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I was wandering around the dungeon marveling on how great it all looked when I opened a certain door. Within a very short while I was dead.

The first words out of my mouth at the point were "Yeah! Finally a new game that's actually hard!!"

Man I hate the way some games take you by the hand and lead you through a tea party of an experience. Being Human finally returned the fun to gaming!
just woke up at 6.30 am and all I wanna do is play this game (and not go to work).

Believe me, it's been a while since I've literally wanted to finish a game in one sitting. And it's been a while since I last had the time to do so, but that is another story...
This game is bloody fantastic. Not had so much fun in years.
Story: doesn't seem that great, but no dungeon crawler I remember of had any great story behind. Besides, the genre itself (like many for example fps) is not based on great stories. The "you are imprisoned" is the trope of CRPGs (UUW1, Morrowind, Oblivion, Gothic, Arx Fatalis to name a few) and is the new "you meet in a tavern" transposed to computers (except for IWD1 and EOB2 where you actually meet in a tavern).

Graphics: astounding as are the (fake) physics of simple objects like the door chains. Probably big part of the graphic is also "fake" in the sense of being a mix of tesselation and, above all, displacement mapping, probably using the constrained perspective to an advantage. Very good work!

Sound: the sound effects are great and atmospheric. The music is Simon/Garfunkelishic in the sense that is the sound of silence! And it's good, because you can feel the reverb of the sounds and creates a "you are alone in a big hostile and mostly empty space" atmosphere.

UI: The paperdoll panels (the big ones) get in the way and hide completely the right part of the world. There is not a "mini auto map" to be shown constantly, but this might also be a gameplay choice. The automap is perfect, in that it serves the main purposes I use automaps for (keeping track of unvisited rooms, keeping notes, finding known places without losing time) but does not reveal hidden things like the LOL or UUW automaps did. A couple of messages more could benefit the gameplay as in saying "X is starving" instead of simply having him not recovering HPs during rest. At the very least say "X sleeps uneasy" like in UUW. The issues are nitpicking anyway. A praise for the auto-pick-up of throw weapons! It makes them usable.

General gameplay: The skill system is entirely new, and creating new characters may lead wrong choices like I did (my mage was a stone thrower for his entire first level). Great the reach weapon thing too. A couple of messages more could benefit the gameplay as in saying "X is starving" instead of simply having him not recovering HPs during rest. At the very least say "X sleeps uneasy" like in UUW. Nitpicking again, anyway.

Combat: Combat is very tactical - tactic can make the difference between death and barely injured. Sometimes a good tactic feels almost like cheating. The monster are though enough that doing it is probably the only way to survive anyway :). I was on the point of dying more than once, but actually managed to survive with the entire party alive most of the times (I only died once with the entire party in a trap), which means the balance seems to be good. In my opinion there is not, however, a good balance between given XPs and monster difficulty - for example there is some kind of poison spitting fungus which is simply deadly and worth nothing.

Puzzles: until 15 minutes ago, they seemed simple. Now I'm stuck in one and can't go on. Go figure, puzzles are either "so simple" (the one you can understand) or soooo hard (the rest) :D

Bugs: Turning on the stairs make you go up and down, which is stupid.

Overall, a great game - specially now when this style of game is almost completely forgotten.

---

Updated:
- There is actually a small icon appearing when someone is starving - it's just not visible enough and there is no tooltip saying what it is.
- It's not clear if the skulls for the "head hunter" trait must be in the inventory of the very same person having the trait or just any inventory.
- I predict the balance of XP to be unbalanced towards mages in the long run. Massive area damage will reward the mage much more than the fighters. I had my mage lagging almost an half level because I chose my skills wrong and he recovered the whole half level in 2/3 encounters with the skeleton troops (which are easily massively burned).
Post edited April 12, 2012 by MarcoMp
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DazBoots: This game is bloody fantastic. Not had so much fun in years.
All these replies make me think I am playing a different game. I felt set back in time about 15 years when playing NWN etc.
Anyway, I am persisting, only played 7 hours but maybe it will grow on me or I am missing something :)
I was going to complaint about some things I didn't like in Legend of Grimrock, but damn. Who cares? The rest is so awesome, that I would play it till the end.
I downloaded, and started the game and twenty minutes later I surface back to RL and two hours had passed. That in and of itself tells me the game is good!

My one and only nitpick that I would like to see changed in some way, is the combat. I find that during combat scenes I'm looking down at my characters weapons and clicking on them, and not watching the actual battle and I feel I'm missing out a little bit. Maybe that will just take practice to attack quicker and then look back up.

Other than that I love the design, the puzzles, the secrets, those little bricks with the corner broken off, the monsters (those little poison gas spitting fungus things are just cute! Until they spit poison at you) and tonight when the world is quiet again, I'm going to go back into Mount Grimrock for another twenty minutes and see if I lose another two hours... :-D
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anomaly: I downloaded, and started the game and twenty minutes later I surface back to RL and two hours had passed. That in and of itself tells me the game is good!

My one and only nitpick that I would like to see changed in some way, is the combat. I find that during combat scenes I'm looking down at my characters weapons and clicking on them, and not watching the actual battle and I feel I'm missing out a little bit. Maybe that will just take practice to attack quicker and then look back up.

Other than that I love the design, the puzzles, the secrets, those little bricks with the corner broken off, the monsters (those little poison gas spitting fungus things are just cute! Until they spit poison at you) and tonight when the world is quiet again, I'm going to go back into Mount Grimrock for another twenty minutes and see if I lose another two hours... :-D
Somebody on the official forum has made a key mod to make attack keys, allowing you to watch the battle.
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DazBoots: Somebody on the official forum has made a key mod to make attack keys, allowing you to watch the battle.
Cool, cheers for this!
Haha, I actually HAD to tell myself to stop playing after almost 2 straight hours! Man, this game is great, exactly what I hoped it would be when I first heard about the project.

Really, there's nothing else to say: you have to play it to feel it!

Almost Human, you're now on my list of "developers to follow and support", and believe me, it's a rather short list! ;)
Ok well I think everyone is really jumping onto the bandwagon for this game because they are fans of Dungeon master, a game which i ahve to admit i never played.

I don't hate what I am seeing but I really was hoping for more out of this game.
Really because this game, like Planescape Torment (which is a horrible game to many people) is being overhyped already. Its not for everybody, and I'll explain my whys.

For me being locked into a tunnelvision like a 1st person shooter but without any kind of aiming, blocking and so forth is not very tactical, it was awesome for gaming possiblities back in teh day, but in 2012 the nastalgia is lost on someone who never played that game, and I am just thinking this looks cheap and cheaply made on the fly, although that probably isn't the case its just how it feels being made now in an old style. Generic attack animations not interesting. Enclave, now that was funner combat. check that out, that is what is possible for combat (if you are not going turn-based) with todays technology. The nastalgia is lost on someone who didn't play the old game its mimicing.

To have a part ywith stats, and leveling and equipment etc. but to have a compat mechanic that is so rigid doesn't work for me. I would prefer turnbased or a more dynamic, maybe single player FPS using the full range of what is technologically available to day in videogaming, how about aiming ourselves? Just saying, if the ponit of the game is the dungeon puzzles, then the antiquated combat mechanics are just for nestalgia purposes so ditch them, one character. Like how they went for the witcher.

The magic system is tweeky to me and I am wondering now if I can maybe just make a party with fighteres or rogues two back row and 2 front row. Do I really want to spend hours clicking random symbol codes with my mouse why playing the point-click as fast as yo ucan to attack wtih fighters? I7m hoping there is an option to preload a spell into the hand lsot to just one click a spell...I can't see 3 clicks evertime I want to cast a spell...combat is pretty fast....or maybe i just need to slow it down...but its not like i want the combat to take longer!!!!! Who wants to learn a bunch of random codes, is there any more useless information yo ucan be required to remember than random combinations of arbitrary symbols...waste of time. hopefully the game is possible with just tanks...

For the 'tanks' knowing which class to play seems to be about knowing what weapons will be available and when. Its kinda lame to sign up for a sword weilder and a axe weilder to discover (so far) there are no shops, no economy, no buying and selling ,just use what you find. Use what you find is fine as a gaming mechanic, but then what is the point of customizing characters? or even having weapon skill options? who wants to train skills for weapons they can't buy or find anywhere in teh game? I mean I guess you can find them later, but what, use keyboard tricks and strafing to cheat wins with inferior weapons in the meantime? That is not strategy at all. No realism, the whole mechanic is about pushing the right keys and relying on the AI...well relying on there to be NO AI to counter your cheap tricks. Its not exactly mortal kombat, and its not exactly the era where its hard to offer a higher level of realism/dynamic combat.

Character development is either customizable or not. To me having options to build in directions where you are punished/gimped later for making them (like choosing weaker/non-existant weapons or weaker magic chain) is ...... Why not be able to start the game with X builds and actually have the game allow for those builds? I don7t like the uber vs. nerfed game. Options should be balanced....

and onto options....4 and 3. 4 races and 3 classes....really???? Did they take any time at all in developing that? why not 20 races or 50. why not 20 classes. the game itself is so simple...but hey are we gonna customize or not, back to the same poitn...but the basic mechanic of the characters is so ridiculously simple that it would not take that much work to add more traits, more races etc. you could have orc, dwarf, elf, gnome, goblin, ogre whatever. and mabye classes too you could have more option...then again the game is gonna force you down one path of development more or less for magic and weapons, so maybe 2 classes would be more appropriate. tank and mage

iThere is no way to know why rogue or why fighter utnil you see inside the game and know what weapons are offered or not as you go along. there are no social skills, no trap skills, no money, no stealing.... so tis all about combat and you are either gimped or not gimped it seems by your choices,

Is it too much to ask to say I like this character concept to swing an axe, this one to shoot a bow, and this one to sword and board, and I don7t care what drops, maces, daggers whatever....give me a shop to swap it out!!! Sure I lose a little in the transaction, and maybe get a slightly lower quality...but its better than being forced to use weapons I'm not built for....and you know customizing your characters is fun. Lots of games don7t have character customization, mario doesn't and its good fun....so they shoudl ahve made a choice, not made fake customization.

This game makes more sense if it is billed as the main character(s) being essentially predetermined. taht is how it plays out. I would maybe not have bought this game if I read a review like what I am giving here, which was critical of what this game is compared to other RPGs.
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anomaly: I downloaded, and started the game and twenty minutes later I surface back to RL and two hours had passed. That in and of itself tells me the game is good!

My one and only nitpick that I would like to see changed in some way, is the combat. I find that during combat scenes I'm looking down at my characters weapons and clicking on them, and not watching the actual battle and I feel I'm missing out a little bit. Maybe that will just take practice to attack quicker and then look back up.

Other than that I love the design, the puzzles, the secrets, those little bricks with the corner broken off, the monsters (those little poison gas spitting fungus things are just cute! Until they spit poison at you) and tonight when the world is quiet again, I'm going to go back into Mount Grimrock for another twenty minutes and see if I lose another two hours... :-D
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DazBoots: Somebody on the official forum has made a key mod to make attack keys, allowing you to watch the battle.
hmmmm maybe i should go to the official forum...maybe htey have a mod for quickloading spells or something...or a shop and economy....too early for all that maybe lol..... Great thing about most GOG games is they are actaully old and have been community modded to be worth playing...lots of GOG games are absolute crap Vanilla and complete Gems modded...so maybe this game is a little bit of that and like wine needs to age a bit.
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shiffd: Ok well I think everyone is really jumping onto the bandwagon for this game because they are fans of Dungeon master, a game which i ahve to admit i never played.

I don't hate what I am seeing but I really was hoping for more out of this game.
Really because this game, like Planescape Torment (which is a horrible game to many people) is being overhyped already. Its not for everybody, and I'll explain my whys.

For me being locked into a tunnelvision like a 1st person shooter but without any kind of aiming, blocking and so forth is not very tactical, it was awesome for gaming possiblities back in teh day, but in 2012 the nastalgia is lost on someone who never played that game, and I am just thinking this looks cheap and cheaply made on the fly, although that probably isn't the case its just how it feels being made now in an old style. Generic attack animations not interesting. Enclave, now that was funner combat. check that out, that is what is possible for combat (if you are not going turn-based) with todays technology. The nastalgia is lost on someone who didn't play the old game its mimicing.

To have a part ywith stats, and leveling and equipment etc. but to have a compat mechanic that is so rigid doesn't work for me. I would prefer turnbased or a more dynamic, maybe single player FPS using the full range of what is technologically available to day in videogaming, how about aiming ourselves? Just saying, if the ponit of the game is the dungeon puzzles, then the antiquated combat mechanics are just for nestalgia purposes so ditch them, one character. Like how they went for the witcher.

The magic system is tweeky to me and I am wondering now if I can maybe just make a party with fighteres or rogues two back row and 2 front row. Do I really want to spend hours clicking random symbol codes with my mouse why playing the point-click as fast as yo ucan to attack wtih fighters? I7m hoping there is an option to preload a spell into the hand lsot to just one click a spell...I can't see 3 clicks evertime I want to cast a spell...combat is pretty fast....or maybe i just need to slow it down...but its not like i want the combat to take longer!!!!! Who wants to learn a bunch of random codes, is there any more useless information yo ucan be required to remember than random combinations of arbitrary symbols...waste of time. hopefully the game is possible with just tanks...

For the 'tanks' knowing which class to play seems to be about knowing what weapons will be available and when. Its kinda lame to sign up for a sword weilder and a axe weilder to discover (so far) there are no shops, no economy, no buying and selling ,just use what you find. Use what you find is fine as a gaming mechanic, but then what is the point of customizing characters? or even having weapon skill options? who wants to train skills for weapons they can't buy or find anywhere in teh game? I mean I guess you can find them later, but what, use keyboard tricks and strafing to cheat wins with inferior weapons in the meantime? That is not strategy at all. No realism, the whole mechanic is about pushing the right keys and relying on the AI...well relying on there to be NO AI to counter your cheap tricks. Its not exactly mortal kombat, and its not exactly the era where its hard to offer a higher level of realism/dynamic combat.

Character development is either customizable or not. To me having options to build in directions where you are punished/gimped later for making them (like choosing weaker/non-existant weapons or weaker magic chain) is ...... Why not be able to start the game with X builds and actually have the game allow for those builds? I don7t like the uber vs. nerfed game. Options should be balanced....

and onto options....4 and 3. 4 races and 3 classes....really???? Did they take any time at all in developing that? why not 20 races or 50. why not 20 classes. the game itself is so simple...but hey are we gonna customize or not, back to the same poitn...but the basic mechanic of the characters is so ridiculously simple that it would not take that much work to add more traits, more races etc. you could have orc, dwarf, elf, gnome, goblin, ogre whatever. and mabye classes too you could have more option...then again the game is gonna force you down one path of development more or less for magic and weapons, so maybe 2 classes would be more appropriate. tank and mage

iThere is no way to know why rogue or why fighter utnil you see inside the game and know what weapons are offered or not as you go along. there are no social skills, no trap skills, no money, no stealing.... so tis all about combat and you are either gimped or not gimped it seems by your choices,

Is it too much to ask to say I like this character concept to swing an axe, this one to shoot a bow, and this one to sword and board, and I don7t care what drops, maces, daggers whatever....give me a shop to swap it out!!! Sure I lose a little in the transaction, and maybe get a slightly lower quality...but its better than being forced to use weapons I'm not built for....and you know customizing your characters is fun. Lots of games don7t have character customization, mario doesn't and its good fun....so they shoudl ahve made a choice, not made fake customization.

This game makes more sense if it is billed as the main character(s) being essentially predetermined. taht is how it plays out. I would maybe not have bought this game if I read a review like what I am giving here, which was critical of what this game is compared to other RPGs.
I take it you're a glass half-empty person?
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shiffd: Ok well I think everyone is really jumping onto the bandwagon for this game because they are fans of Dungeon master, a game which i ahve to admit i never played.

I don't hate what I am seeing but I really was hoping for more out of this game.
Really because this game, like Planescape Torment (which is a horrible game to many people) is being overhyped already. Its not for everybody, and I'll explain my whys.

...
I think you completely missed the point of the game. It is designed to be retro, the main draw is that it is like the dungeon crawlers in the 80s and early 90s. Having flashy combat and lots of classes and races was never the point.

People who like this game like it because they want to play dungeon crawlers and not Skyrim (or Kingdoms of Amalur) in a dungeon.
My god the game's good. My first dungeon crawler that plays in this manner actually, so occasionally I find myself headbutting the walls but other than that, I'm really enjoying the game. Played for 1 and a half hours, until I got surrounded by the skeleton warriors and died.

One question though: Is it wise to carry around stuff I know I won't use? Such as poison arrows, when none of my party members use nor ever will use bows. Can I sell them somewhere perhaps? Or how about armor that's worth nothing? Or should I just toss the unneeded gear on the floor?

If anyone's interested, here's my party:
Minotaur Fighter, specializes in axes and armor
Lizardman Rogue, specializes in daggers and dodging
Insectoid Fire Mage (with a huge Fire resistance to boot...or at least I think so. I'm only level 2 so far)
Insectoid Earth Mage