Space Quest 2: Vohaul's Revenge

“A lovingly crafted fan remake gives a parser-era classic voice acting and modern presentation without sanding off its cranky, joke-laden Sierra charm or its trial-and-error cruelty.”

Space Quest 2 kidnaps its demoted janitor for a mad scientist whose diabolical plan is infesting his home planet with thousands of genetic door-to-door salesman clones, a scheme so silly it announces the campaign’s tone immediately. The tongue-in-cheek register carries from the opening interview scene through the Labion forest, the caves and finally the asteroid fortress, and the narrator roasts every death along the way with snark that ranks among Sierra’s best. Presented through the Infamous Adventures fan remake, the parser-era original gains full voice acting, ambient music and a presentation that feels genuinely modern. The original versions were very quiet; this one is not, and the difference carries the whole experience.

Inventory chaining drives the puzzle design, and the chains are gloriously absurd: berries to mask scent from the Labion swamp monster, a spore to paralyse the hunter, a loaded bunny carcass to blow up the vine maze, and a jock-strap slingshot alongside plunger, toilet paper and a glass cutter in an inventory that reads like a lost-and-found. Moon logic is the house style, with mailing an order form for a mating whistle counting as legitimate puzzle logic. The chains reward experimentation and punish assumptions in equal measure.

The trial-and-error cruelty of classic adventure design bites hard in places. The swing rope and the Radical Express mailbox puzzle hide click-targets behind genuine ambiguity, the timed self-destruct escape staircase grinds through repeated deaths, and unwinnable states lurk for the unprepared. Save-scumming is effectively mandatory, and the save-game limit fills fast enough to demand deletions mid-campaign. Deaths arrive as comedy rather than punishment, with the mushroom trip and a spike pit blamed on pathing among the notable exits, but the friction is real.

The paranoid Monolith Burger robot shooting its target for holding a lighter is the death design at its funniest, an escalating gag that ends exactly as badly as it promises. A parser-style prompt asking for a typed password at the translator feels odd inside a point-and-click remake, a deliberate relic the remake chose to keep. Sniff-and-lick joke commands reward typing at everything, a parser-era habit the mouse interface cannot fully replace.

The game-within-a-game Troll’s Tale is the remake’s unexpected delight. An embed of an early Sierra title playable on the asteroid, it plans as a two-minute curiosity and plays as a full detour, oddly charming enough to finish in 181 moves. A Leisure Suit Larry hallucination dream deepens the Sierra nostalgia, and the whole remake is drenched in studio history. These embeds turn the campaign into a museum that plays back, and they cost nothing to find. Nostalgia here is structural rather than decorative, woven into the campaign rather than bolted on.

The final vent crawl miniaturises its way to unplugging the villain’s life support, closing the inventory chain on its strangest note. The epilogue withholds one final gag behind an easily missed action, and missing it costs a perfect score at 249 of 250 points. Trial and error resolves the staircase, save-restore discipline resolves the rest, and the campaign closes on its crankiest, funniest stretch.

Overall, Space Quest 2 is a fan remake that makes a parser-era classic feel modern without sanding off any of its joke-laden Sierra charm. The voice acting and ambient music transform the presentation, and the death screens remain content rather than punishment. Trial-and-error friction persists exactly as the era demanded, and loving it anyway is the point.