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- May 29, 2010
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It's amusing how so many people that probably have just played for a handful of hours here are shunning Felipe's opinions about the game.
I never disputed his individuals criticisms, merely his claim that Grimoire is exceptionally broken and unfinished compared to its contemporaries. For example, The Legacy: Realm of Terror is a favorite with real time
So there I am, punching a zombie in the face by clicking on these two little buttons, dealing out a minute amount of damage per successful thump. The zombie only hits back once every ten seconds or so, but whenever he does he demolishes a good quarter of my health bar. Bloody zombies. Bloody Legacy. Now I remember why I never finished this game – it’s ridiculously hard.
...
Every now and then, I lose most of my health bar. Or all of it, which means I have to remember to save often. Old games have such little pity for their frail players. In one room, I plunge suddenly through the floor to a cellar area below. I lose half my health bar. Against one wall of the cellar, there’s a weird blue glow. I should know better really, given this game’s sadistic tendencies, but I stumble into it. Zap! And I’m in another dimension, just like that. It’s hard not to admire Legacy’s excess. It’s crude and confused, but it’s got a portal to another dimension in the basement. More games should have portals to other dimensions in the basement. Trouble is, my weak-minded soldier freaks out about his reckless hopping through time and space, his mental anguish somehow removing another quarter of his severely diminished health. Well, this is no fun.
Forced fear’s an odd mechanism to have in a game. True, it’s something to consider other than the usual health and energy and ammo, and is a potentially ingenious way of ensuring the player doesn’t feel like some detached super-human meathead. At the same time, if what’s scaring the character isn’t remotely unnerving the player, it’s just an annoyance. A beastie jumping out of the darkness I could understand, but I – and thus my character – chose to walk through that blue hole in the wall. So this kind of punishment just feels unfair, like I’m being penalised for having fun. Well, one thing I’m not doing is having fun. Maybe I’m spoilt by modern standards and associated snobbishess, but certainly this revisit to a game from my childhood has turned entirely sour by now.
Wandering through the blue ether, I’m suddenly approached by a two-mouthed Lovecraftian demon thingy. If only I could talk to the monster. But I can’t. I can only punch and punch and punch and punch and punch. It does nothing as I do so, least of all die. Around thirty punches in, it decides to finally take a bite out of me. Just the one. And that’s it. All over. I don’t bother to reload a save game this time, and with a sigh I exit. I had hoped I’d unearth an overlooked classic, but all I found was a peculiarly awkward evolutionary step between text adventures and cRPGs. You shouldn’t always go back.
^ this is a preview of Felipe's Grimoire review. RPS Codex.