Thread:Deathstalker666/@comment-1496755-20151224121621/@comment-1496755-20160321062548

A sybmarine with a stealth plane hidden inside it. It's state of the art Siberian technology.

Heh, there are some Russian enemies in Rage and they are very funny because they curse you in Russian when you engage them ("Sookah!"). And if you sneak up on them, you can hear them discussing stuff like "Who is going to bring some appetizers for the vodka?" (in this part of the world, you always eat something when you drink hard booze - in Russia, it is traditionally a pickled cucumber; in Bulgaria - salad or sausage). It makes sense, because drinking hungry is a certain way to wreck your brain :P

I suppose your troubles with text adventures come from overthinking - I tend to just relax and go with the flow. Not always the best puzzle-solving strategy, but at least I don't have vocabulary problems. I am sure some of these games have more problematic commands than others. Infocom's titles, at least, are pretty well done and have a good amount of vocabulary redundancy, to avoid getting stuck due to being unable to phrase something properly.

If you ever decide to try a flight sim, find F-19 Stealth Fighter - it's an amazing example of an 1988 game with actual 3D polygons (not kidding). But don't even think about textures - that's 8 years in the future :P

Indeed, the first Zork is a little confusing, especially since it contains not one but two mazes consisting of series of nondescript passages. And there are some weird transitions too. The second and third game have more consistent environments and it's harder to get lost there. Like I said, Spellbreaker is the undisputed champion of confusion, where an item allows you to teleport to a ruined temple, then you find another item that takes you to the bottom of the ocean, from there - to the frozen peak of some moutain, and this is right before you find yourself at the base of an active volcano... or was it after the shop where you have to bargain with a greedy merchant, and before visiting an abstract land where you have to talk to some sentient stones? Or perhaps after the bank vault with the hideous mathematical puzzle? My memory falters...