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Best blobbers of the last decade

Which modern blobbers have you enjoyed the most?

  • [TB] Descend (2011)

    Votes: 0 0.0%
  • [TB] Silversword (2011)

    Votes: 0 0.0%
  • [TB] Dark Delve (2011)

    Votes: 0 0.0%
  • [JAP] Class of Heroes 2 (2013)

    Votes: 0 0.0%
  • [TB] Coldfire Keep (2014)

    Votes: 0 0.0%
  • [TB] The Legend of Candlewind: Nights & Candles (2015)

    Votes: 0 0.0%
  • [JAP] MeiQ: Labyrinth of Death (2015/2016)

    Votes: 0 0.0%
  • [RT] The Deep Paths: Labyrinth Of Andokost (2016)

    Votes: 0 0.0%
  • [JAP] Ray Gigant (2016)

    Votes: 0 0.0%
  • [JAP] Town of Night (2016)

    Votes: 0 0.0%
  • [JAP] Mary Skelter: Nightmares (2016/2017)

    Votes: 0 0.0%
  • [JAP] Demon Gaze 2 (2016/2017)

    Votes: 0 0.0%
  • [RT] Haunted Dungeons: Hyakki Castle (2017)

    Votes: 0 0.0%
  • [JAP] The Lost Child (2017/2018)

    Votes: 0 0.0%
  • [RT] Arakion: Book One (2018)

    Votes: 0 0.0%
  • [RT] Moonshades: a dungeon crawler RPG (2019)

    Votes: 0 0.0%
  • [TB] Heroes of a Broken Land 2 (2019)

    Votes: 0 0.0%

  • Total voters
    132

V_K

Arcane
Joined
Nov 3, 2013
Messages
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Location
at a Nowhere near you
M&M games, at least starting from MM3, are blobbers for people who don't like blobbers. MMXL is no exception.

Dude, what? So MM3 was fine, but World of Xeen was not? You do realize that MMX is actually closer to the early M&M than anything past MM6?

And Grimrock is just a bad combat simulator with pretty graphics. The second one is better though.
"Starting from MM3" means including MM3. I can kinda understand the appeal of MM1-2, but afterwards everything gets so streamlined, simplified and "accessible"-ized that I utterly fail to see why this "original popamole" has any sort of oldschool cred.
The first Grimrock had great puzzles and level design in general going for it, with RPG part sort of coming second. Second Grimrock imrpoved both the RPG part and the level design part with robust character system, creative enemy designs and more interactive environments. MMXL though? What is it that it does good? Its combat and chardev is just as shallow as first Grimrock, only turn-based, but levels are bland and uninspired, and setting and plot even more so.
I mean I get it, all other aspects being equal - even half the other aspects being equal - I'd pick a turn-based game over a real-time one any day. But in this particular case, they are galaxies away from being equal.
 

Lady_Error

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Patron
Joined
Oct 14, 2012
Messages
1,879,250
I can kinda understand the appeal of MM1-2, but afterwards everything gets so streamlined, simplified and "accessible"-ized that I utterly fail to see why this "original popamole" has any sort of oldschool cred.

A Grimrock fan talking about "streamlined, simplified and popamole". Are you serious, dude?

MMXL though? What is it that it does good? Its combat and chardev is just as shallow as first Grimrock, only turn-based, but levels are bland and uninspired, and setting and plot even more so.

The MMX combat is 100 times better than Grimrock combat. You have many locations, NPC's and not just one empty dungeon with enemies. And speaking of setting and plot, there is basically none in Grimrock. It's just a dungeon with some puzzles and bad combat.
 

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