A time traveling AI in the Matrix tries to solve world's political problems (you heard me!)
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
A Mind Forever Voyaging
A Mind Forever Voyaging (AMFV) is a 1985 interactive fiction game designed and implemented by Steve Meretzky and published by Infocom. The name is taken from book three of The Prelude by William Wordsworth.
AMFV was not a conventional Infocom adventure, having only a single puzzle near the end of the game. Unlike most other Infocom titles, particularly those written by Steve Meretzky, the game had a serious tone and a political theme, attributes which the company would revisit with the following year's Trinity. The game is among Infocom's most respected titles, although it was not a commercial success. It was also the first of the "Interactive Fiction Plus" line, meaning that AMFV had greater memory requirements, unlike earlier Infocom games that used a less advanced version of the company's Z-machine interpreter. It is Infocom's seventeenth game. The game was explicitly intended as a polemical critique of Ronald Reagan's political policies.
AMFV was unusual among Infocom titles (with the possible exception of Trinity) in that it addressed political and, according to Meretzky, socially relevant issues. The adventure takes place in the United States of North America, a country that embraces all of the present-day United States of America and Canada and whose laws and customs are strongly modeled on the United States. Washington, DC, remains the capital city. The climax of the adventure takes place after PRISM determines that the Plan for Renewed National Purpose is deeply flawed, and will send the nation into chaos.
Meretzky's intent that the game be received as a polemic succeeded insofar as players and reviewers noticed the game's critiques of both right-wing and populist political prescriptions.