- Joined
- Jan 28, 2011
- Messages
- 99,594
Tags: Almost Human Games; Legend of Grimrock 2
For most of us, Legend of Grimrock 2 is coming out tomorrow. But the privileged doyens of gaming journalism have already had their hands on it for a while, and have begun publishing their reviews. Among them is Rock Paper Shotgun's John Walker, whose verdict is, well, see for yourself:
Well then, that sounds good. Those of you who are concerned with the so-called "combat mambo" might also find this comment interesting. Hopefully we can deliver our own review of Grimrock 2 sooner than later.
For most of us, Legend of Grimrock 2 is coming out tomorrow. But the privileged doyens of gaming journalism have already had their hands on it for a while, and have begun publishing their reviews. Among them is Rock Paper Shotgun's John Walker, whose verdict is, well, see for yourself:
Legend Of Grimrock 2 is bigger, deeper and more wonderful than I could ever have expected. I absolutely loved the original, its descending dungeons of tile-based first-person RPG not just reminiscent of Dungeon Master, but as good as it. Grimrock 2, I say without hesitation, is better.
Much as Dungeon Master II took that series outside, so too does Grimrock 2, but here it’s not utterly impossible. It is, however, incredibly difficult. Superbly difficult. While I haven’t actually measured, this sequel is so huge I feel certain the original game would fit into one of its corners. With fifteen huge, individual sections, and another dozen or so smaller areas, each is intricately detailed and packed to bursting with puzzles, challenges, hidden switches, terrifying enemies, and so many secrets.
If you played Grimrock 1, or indeed any of the classic tile-based adventures of the 80s and 90s (DM, Captive, Eye Of The Beholder, etc), then you’ll be familiar with the mechanics. A party of four characters, created by you (or there are pre-mades if you’d prefer), marching together in a real-time 3D world, one square at a time. Your squad, two up (likely with melee skills) and two behind (firing projectile weapons, magic, and so on), explores, casts spells from runes, makes potions from ingredients, and fights an awful lot of enormous bads. Despite moving in only four directions around its enormous grid, combat (and everything else) is in real-time.
And good gracious, it’s done so well. I have adored this game. Spread across a large variety of landscapes, dungeons, and castles, it’s on a scale far beyond your expectations. In fact, every time I became convinced I’d seen every location it was going to offer, I’d stumble on another vast, three-storey place, and have yet another few hours of wonderful treats.
At first, things are extremely daunting. Your party, imprisoned in a cage, washes up on an island after a shipwreck. The beach is filled with monstrous killer turtles (no, really), meaning you have to scramble for puny weapons like sticks and rocks to desperately fend them off, while instantly being introduced to the far greater complexity of the puzzles this time out. As you uncover the many secrets of this sprawling beach area, the size of things already begins to feel a little overwhelming – three or four different directions opening up immediately, each of them containing elements necessary to successful get through the others. And then, that done, you find a massive wooded area filled with furious trees, itself leading to multiple dungeons, a land threaded by rivers, a gloomy bog, and more and more. And each is limited by what you’ve done so far, passages closed off by gates, warping teleporters impeding progress, enemies that seem far too powerful, notes alluding to puzzles you’ve yet to discover, peculiar glowing-eyed stone figures giving you esoteric statements that could be myth or clues… And then you find a note from the creepy, crazy island owner, laughing at your inevitable struggle, warning you to maybe head somewhere else if tough’s too tricky.
[...] Everything in this sequel is bigger, more elaborate, more detailed, and absolutely better. Which, after such a lovely first game, is quite the thing. You will be able to sink days and days into this, and still come away with secrets undiscovered, doors unopened. And I think a real respect for a game that is not only itself phenomenally smart, but one that thinks you are too. It’s a joy, so splendidly crafted, so stuffed with original ideas and surprises. This isn’t nostalgia any more – it’s a massive step forward.
Much as Dungeon Master II took that series outside, so too does Grimrock 2, but here it’s not utterly impossible. It is, however, incredibly difficult. Superbly difficult. While I haven’t actually measured, this sequel is so huge I feel certain the original game would fit into one of its corners. With fifteen huge, individual sections, and another dozen or so smaller areas, each is intricately detailed and packed to bursting with puzzles, challenges, hidden switches, terrifying enemies, and so many secrets.
If you played Grimrock 1, or indeed any of the classic tile-based adventures of the 80s and 90s (DM, Captive, Eye Of The Beholder, etc), then you’ll be familiar with the mechanics. A party of four characters, created by you (or there are pre-mades if you’d prefer), marching together in a real-time 3D world, one square at a time. Your squad, two up (likely with melee skills) and two behind (firing projectile weapons, magic, and so on), explores, casts spells from runes, makes potions from ingredients, and fights an awful lot of enormous bads. Despite moving in only four directions around its enormous grid, combat (and everything else) is in real-time.
And good gracious, it’s done so well. I have adored this game. Spread across a large variety of landscapes, dungeons, and castles, it’s on a scale far beyond your expectations. In fact, every time I became convinced I’d seen every location it was going to offer, I’d stumble on another vast, three-storey place, and have yet another few hours of wonderful treats.
At first, things are extremely daunting. Your party, imprisoned in a cage, washes up on an island after a shipwreck. The beach is filled with monstrous killer turtles (no, really), meaning you have to scramble for puny weapons like sticks and rocks to desperately fend them off, while instantly being introduced to the far greater complexity of the puzzles this time out. As you uncover the many secrets of this sprawling beach area, the size of things already begins to feel a little overwhelming – three or four different directions opening up immediately, each of them containing elements necessary to successful get through the others. And then, that done, you find a massive wooded area filled with furious trees, itself leading to multiple dungeons, a land threaded by rivers, a gloomy bog, and more and more. And each is limited by what you’ve done so far, passages closed off by gates, warping teleporters impeding progress, enemies that seem far too powerful, notes alluding to puzzles you’ve yet to discover, peculiar glowing-eyed stone figures giving you esoteric statements that could be myth or clues… And then you find a note from the creepy, crazy island owner, laughing at your inevitable struggle, warning you to maybe head somewhere else if tough’s too tricky.
[...] Everything in this sequel is bigger, more elaborate, more detailed, and absolutely better. Which, after such a lovely first game, is quite the thing. You will be able to sink days and days into this, and still come away with secrets undiscovered, doors unopened. And I think a real respect for a game that is not only itself phenomenally smart, but one that thinks you are too. It’s a joy, so splendidly crafted, so stuffed with original ideas and surprises. This isn’t nostalgia any more – it’s a massive step forward.
Well then, that sounds good. Those of you who are concerned with the so-called "combat mambo" might also find this comment interesting. Hopefully we can deliver our own review of Grimrock 2 sooner than later.