Considered by many to be one of the best and most respected releases from Infocom, A Mind Forever Voyaging (AMFV) was rather different in that it only offered one puzzle at the very end of the game. A political sci-fi game, AMFV had a very serious tone and was in no uncertain terms a harsh political critique of Ronald Reagan's policies.
"So that was my mission with A Mind Forever Voyaging. I wanted to kind of to show people what a warmongering, Christian Right-pandering, environmental-trashing rights trampling asshole Reagan was. And of course the game was so successful we never had another President like that." -- Steve Meretzky, 2010, in an interview with Jason Scott's documentary GET LAMP.
Back of the box:
"If you can look into the seeds of time, and say which grain will grow and which will not..." -Shakespeare
It's 2031. The world is on the brink of chaos. In the United States of North America, spiraling crime and unemployment rates, decayed school systems and massive government regulations have led to a lazy, contentious society.
To reverse this critical situation, government and industry leaders have developed a Plan combining the economic freedom and strong moral values of the 1950's with the technological advancements of the 21st century. Will the Plan ensure peace and prosperity? Or will it set the earth on a suicide course to destruction?
As the world's first conscious, intelligent computer, only you can visit places that have never been seen before. Only you can view the future. And only you know what must be done to save humanity.
A major departure for Infocom, A Mind Forever Voyaging is reminiscent of such classic works of science fiction as Brave New World and 1984. You'll spend less time solving puzzles, as you explore realistic worlds of the future.