I recently wrote an Ink-based game that, among other things, allows you to swap out one of the main characters based on an early choice, necessitating swapping out names, pronouns, behavior and dialogue throughout. You could manage this as a PDF, but you're looking at an exponential explosion in length. Much easier to handle it with variables, subroutines and text substitution.
So it's PostScript. But, could you get a game with the same playability and freedom such as Adventure?
I mean, roaming around and using objects tryung stuff without being annoyed because of the interface as it happens with hiperlink based games.
Because doing that with if6 is dumb easy, you can create better stories with a much higher interactivity and emergent gameplay.
On games written with Ink, most games I've seen are as "complex" as the Lone Wolf adaptations for Android.
That said, if you remember games like The Secret of Monkey Island, they attempted to capture the feel of a traditional text adventure, but they swapped out the parser for a visual interface with a limited vocabulary. I've seen at least one attempt to do something similar with Twine (a traditionally choice-based engine).
Not so much since mid-90's. That happened with GAC/PAWS/DAAD games for the ZX Spectrum, yes, but since Inform (specially inform6) targetting the ZMachine with the English library for i6 it made dumb easy to generate basic actions and synonyms to avoid that from the roots.
Text adventures offer far more depth and gameplay choices and freedom to roam aorund.