Wohoo, the long wait is almost over! Legend of Grimrock for iPad is now in gold status, meaning that it is 100% complete and will be available in the App Store in a few days. Stay tuned!
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Legend of Grimrock II has improved character customization (more classes and the addition of skills), more varied environments (there are a number of outdoor areas, and the dungeon levels also have more variety), and a substantial amount of non-linearity in overall structure; but some of the puzzles are overly abstruse, and it feels less cohesive than the original.I heard Legend of Grimrock 2 is even better, so I'll probably tackle that sometime later in the year.
I recently found my save games from 2012 (and floor #5), so I decided to finish the game while waiting for Kingmaker to be patched... (I should have picked something longer.)
Overall, I enjoyed the game, even with all its simplicity (I usually prefer more complex RPGs) and weird take on real-time blobber combat (not a fan, but I don't hate it either). I really liked the end boss, which surprised me in a good way and was a good test of the character and player skills trained during all those dungeon floors. Since I heard, LoG2 is better than the first one in every way, it is now definitely on my to-play list.
...I can't be only one who got his frontliners wizard levels by equipping wand or staff with mana and casting level 1 light spells...
...I can't be only one who got his frontliners wizard levels by equipping wand or staff with mana and casting level 1 light spells...
Not really, as even magazine hint sections back in the day pointed out that this was how the game raised character levels. The question is how you went about it. Auto-fire joysticks came in very handy for this reason, but I'm not sure if that feature is even available on modern joysticks and controllers...
So I'm not exploiting the system? The game is actually MEANT to be played like this? Holy fuck...We just do. Now shaddap and play your Turn-based game.
Dungeon Master in 1987 already had combat based around evading enemy attacks through grid-based movement. The focus of the subgenre it established ("real-time blobbers" or Dungeon Master-likes) is firmly exploration, with combat a secondary consideration. If you're the sort of person who only enjoys combat, then this is an RPG subgenre that can only disappoint you (and not the only one).So I'm not exploiting the system? The game is actually MEANT to be played like this? Holy fuck...
Why the fuck does anyone like this game?
IIRC the goal is to make the player feel the 'immersion' of actually being in the dungeon, of actually trying tododgerun away from the monsters and the traps and such.
Grimrock is a puzzle game with occasional dance battles to break up the tedium. Love the game.
I wouldn't mind a game that's focus is on exploration and puzzles with combat as a secondary consideration as a way to enhance the two things I just mentioned, as well as adding another dimension to the game. The issue is that from what I've seen (played about three hours), the game doesn't do a great job of making either the exploration or the puzzles fun. I know I've only played a few hours, so I'm sure the puzzles get harder and the locations more elaborate, but if this is the first impression that one gets from playing the game, it's not off to a good start. There are tons of reused textures, the dungeons themselves due to the nature of blobbers are filled with rectangular rooms/hallways, which are not conducive at all to making any of the architecture interesting. What's the point of exploring if the pay off is more of the same? There are no massive caverns or interesting ruins to see. In terms of the puzzles, all of them were extremely simple, with hints that were super on the nose.The focus of the subgenre it established ("real-time blobbers" or Dungeon Master-likes) is firmly exploration, with combat a secondary consideration.
The Grimrock-games are an homage to the genre that Zed described: It began with Dungeon Master, it evolved with Eye of the Beholder, then Lands of Lore, then Stonekeep, and then suddenly it disappeared in 1996 - only to reappear in 2012 with Legend of Grimrock.IIRC the goal is to make the player feel the 'immersion' of actually being in the dungeon, of actually trying tododgerun away from the monsters and the traps and such.Grimrock is a puzzle game with occasional dance battles to break up the tedium. Love the game.I wouldn't mind a game that's focus is on exploration and puzzles with combat as a secondary consideration as a way to enhance the two things I just mentioned, as well as adding another dimension to the game. The issue is that from what I've seen (played about three hours), the game doesn't do a great job of making either the exploration or the puzzles fun. I know I've only played a few hours, so I'm sure the puzzles get harder and the locations more elaborate, but if this is the first impression that one gets from playing the game, it's not off to a good start. There are tons of reused textures, the dungeons themselves due to the nature of blobbers are filled with rectangular rooms/hallways, which are not conducive at all to making any of the architecture interesting. What's the point of exploring if the pay off is more of the same? There are no massive caverns or interesting ruins to see. In terms of the puzzles, all of them were extremely simple, with hints that were super on the nose.The focus of the subgenre it established ("real-time blobbers" or Dungeon Master-likes) is firmly exploration, with combat a secondary consideration.
What I don't understand is that if the whole point of the game is supposed to be puzzles and exploration, why wouldn't I just go play something like Myst? That game also has the benefit of having a free moving camera and varied level design where I can actually appreciate what I'm exploring, and a great story that is far more complex and engaging than the one in LoGR (though the concept is a good one).
From what I've heard, the creators knew this and LoGR 2 took a ton of steps to fix this, so unless I'm mistaken, all these points are very valid ones. And all of these points are independent of the actual blobber system itself which is honestly total shit. I actually felt uncomfortable zooming around and whirling the camera from left to right. I won't go so far as to say nauseous as I always thought the idea of that was absurd, but it felt so shit that I really had to pause for a second and blink my eyes. I am willing to overlook this for a game that delivers on everything else, but it's clear to me LoGR does not do that.
I can definitely see why a game like this might appeal to someone though, but even if I can see it, it doesn't appeal to me, and I'd say that even said person who enjoys such a game must admit it is inferior to other, proper RPGs, in almost every way.
Legend of Grimrock, the revered dungeon-crawling role-playing game classic, arrives on Nintendo Switch on January 15th! ⚔