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Game News Legend of Grimrock 2 Feature List and Screenshots

Infinitron

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Tags: Almost Human Games; Legend of Grimrock 2

The guys at Almost Human posted a hefty Legend of Grimrock 2 progress report on the game's official blog today, and boy, does it sound good. I'll just post the entire thing here:

The events of Legend of Grimrock 2 will happen on the Isle of Nex, a secluded island faraway from civilization. An island is a perfect place to setup an unforgettable dungeon crawling experience because we can mix indoor and outdoor locations seamlessly while still maintaining that atmosphere of mystery and danger, and the density of interesting things that is at the heart of Grimrock. If you think about it, the island is the perfect microcosm, where the party may explore dark woods, misty swamps, underground tunnels and ancient ruins without need to travel great distances. For us, an island is the perfect “dungeon” with a welcome variety of different types of environments.

At the start of the game, a party of four prisoners has ended up on the island against their will and start to explore the island. Pretty soon they will realize that they are not alone on the island and that the island is not an ordinary island at all… What are the mysterious towers on the island and who built them? Why is the island full of puzzles and traps? The story of Grimrock 2 will not be a direct continuum to Grimrock 1, but will be a completely new story with new characters that will expand the Grimrock universe.

A big part of Grimrock is, of course, the brain-teasing puzzles and for Grimrock 2 we have been busy developing new types of puzzle mechanics. Talking about puzzles is a tricky subject to discuss. We believe that the less you know about them in advance the better. So without ruining the surprises ahead, let’s just say that you’re not the only one stuck in the puzzles…

One of the few things some reviewers criticized about Grimrock 1 was monster behavior in combat. We have attacked this problem directly and rewritten the monster AI entirely. As a result monsters are now smarter and they know how to use their larger numbers to their advantage. The repertoire of tricks they know has been expanded greatly. For example, some monsters can call other monsters for help and can use group tactics against you. Of course the behavior of monsters depends on their intelligence so the most stupid and most fierce monsters are still, well, fierce and stupid as they should be. And talking of monsters, there will be lots of new monsters with some of the old, familiar faces making an occasional appearance for old times sake.

As explained in an earlier blog post, the character skill system has been completely redesigned and replaced with a perk-buy system that allows for more flexible character skill development. The design goal is make each level up meaningful and at the same time contain a tough choice. At level up, each character gains only one perk that changes the character in some way. Every perk gained is important. There are no in-between levels.

Tied to the skill system is the item system, which has also been expanded. Many items now have secondary powers that can be triggered by holding down the right mouse button on the action icon. The powers consume energy and range from special attacks to non-combat actions. In contrast to Grimrock 1, primary actions of items can be most often used by any character but the true powers can be used by a character with the right skills.

We have also improved the spellcasting and potion crafting systems to reduce the required number of mouse clicks. Potions can now be mixed without going to the inventory. Using an empty flask in hand will open up a miniature potion crafting panel (see screenshot) which you can even use in the middle of combat much like the spellcasting interface.

The new spellcasting panel allows mouse gestures to be used to cast spells. Spells are cast by holding the mouse button down while doing a swipe with the mouse on the correct sequence of runes. Talking of magic, the Mage character class has also been redesigned. The requirements to cast spells of different schools have been relaxed so that mages can cast larger variety of spells. In Grimrock 2, mages need not be one trick ponies.

Of course, Grimrock 2 also has new spells, a new playable race (with portraits to go) and a new character class. These combined with over a hundred new items, 22 new monsters, new environments, day to night cycle, plus as much more as we have time to crank in, means a lot of new stuff to have fun with!
In addition to the above, the update also comes with several pretty screenshots, so be sure to click the link and check 'em out.
 
Repressed Homosexual
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And they aren't talking about the most important aspect, minimizing the "dance around the grid to avoid enemies" gameplay. I stopped playing the first one because I found it to be sheer drudgery.
 

Grunker

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Looks like more of the same. Unfortunate. Puzzle-solving and secret-finding was fun, combat and character system was complete bullshit. Probably not going to be playing this.
 

bloodlover

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Yeah. Tbh the combat was very crappy in the 1st game and I am not thrilled over the idea of it being kept. Everything else looks great though.
 

Grunker

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Looks like more of the same...character system was complete bullshit

But they've completely changed it?

Yeah, I meant the combat system - a fool is me :M

I saw the pic of the magic system, went "fuuuu-" in my head, and read the text with hope that my fears would be alleviated. They were not. That fucking magic system came thoroughly in the way of my enjoyment of the first.

I have no clue why they would keep the square dance alongside that obnoxious spell-system. Did anybody like it? I guess if most of the game's core fans did, then I'll just fuck off. No reason to change it then. However I had the impression that most people hated it just as much as me.
 

skacky

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I didn't really enjoy the combat in the first one, but if they have revamped it completely so I don't have to dance anymore, then they will have my money.
:takemymoney:
 

Dr Schultz

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Looks like more of the same. Unfortunate. Puzzle-solving and secret-finding was fun, combat and character system was complete bullshit. Probably not going to be playing this.

Probably because combat and character development weren't remotely the focus of the game, like in Dungeon Master, Eye of the Beholder or i Zelda. These are games about exploration and puzzle-solving, and LoG was damn good in both areas.
 
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Decado

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There has to be a some happy middle ground between the cheese-fest that was combat in the first Grimrock, and going overboard. They could implement a grid-locking standard like MMX:L, so you can't just keep moving backwards or in a square. You should be able to move, but it should cost you something.
 

evdk

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Looks like more of the same. Unfortunate. Puzzle-solving and secret-finding was fun, combat and character system was complete bullshit. Probably not going to be playing this.

Probably because puzzle solving and character development weren't remotely the focus of the game, like in Dungeon Master, Eye of the Beholder or i Zelda. These are games about exploration and puzzle-solving, and LoG was damn good in both areas.
Yeahbutwhuh?

There has to be a some happy middle ground between the cheese-fest that was combat in the first Grimrock, and going overboard. They could implement a grid-locking standard like MMX:L, so you can't just keep moving backwards or in a square. You should be able to move, but it should cost you something.
That would not be enough - they'd need to revamp the combat mechanics significantly, because as it stands kiting was your only option - most monsters of equal level were pretty much untankable, certainly not for the time necessary to kill them. Alternative solution would be to have better encounter design, ie more traps/pits/whatever environmental hazards in the area,, so that you can't just mindlessly square dance.
 
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Grunker

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Looks like more of the same. Unfortunate. Puzzle-solving and secret-finding was fun, combat and character system was complete bullshit. Probably not going to be playing this.

Probably because puzzle solving and character development weren't remotely the focus of the game, like in Dungeon Master, Eye of the Beholder or i Zelda. These are games about exploration and puzzle-solving, and LoG was damn good in both areas.
Yeahbutwhuh?

Probably just meant to say combat in the first line.

Looks like more of the same. Unfortunate. Puzzle-solving and secret-finding was fun, combat and character system was complete bullshit. Probably not going to be playing this.

Probably because puzzle solving and character development weren't remotely the focus of the game, like in Dungeon Master, Eye of the Beholder or i Zelda. These are games about exploration and puzzle-solving, and LoG was damn good in both areas.

Bullshit. You spent as much time in Grimrock fighting and square dancing as you do puzzling. When you spend so much time on it, there is no excuse for it being so bad.
 

bloodlover

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There has to be a some happy middle ground between the cheese-fest that was combat in the first Grimrock, and going overboard. They could implement a grid-locking standard like MMX:L, so you can't just keep moving backwards or in a square. You should be able to move, but it should cost you something.

And be able to arrange your party members around, like in Wizardry.
 

LivingOne

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Bullshit. You spent as much time in Grimrock fighting and square dancing as you do puzzling.
I agree that there was enough combat that you can't give it much of a free pass,but 'as much as' puzzling isn't a bit of a stretch too?
 

evdk

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Bullshit. You spent as much time in Grimrock fighting and square dancing as you do puzzling. When you spend so much time on it, there is no excuse for it being so bad.
The combat in these games should be part of the puzzles imho - how best to kill those bastards without falling into pits/getting scorched by the fireball traps.

And be able to arrange your party members around, like in Wizardry.
It's been some while since I've played Grimrock, but you are able to do that, I think. Front row/back row kinda deal.
 

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Waltzing around with my 4-mage party was pretty fun :M

I still gave up on it at around floor 7 though - it had been the matter of just using the same tactics over and over again by that point, and I didn't see that changing any time soon.

So yeah, I guess I'd like the combat to be revamped a bit, though I wouldn't want the cheesiness to go away entirely, either.
 

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Yes, you could freely rearrange your party formation in Grimrock.
 

Jack Dandy

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Fucking sweet, this is great to hear.
The combat in Grimrock 1 was meh, but the atmosphere, puzzles, and general "dungeon exploration" feeling more than made up for it.

If the combat in this gets even a bit more interesting, then it'll be awesome.

I wonder if the new island environment means it will be a bit less linear.
 

Grunker

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Bullshit. You spent as much time in Grimrock fighting and square dancing as you do puzzling.
I agree that there was enough combat that you can't give it much of a free pass,but 'as much as' puzzling isn't a bit of a stretch too?

Not as I recall. Granted I only played it once and only until right before the end, but I recall spending a lot of time kiting. And it's a pity, because I really like the feel of the game and the interesting puzzles.

But eh, I can see I'm in the minority wanting that from the game. I'll just sod off. I have Blackguards and M&MX: Legacy to cater to my interests.
 

LivingOne

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Not denying that you fight a lot but I spent much more with puzzles...

Does this mean I suck at them...?:negative:
 

Dr Schultz

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Looks like more of the same. Unfortunate. Puzzle-solving and secret-finding was fun, combat and character system was complete bullshit. Probably not going to be playing this.

Probably because puzzle solving and character development weren't remotely the focus of the game, like in Dungeon Master, Eye of the Beholder or i Zelda. These are games about exploration and puzzle-solving, and LoG was damn good in both areas.
Yeahbutwhuh?

Probably just meant to say combat in the first line.

Looks like more of the same. Unfortunate. Puzzle-solving and secret-finding was fun, combat and character system was complete bullshit. Probably not going to be playing this.

Probably because puzzle solving and character development weren't remotely the focus of the game, like in Dungeon Master, Eye of the Beholder or i Zelda. These are games about exploration and puzzle-solving, and LoG was damn good in both areas.

Bullshit. You spent as much time in Grimrock fighting and square dancing as you do puzzling. When you spend so much time on it, there is no excuse for it being so bad.

Pure crap 1) No, you don't. 1) In all these games combats are BY DESIGN short breaks between puzzles, which are the real gameplay focus (In LoG even the last boss is a puzzle). Battles (and related systems) are simple rhythmic elements. It's always been like that, since the beginning (Dungeon Master). If you don't like this kind of games you have plenty of alternatives (M&M or Wizardry, to begin with).
 
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GrimoireFTW

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meh didn't care for the first one and doubt ill play this one either. Now if the combat had been turn based instead of real time backpedalling clickfest it would have been great. alas the combat system is complete shite
 

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