
Eric the Unready established his reputation by impaling his instructor during jousting class. Then, when Princess Lorealle the Worthy is kidnapped, Eric begins a madcap quest through his hilarious fantasy world packed with horrible beasts!
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 21 reviews with recorded playtime.
Reviews
In the beginning was the word-and the word was INFOCOM (Zork circa 1980). The creators of interactive fiction (all text, audio and graphics had not yet been invented), INFOCOM had a history of "guess-the-verb". There was no list of usable verbs or nouns in their games and all too frequently game players knew how to solve a puzzle but could not figure out just what word the developer thought fit the situation. Second generation developers such as Legend Entertainment had modest "still shot" graphics and displayed allowable verb/noun lists. Eric is a prime example of this second gen interactive fiction story telling. The game displays a "suggested list" of verbs and a much longer list of allowable verbs. Supposedly, entering the alternate verbs would provide humorous game responses. As mentioned in another review Eric does not recognize the verb "use" which produces interesting head scratching at times. Additionally. Eric is one of the few games where "wait" and/or "wait" several times is actually the necessary solution to a problem. Unfortunately, most of these "wait" situations and locations are not all that obvious. Eric has a lot of in-game puns/humor which is all very dated to the TV and movies of the 1970s and 1980s. A game player's enjoyment will definitely depend on one's knowledge of those times. Eric is divided into sections (you could call them chapters, the game calls them days). Each day is self contained such that the "tools to find" are all readily obtainable within that day's locations. Occasionally tools carry over from day to day, but the verb/noun lists cleans this up for you and items which are no longer usable just disappear from your inventory and word lists. Eric (like the INFOCOM) predecessors) has game ending death resolutions if you do something untowards. But saving is only required about once or twice a "game day" and there is also an "undo" command that will restore before the last game input. So, in general, Eric is player friendly and with the "undo" you can experiment with humorous input. Enjoy for the crazy humor-Eric is the most clumsy, idiotic knight in the kingdom and the bad guys picked him to rescue the princess because of his ineptitude. Just remember to Kiss The Pig.
A fun and humorous text adventure with additional quality of life features. To play you can interact with the lists of text verbs and items, click the graphical representations in the picture box, type a string of commands directly into the input box -- or even a combination of all three! At times I played with my mouse, other times with my keyboard, depending on how I was sitting or whether I was petting kitty. This flexibility was nice, made the interface more palatable and less daunting. The dialogue has lots of surprises, jokes, and easter eggs related to the (at the time 80s/90s?) pop culture. The puns and jokes were my favorite part of the game and made the whole experience really enjoyable. You can try punching or kicking random NPCs and you'll usually get unique/silly messages or perhaps even a death screen. Deaths aren't a big deal because the "Undo" after death brings you right back to where you left off. The humor really did it for me and there was a lot of detail put into the games descriptions and dialogue. Though the interface may look daunting (all the words) the gameplay is rather straight forward and I rarely found myself typing commands that didn't exist or were met with resistance. The puzzles get a bit abstract and silly towards the end, as with most Point N Click Adventure games, but for the most part I felt I was able to solve about 80% of it myself without needing to look something up. Way more forgiving than say King's Quest and more logical in terms of puzzle solving. A real gem of a game for any adventure fan that doesn't mind doing some reading. I'm soon going to rabbit hole the other games from this same game engine -- like Spellcasting 101, Timewarp, etc.
Old style word game so not for those who don't like nostalgia but if you just want a simple game with a lot of heart you could do worse. Played this decades ago when it first came out with a friend of mine and relived some fond memories playing it again on Steam. Great if you like Puns and 90's trivia!
An awesome classic, but make sure you can handle puns, because there are puzzles literally based on puns.
Need info that came in game manual, cant find it anywhere
Malheureusement un jeu à texte très très lent et difficile à comprendre, de plus il faut entendre une musique en boucle.
Eric The Unready is a comedic adventure game originally developed by Legend Entertainment and now re-released on Steam by Ziggurat, standing as a distinctive relic of early-1990s interactive storytelling. Rather than striving for epic drama or heroic gravitas, the game embraces absurdity from its very premise. It casts players as Eric, a hapless and thoroughly unqualified knight whose claim to fame is accidentally skewering his own instructor during training. This spectacular incompetence becomes the foundation for a parody-laden quest that gleefully undermines nearly every fantasy trope it encounters. The story revolves around the kidnapping of Princess Lorealle the Worthy, though even this traditional narrative setup is twisted into satire. Eric is chosen not because he is brave or skilled, but because political schemers assume he is too inept to interfere with their plans. From the outset, the game signals that heroism will be treated as a punchline rather than a destiny. The plot serves primarily as a vehicle for jokes, references, and escalating absurd situations, creating a world where logic frequently bends in service of comedy. Gameplay combines graphical adventure elements with a text parser interface, reflecting the transitional design philosophy of the early 1990s. Players type commands to interact with the environment, but the game also includes menu-driven sentence construction to ease the process for those unfamiliar with parser-based systems. This hybrid approach makes Eric The Unready more accessible than some of its contemporaries while still retaining the depth and freedom that text input allows. The descriptive writing is central to the experience, with each location and interaction packed with humorous commentary and playful detail. The writing is unquestionably the game’s strongest asset. It leans heavily into puns, parody, and cultural references, frequently breaking the fourth wall or poking fun at adventure game conventions. Incorrect commands often generate humorous responses, encouraging experimentation rather than punishing it. The tone rarely takes itself seriously, and even moments that resemble traditional fantasy stakes are undercut by irony. The result is an experience that rewards players not only for solving puzzles but also for simply engaging with the world and testing its comedic boundaries. Puzzle design follows classic adventure game principles. Players must gather items, solve environmental challenges, and navigate through interconnected locations. Some puzzles rely on lateral thinking, while others hinge on timing or clever manipulation of inventory objects. Compared to many notoriously unforgiving adventure games of its era, Eric The Unready is relatively forgiving. It avoids irreversible fail states and soft locks, ensuring that players are not permanently punished for earlier decisions. This design choice keeps the focus on humor and exploration rather than frustration. Visually, the game features VGA graphics typical of its time, with illustrated backgrounds and character portraits accompanying the text descriptions. While the art style may appear dated by modern standards, it carries nostalgic charm and effectively complements the whimsical tone. The soundtrack and sound effects, though simple, reinforce the fantasy setting without overpowering the narrative-driven gameplay. The overall presentation reflects its era but remains functional and expressive within its design limitations. Ultimately, Eric The Unready succeeds as a comedy adventure that prioritizes wit and personality over technical sophistication. It does not aim to deliver a deeply emotional journey or a complex mechanical system. Instead, it offers a playful, self-aware romp through a parody fantasy world where laughter is the primary reward. For players who appreciate classic adventure design and enjoy humor woven into every line of dialogue, it remains a memorable and enduring example of early interactive storytelling done with irreverent charm. Rating: 6/10
Funny Star Trek parody.
Eric the Unready is a classic point & click adventure with charm, but it hasn’t aged as gracefully as I’d hoped. I have vivid memories of playing it back in school, even if those sessions were brief, and it definitely holds a special place because of that. For its time, it was clever, funny, and full of personality. Revisiting it now, though, the cracks show. The interface feels very dated, and interacting with the game can be more of a struggle than it should be. A big part of that comes from its reliance on text-style inputs and specific phrasing. Too often, it turns into a guessing game - figuring out how to word an action in a way the game will actually accept - which slows everything down and leads to frustration. It’s the kind of design that demands a level of patience that’s harder to muster these days. That said, there’s still something here. The humor, the world, and the overall vibe have their appeal, and if you can embrace the jank and meet it on its own terms, it can still be an enjoyable experience. Just know that this is very much a product of its time: for better AND worse.
better than zork
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