Legend Of Grimrock

Ohhhhh.

<3

I just went back into the game to see what was going on there, and the bag was already out in the hallway from me randomly pushing buttons earlier and quitting. I ragequit earlier for nothing!

IMAGE(http://farm6.staticflickr.com/5235/7075433401_30cdac8f28_o.gif)

Ugh, spiders and poison is hindering me big time.

Quintin_Stone wrote:

IMAGE(http://farm6.staticflickr.com/5235/7075433401_30cdac8f28_o.gif)

What blasphemy is this?

Orphu wrote:
Quintin_Stone wrote:

IMAGE(http://farm6.staticflickr.com/5235/7075433401_30cdac8f28_o.gif)

What blasphemy is this?

That's a delicious food source, that's what that is.

karmajay wrote:

Ugh, spiders and poison is hindering me big time.

I solved the puzzle I was stuck with a few posts back which leads to a reward that might help...

Spoiler:

Try dropping into some of the pits around the middle of level 3

Also I assume you know how to make anti-venom potions?

Spoiler:

1 bottle + 1 cave nettle in the mortar & Pestle

I saw a little buzz around this on Twitter, but assumed it was some ARPG or brawler, now I see it's a hard-core RPG I'm interested, but it doesn't look laptop friendly, so I'll need to wait till I fix the main PC.

The first person perspective looks a little weird though.

I'm having Eye of the Beholder flashbacks...

karmajay wrote:

Ugh, spiders and poison is hindering me big time.

Aside from the anti-venom that stevenmack mentioned, other things to note: you can run away. fight one spider at a time. If I see several mobs in a room, I'll fight in the doorway (let them come to you), then close the door. Rest (hotkey 'R') till healed. repeat.

Rest (hotkey 'R') till healed

I did not know you could rest, I'll try that. The components for anti-venom are not numerous hehe

You can also wait out or sleep off the poison. The hit point drain is way slower than the hp recuperation; which also makes the poison much less of a threat that you'd initially assume

Orphu wrote:
Quintin_Stone wrote:

IMAGE(http://farm6.staticflickr.com/5235/7075433401_30cdac8f28_o.gif)

What blasphemy is this?

The original Dungeon Master on Atari ST.

In Japan, the original Dungeon Master was released on the Super Nintendo (or Super Famicom there).

I loved it! I bought Legend of Grimrock right away this week. I'm hoping it brings back memories. The original Dungeon Master is still probably pretty endearing(?) even today with its graphic style and audio (does everyone remember the sound of getting hit?).

I didnt feel the same magic with Dungeon Master 2, but I should give it a try.

I was going to hold out for the iPad version as I am convinced this type of game is a perfect fit for a tablet (not keen on action games for tablets) but may have to break down and get this on the PC as I am a big fan of this type of game. If someone would get around to porting Magic and Magic 3 on up to iOS they can have my monies. Anvil of Dawn would be another good port.

Irongut wrote:

In Japan, the original Dungeon Master was released on the Super Nintendo (or Super Famicom there).

I loved it! I bought Legend of Grimrock right away this week. I'm hoping it brings back memories. The original Dungeon Master is still probably pretty endearing(?) even today with its graphic style and audio (does everyone remember the sound of getting hit?).

I didnt feel the same magic with Dungeon Master 2, but I should give it a try.

Chaos Strikes Back was the first sequel to DM. It was more or less the original game with a few new monsters, new items, and insanely complicated maps.

Dungeon Master 2 was practically nothing like the original. A huge disappointment.

This game is awesome and devious! I was travelling for work this week, but finally got to put some time in this morning, and I love it.

but it doesn't look laptop friendly,

I think this game would be just about ideal on a laptop. Can't see why you'd think otherwise.

Well, okay, I'm assuming that they're using 2D, because it feels so 2D ish, but I could be wrong about that. If it is rendering in 3D, then yeah, it might not work well on many laptops.

Malor wrote:
but it doesn't look laptop friendly,

I think this game would be just about ideal on a laptop. Can't see why you'd think otherwise.

Well, okay, I'm assuming that they're using 2D, because it feels so 2D ish, but I could be wrong about that. If it is rendering in 3D, then yeah, it might not work well on many laptops.

It's a proper 3D engine - you can look around at any angle even though you're only actually moving in 10x10 blocks and at 90 degree angles. It is supposed to be coming out for ipad at some point though if memory serves, so it can't be TOO system intensive I would think.

On another note - anyone know how to get into that "Fighters Challenge" door in the littel side area off of level 6? I've no idea what's supposed to trigger that door opening.

Quintin_Stone wrote:
Orphu wrote:
Quintin_Stone wrote:

IMAGE(http://farm6.staticflickr.com/5235/7075433401_30cdac8f28_o.gif)

What blasphemy is this?

The original Dungeon Master on Atari ST. :)

Oh, right! The inferior brother to the one true Amiga version.

Orphu wrote:
Quintin_Stone wrote:
Orphu wrote:
Quintin_Stone wrote:

IMAGE(http://farm6.staticflickr.com/5235/7075433401_30cdac8f28_o.gif)

What blasphemy is this?

The original Dungeon Master on Atari ST. :)

Oh, right! The inferior brother to the one true Amiga version. :D

Gauntlet. Thrown.

stevenmack wrote:
Malor wrote:
but it doesn't look laptop friendly,

I think this game would be just about ideal on a laptop. Can't see why you'd think otherwise.

Well, okay, I'm assuming that they're using 2D, because it feels so 2D ish, but I could be wrong about that. If it is rendering in 3D, then yeah, it might not work well on many laptops.

It's a proper 3D engine - you can look around at any angle even though you're only actually moving in 10x10 blocks and at 90 degree angles. It is supposed to be coming out for ipad at some point though if memory serves, so it can't be TOO system intensive I would think.

You'd think it's not too GPU intensive but the game makes my graphics card's fan spin at full speed

On another note - anyone know how to get into that "Fighters Challenge" door in the littel side area off of level 6? I've no idea what's supposed to trigger that door opening.

You need to have a particular item equipped.

Orphu wrote:

Oh, right! The inferior brother to the one true Amiga version. :D

I've seen screenshots from the Amiga that make them look identical!!

Oh, right! The inferior brother to the one true Amiga version.

Ok, I was a huge Amiga guy, and even I know that the ST version was the original. The Amiga version was a port, and it MIGHT have added stereo sound effects, but it was otherwise identical.

Important tip for new characters: if your mage does not have at least the base number of skill points in a school that will get them a spell, he or she will apparently not be able to cast anything, even the most basic spells such as Fireburst for Fire Mages.

MrDeVil909 wrote:

The first person perspective looks a little weird though.

It's definitely a bit odd at first but after about five minutes it seemed fine and after quarter of an hour it felt great.

Malor wrote:

The rune/spell system is particularly weak in comparison.

Its a fact, human minds are particularly weak in comparison to those who played pc games in the '80's.

Point of interest: the original Dungeon Master sold so incredibly well that over half of all Atari STs had a copy. The ST wasn't a truly major machine, but that's still a lot of copies.

I'm enjoying this game so far, but it doesn't seem as clever as Dungeon Master was. The rune/spell system is particularly weak in comparison. And in DM, you got better at things by practicing those things, and while that seems to happen to some degree here, the vast majority of your skill points seem to come from leveling.

And DM was 'gray' about spells... that is, you had a chance of getting a strong spell off, and if you succeeded, you got a fair bit of experience for it. This game seems to be absolutely black/white... either you have enough skill to cast a spell, and will succeed 100% of the time, or you don't, and will fail 100% of the time. DM was much better in that regard.

Plus, all the spells had a power level -- the first rune you chose was strength, then element, then modifiers. You had a much better chance of a weak little fireball (firepoof?) than a big powerful one. I don't see any sign of power levels. There's only 9 total runes, and order doesn't matter, so I don't think there can be that many spells. Looks like it's a much weaker system.

I'm actually getting tempted to fire up an ST emulator and go see if the old game is as good as I remember it.

Its a fact, human minds are particularly weak in comparison to those who played pc games in the '80's.

Well, Dungeon Master's magic system was really elegant. Once you knew it, you sort of 'spoke' your spells, and you could intuit new spells based on what you knew the runes did. It was a little bit like Magicka in that sense, although Magicka was way, way more advanced.

I dunno, I guess I just expected the magic system to have more to it than this.

Malor wrote:

I'm enjoying this game so far, but it doesn't seem as clever as Dungeon Master was.

It's pretty much DM-lite. The levelling and spells are very much in the vein of Eye of The Beholder, which was always the weaker game in comparison to DM. The more I reflect on it the more I feel Grimrock is deep down much more of an Eye of The Beholder game, the overt DM call-backs (the runes on the wall, rune based casting, the flask system, food, some of the monsters) just make it seem like more like DM to begin with.

Malor wrote:

I'm actually getting tempted to fire up an ST emulator and go see if the old game is as good as I remember it.

I ran through DM and Chaos Strikes Back a couple of years ago and they were still as awesome as I remembered it being.

Malor wrote:
Its a fact, human minds are particularly weak in comparison to those who played pc games in the '80's.

Well, Dungeon Master's magic system was really elegant. Once you knew it, you sort of 'spoke' your spells, and you could intuit new spells based on what you knew the runes did. It was a little bit like Magicka in that sense, although Magicka was way, way more advanced.

I dunno, I guess I just expected the magic system to have more to it than this.

Well the runes have meanings here too and you can work out quite a few of the spells in this once you know some of the others too. If you know one of enchant arrow spells or one of the shield spells you can work out the others for instance