but what that does is teleport you to strange hub locations with different exits, each which take you to very small areas (usually 1-3 rooms, although there are a couple of mazes that take up more space).
With the tightly focused options and my memory of playing before, I had no trouble at all, though I did look up how to handle the fish since I wanted to get the timing right (and at the very very end I forgot how to make it so that you can unfreeze in time). The worst puzzle in the game (the gold box) I fortunately remembered.
I didn’t mind the weighing puzzle; I came up with my own method that was different than the walkthrough’s. It didn’t always work, but it worked twice (I had to repeat it since I was unprepared for the sand room). Also, the sand room puzzles have to be some of the best in interactive fiction in terms of realization and of emotional impact.
I feel like this is the game where they finally figured out solid game design and how to see things from a player’s perspective. A lot of the other Infocom games are great, and will be classics for a long time. But so many of them are filled with things like, “Did they even try playing this? What a mess!” Like the food and water timers in Enchanter. But Spellbreaker feels smooth. A lot of things I thought were really unfair for the player to guess are in the sample transcript in the manual, so I definitely recommend reading that.
An example of smoothness is the mazes. They’re not ‘tediously recreate the known solutions of all mazes’ type mazes and there is very little exploration required. They’re brain exercises. With the compass rose maze, you’re making a map and calculating how to use a limited resource. With the sliding rocks, you either know about parity or you examine the map and try to figure out why it’s shaped that way.
The gold box puzzle is rough, for sure, I can’t deny that. But I think I’m okay with one lame puzzle. It’ll be hard to top this game for me, I think it’s staying in top 10 for the foreseeable future.
Playing this makes it so clear again that Curses is based on it. Cubes->rods, both games have mini areas, themes of the ending and uses of cubes/rods at the very end are similar (including both having one very powerful one), and overall just the feel of the two games is very similar (and ‘laghach’ could be considered Curses’ gold box). I spent years trying to make my own ‘Curses’ with Never Gives Up Her Dead, so I guess this is like the grandmother of my game.