Legend Of Grimrock

Oh man, that screenshot makes me think about Bard's Tale 2/3.

Lovely as that screenshot is I always think, why do they insist on taking grid based dungeon crawlers to the outside world where it rarely makes sense; see also eye of the beholder3, bloodwych

DanB wrote:

Lovely as that screenshot is I always think, why do they insist on taking grid based dungeon crawlers to the outside world where it rarely makes sense; see also eye of the beholder3, bloodwych

I'm gonna just call you DanB Fun-Killer now.

Farscry wrote:
DanB wrote:

Lovely as that screenshot is I always think, why do they insist on taking grid based dungeon crawlers to the outside world where it rarely makes sense; see also eye of the beholder3, bloodwych

I'm gonna just call you DanB Fun-Killer now. ;)

I just really like creeping around dungeons.

Plus, i fear change

I'm hoping that the outdoor stuff is basically just giving them more options for how to do some crazy dungeon stuff (like outdoor areas between caves or dungeons filled with traps and ambushes). I don't really want a Grimrock game with a full overworld.

Yeah, hopefully like BT2/3 where it was just a way to get between cities. Which were just gateways to dungeons anyway.

Noticed that I had this in my Steam Pile of Shame. Giving it a shot. First impressions: Bards Tale III!!! Awesome.

Any tips or tricks I should be aware of before I get too for...like party compositions that will screw me up royally? (I have 2 fighters, rogue and mage, FWIW)

That's a good balanced party as I recall. Don't try and multiclass and if you discard uncommon items do so at the level stairs then it is a bit quicker to backtrack to them if you ever feel you need to.

Just remember that standing still, slugging it out with monsters, will get you killed very quickly. They are MUCH stronger than you are.

Soon. Soooooooooooon....

Booo! I was all ready to have to change my pants, but just the most minimalist of teasers.

Quintin_Stone wrote:

Booo! I was all ready to have to change my pants, but just the most minimalist of teasers.

Don't mothball that extra pair of trousers just yet...

Very nice. And only a month away!

Which Dinobot is the next one about?

IMAGE(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcSWwFD8CxYwlCVakq55DB_8TP8tjWLPE18IpexjOeA0-bPrNXFX)

Guess I need to get around to finishing the first one soon, huh.

Everything about that is clearly amazing.

Also this one is clearly based on Swoop

I think this game is going downhill for me fast. I thought it was turned based but it is not. I really don't like the controls. There aren't enough classes or spells. I'm probably to stupid for the game because I spent a long time trying to figure out a puzzle that wasn't a puzzle. I think I missed a mixing tool and I think I wont get a chance at another. Every battle feels like I'm cheesing the enemy.

I'm only on level 3. Something might grab me later but I'm doubting it.

Every battle feels like I'm cheesing the enemy.

Yeah, that's pretty much the whole genre, in a nutshell. If you're standing toe-to-toe with anything, you'll get beat up, and maybe killed. The idea is to dish out damage while taking as little as you can, and the best way not to take damage is not to be there anymore. Remember the old boxing thing, 'stick and move'? That's the whole Dungeon Master lineage. You're trying to WIN, not give the monsters a fair fight.

You can think of it as sort of an 'action RPG', I suppose. It's not so much about deep systems as situational awareness. Spells and combat aren't that involved, but you need to use the right ones at the right times, to adapt your tactics quickly, and to exploit the dungeon to win the fights for you. If you get to the point of desperately trading blows with a bad guy, you probably messed up. It's usually recoverable, but mess up enough times, and you'll run out of resources.

In a way, I think you could argue that Grimrock isn't about being smart, but clever, quick on your mental feet. You're always outgunned, and you're trying to equalize the odds through smart tactics and positioning. It's not the type of game where you end up with world-shaking heroes that can annihilate whole rooms with a casual gesture. You'll be a lot stronger by the end of the game, but much of that will come from your own improved play skill, rather than purely being given bigger numbers to hit with.

Malor wrote:
Every battle feels like I'm cheesing the enemy.

Yeah, that's pretty much the whole genre, in a nutshell. If you're standing toe-to-toe with anything, you'll get beat up, and maybe killed. The idea is to dish out damage while taking as little as you can, and the best way not to take damage is not to be there anymore. Remember the old boxing thing, 'stick and move'? That's the whole Dungeon Master lineage. You're trying to WIN, not give the monsters a fair fight.

You can think of it as sort of an 'action RPG', I suppose. It's not so much about deep systems as situational awareness. Spells and combat aren't that involved, but you need to use the right ones at the right times, to adapt your tactics quickly, and to exploit the dungeon to win the fights for you. If you get to the point of desperately trading blows with a bad guy, you probably messed up. It's usually recoverable, but mess up enough times, and you'll run out of resources.

In a way, I think you could argue that Grimrock isn't about being smart, but clever, quick on your mental feet. You're always outgunned, and you're trying to equalize the odds through smart tactics and positioning. It's not the type of game where you end up with world-shaking heroes that can annihilate whole rooms with a casual gesture. You'll be a lot stronger by the end of the game, but much of that will come from your own improved play skill, rather than purely being given bigger numbers to hit with.

That's well put, Malor. I was put off by the real-time aspect to it early on as well, but after figuring out how to dance around the enemies, I enjoyed it much more. That doesn't mean I've finished the second game yet though.
I do think that does mean Grimrock may not to Baron's taste. The dungeon crawl experience I grew up with was turn-based as well, and was more rooted in the Might and Magic side of things. There was a new Might and Magic out at the beginning of last year and it had turn-based combat.

Legend of Grimrock iPad gameplay first look

Hello all! The blog has been silent for sometime but do not fear, we have been hard at work. The long overdue iPad version of Grimrock 1 is finally nearing completion and it has entered the closed beta testing stage. This means that the game is playable from start to finish and all features have been implemented. Juha Pinola, the man responsible for the conversion, is currently busy fixing the remaining bugs, smoothing the hard edges and balancing the game.

I can't wait. I wonder if they will have to tweak some of the puzzles since they required timing which I whtink would be hard with touch controls.

Also I hope I can switch the sides so movement is on the left!

Sweet. My bro (who does not PC game) will love this