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Game is very good.
The mind bending puzzles, the ambiance all.. awesome stuff man.
Makes you realize how much games were dumbed down in the last years.

Only fault is the mobs damage output.. wich should be tunned down a bit.

Other than that.. amazing stuff really.. been a while we didnt see theese on the market.

Very good game.. and i dont say that to many titles.
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shiffd: .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....
While I'd like some randomness to the equipment (random in equipment type but fixed locations is fine), your in a freaking Dungeon in a mountain how on earth would a shop make any sense? (Infinity Blade has a lot to answer for in that regard)

Its also not terribly good if the dungeon happens to have equipment lying on the floor that is a perfect match for your party; 4 random prisoners thrown together into the Dungeon
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shiffd: 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.
You're completly missing the point of the game. It's designed to be exactly the game you are describing. Don't get me wrong: it might not be the best game ever to be released, but it's a great tile based DC, a genre not blessed with many releases these days. It's obviously not the game you were expecting, but I'll be damned if this isn't the game I've been waiting for years.
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shiffd: .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....
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tarasis: While I'd like some randomness to the equipment (random in equipment type but fixed locations is fine), your in a freaking Dungeon in a mountain how on earth would a shop make any sense? (Infinity Blade has a lot to answer for in that regard)

Its also not terribly good if the dungeon happens to have equipment lying on the floor that is a perfect match for your party; 4 random prisoners thrown together into the Dungeon
Hehe, tell that to Nethack and loads of other rogue-likes with shops hundreds of metres below ground level! :-D
To me this game is a dream come true. Period! I hope AH makes a ton of money with this one, and this starts a new trend in gaming: OLD SCHOOL DUNGEON CRAWLERS DO SELL!!!!
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tarasis: While I'd like some randomness to the equipment (random in equipment type but fixed locations is fine), your in a freaking Dungeon in a mountain how on earth would a shop make any sense? (Infinity Blade has a lot to answer for in that regard)
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anomaly: Hehe, tell that to Nethack and loads of other rogue-likes with shops hundreds of metres below ground level! :-D
*grin* true but they weren't really aiming for RPGness in the same way
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DProject: 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
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shiffd: and onto options....4 and 3. 4 races and 3 classes....really????
Wait what... NO ELVES??? I love this game!!!
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shiffd: .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....
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tarasis: While I'd like some randomness to the equipment (random in equipment type but fixed locations is fine), your in a freaking Dungeon in a mountain how on earth would a shop make any sense? (Infinity Blade has a lot to answer for in that regard)

Its also not terribly good if the dungeon happens to have equipment lying on the floor that is a perfect match for your party; 4 random prisoners thrown together into the Dungeon
This aimed to a few responses.

My point is that if that is the case, and its all random then the skills should be more generic to fit that premise for a reasonable gaming experience. like fighting styles, melee etc.... well maybe down the line there is a chance to find and acquire most of the different weapon types, i just need t oplay further in but it was really the clunky magic system that totally turned me off...and seeing how little insite is in the designe so far I wont be suprised if there is some puzzle or quest along the line that is impassable with out magic...if there is no such quest then I could just tank through the whole game I guess...but is there any story to it? No? then the gameplay should be fun or interesting or exciting and its NOT.

I'm remembering EoB fondly. Man that game had so much more than this, and there weren't shops were there? it was just starting gear and find random as you go and make it fit... ithink weapon specialization bac kthen in D&D was less specific, or maybe it wasn't...been years I can't recall. RATHER than sell this Generic retro FEEL o fthose old great games, I wish they had got the ability to sell EoB here.

This game is captilizing on all the great experiences we had with older MUCH MUCH MUCH better games. I mean WAY better games. EoB had so many details, so much loot, so many monsters, big old dungeons, well balanced and man, just so much more than this game has. I wrote a review nad I stick by this statement-
This game compared to EoB is like comparing Chess to tic tac toe. People don't meet in parks all over the world to play tic tac toe.
This game and its developers is capitalizing on a genre, on peoples nastalgia and memory of great games, but as developed it is not a great game, its a generic poorly designed imitation.

Maybe the developers will hear that and change their ways. Maybe they'll keep producing crap.
I hope that if peopel want to develop in this mode then they do a few things
#1 get content writers, authors etc. for more detailed indept hand interesting settings, characters, monsters etc.
#2 balance the combat so taht its not tedius
#3 add features to the gaming that were not available in the older game. tech is better now, computers are better now...there are so many more tools for designing games available...and so many more people in the industry looking for work. it shouldn't be hard to match and IMPROVE the quality. And I am not talking about graphics, I agree too much new games are just graphics and nothing else. I'm talking gameplay. graphics as are are fine, but we shoudl be able to move more dynamically and/or have more features wtihin those graphics....everywall doesn't ahve to look the same!! sure it makes us feel nastalgic, but the tech to create realistic unique designs is there.
#4 create games for new gamers and old gamers alike....

This site is GOG.com but I don7t feel the witcher did bad here or that it is imitating any old games. Its a new game, but its good. Nothing wrong with taht. Old games shoudl be old games, new games should be new games. new games that imitate old games (without being half as developed as the old games were) is not a good direction to go to me. Its bunk.
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shiffd: This aimed to a few responses. <and so on, snip>
I am getting the feeling, somehow, that you are unhappy with your purchase. Your first post mentioned us all jumping on the bandwagon to say how good the game is, as though we are all blind gamers and you are are the one sighted one.

I respect your right to your opinion. I don't think the game is anywhere near as bad as you think it is, nor do I think if you were to play old games now that you would actually capture the same feeling you did when they first came out, because everything has changed so much since then. Could it be that you have rose tinted spectacles for your own past?

However, you are now venturing into personal insults, saying what the devs at Almost Human have created is "crap".

What I think the real reason behind your posts is that you expected something else and now have buyers remorse. I've had that with a few games. Just loaded them, gone "Oh dear sweet mother of-!" and then uninstalled and thrown away. The games weren't for me. This one isn't for you.

End of story. The rest of us here are enjoying it and ourselves immensely.

Thank you, carry on.
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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
First, I am puzzled by your comments because all the information provided on GOG and at the official website (http://www.grimrock.net) clearly described the type and style of game LoG would be; and there were plenty of videos showing actual game play.

Second, it is unfair to brush aside the praise of LoG by inferring that it primarily stems from the nostalgia of a by-gone era of computer gaming. There is a critical mass of new and old gamers who enjoy and want to play games like LoG--check out the Roguelike community and the Wizardry series is still going strong (especially in Japan). It is easy to oversimplify a modern interest in creating and playing video games that are purposely designed with limited graphics or rigid game mechanics because these limits are no longer necessary. But some gamers want a greater variety of games to play, instead of being stuck choosing a limitless sandbox RPG or quick-twitch FPS.

Nothing is lost by increasing the variety of video games to meet the diverse wants of modern gamers. In fact, expanding the types and styles of games for gamers to purchase only serves to strengthen the gaming community and its culture. As a gamer who grew up in the 80s and continues to play video games today, I enjoy and look forward to modern titles like Skyrim, and Deus Ex: Human Revolution. However, I also want to play games like Dungeon Master, Day of the Tentacle, Quest for Glory, Wing Commander 4, and Wizardry. I see nothing wrong with wanting more variety in the types of video games being produced and expressing joy when a company releases a high quality title that increases the variety styles and genres we can choose from. In fact, I think it is problematic when anyone starts limiting consumer choice because certain styles and genres are assumed to be "better" and anything else is considered "worse and not worth playing."

I'm remembering EoB fondly.
WARNING: EOB and EOB2 spoilers following.


Sorry, I don't think you remember at all, the past is not glamorous as you remember it.
I replayed the entire EoB series last year (dropping at half of EoB3 because of boredom -- but EoB3 sucked, everybody knows it).


Plot ? EoB is the only game which has probably less plot than Tetris. There is a monster, go there, uh the entrance fell down, stuck. Let's not mention the endgame.

I find the magic system of Grimrock (which is very similar to the ones of Ultima Underworld or Arx btw) nice and much better than the D&D inherited systems imo which try to force a system meant to pen/paper in a crpg, only to find that in a dungeon crawler the memorize spell thing is utterly useless - if you need say a dispel magic (and you don't) you just memorize it once, rest, cast, replace with fireball, rest. You could basically memorize always the same spells for the entire game.

Let's not talk about the loot in EoB1, where +3 swords were easier to find than food. Where a cursed plate armor was still good enough to keep on (still better than the lower grade armor). Where you could put a plate armor in hand and it still dropped the armor class value (try it, use a plate armor in hand instead of a shield, you can go to -10 as easy as said).

EoB1 was so unbalanced that the entire purpose of the game was 1) find a wand of cone of cold or fireball 2) go to the kenku level, 3) win. You can play the game for 10 days or stay 1 hour on the kenku level and you would make the same amount of experience.

Also on EoB1, there were plenty of broken puzzles. You know, like the one which steals your items if you come from a direction, except that you are more than likely to come from the opposite one. Ditto for a chain in the spider level. And some puzzles which are still unsolved, in any walkthrough, 20 years later.

It had useless classes (Thief - can't remember of a door successfully picked in eob1, Paladin/Ranger - they were basically slower experiencing fighters) and went as far in its D&D madness to implement optional rules on maximum reachable level for given races (in Eob3) and non-resurrection for elves (all the games).

There were no reach weapon too and since range weapons weren't that great, I wonder how could you complete EoB1 without mages (besides how can you drop Xanathar down without mages - and you know what I mean - and without clerics ? one tactic requires a mage, the brute force tactic requires healing and much much power).

Puzzles: some of them were completely illogical. How the heck are you supposed to know that the platforms of a given room in EOB2 must be pressed in an X shape ? Arbitrarily and without any logic, in a level where you couldn't try and fail (you couldn't rest at all). That's pure cheese tactics. The puzzle in EOB2 where you would be stuck forever but not die (hope you did save in multiple slots!)?

About the settings: EOB2 was basically the monster manual dropped in a temple. Not that the mind flayers in EOB1 makes much more sense environmentally btw.

Do everyone a favor: replay EOB1 and 2. You'll see that in reality they are much worse than your memories tell.

(Disclaimer: EOB1 is one of my favorite games ever.)

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,
If you used a bit more tactic (like walking backwards, sideward, turning circles, having the enemy in the diagonal, etc) you would find you have plenty of time to select whichever spell you want from the mage.

Character development is either customizable or not.
Except that in all EOB games, it was both customizable, or not (using the premade party).

I also guess you don't like any other RPG in the world.. take Baldur's Gate II, what if you had invested all your proficiencies in, say, clubs ?

and onto options....4 and 3. 4 races and 3 classes....really??
Thank God! Just two weeks ago I started making a party for IWD2. It has like 9 kinds of clerics. 3 kinds of paladins. For like 12 races, many of which differ for small details, or have harsh level penalties you can't judge in a videogame or make no sense at all (what is the purpose of the half-elf ?). It has so many many many classes and feats, and skills, and so on it takes a Bachelor degree in character creation. And a walkthrough to check all the domain spells and see if a cleric of Lathander is better or worse than a Tempus one and how useful or useless is magic resistance to make being a drow an advantage or a penalty (in a low-magic world, it's useless). Talk about quantity over quality.
Its a beautiful game, no doubt. I'm still enjoying the combat but the spell system could use a little ease of use tweaking. Also the inventory.

I don't want to see magic shortcuts for every known spell, but it should remember what spell you've got programmed in between casting... add in a 'clear' button instead of forgetting my last spell every darn time (it could replace the annoying cast button).

The magic window doesn't respect the LEFT/RIGHT mouse button differentiation that all other fighting styles do. Both left and right clicks select and deselect runes, as well as activate the cast button. Crazy annoying.

For whatever bloody reason you have to navigate to the 'cast button' after selecting your runes, instead of just clicking the right mouse button to fire them off. I can't count the number of times I've hastily reached for the cast button and accidentally added another rune, wrecking the sequence.

Keeping everything you find for money is redundant in this game, so I really don't understand why torches and food can't stack like ingredients and ammo does. The current system doesn't add difficulty (choice anxiety) to inventory management, just tedium. On a similar note... how about a notebook that keeps track of recipes and spells.
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shiffd: Maybe the developers will hear that and change their ways. Maybe they'll keep producing crap. I hope that if peopel want to develop in this mode then they do a few things

#1 get content writers, authors etc. for more detailed indept hand interesting settings, characters, monsters etc.
#2 balance the combat so taht its not tedius
#3 add features to the gaming that were not available in the older game. tech is better now, computers are better now...there are so many more tools for designing games available...and so many more people in the industry looking for work. it shouldn't be hard to match and IMPROVE the quality. And I am not talking about graphics, I agree too much new games are just graphics and nothing else. I'm talking gameplay. graphics as are are fine, but we shoudl be able to move more dynamically and/or have more features wtihin those graphics....everywall doesn't ahve to look the same!! sure it makes us feel nastalgic, but the tech to create realistic unique designs is there.
#4 create games for new gamers and old gamers alike....
I think you are forgetting that this game was intended to be a minimalistic dungeon crawling RPG. The aspects you mention in this post contradicts game designers clearly described intention. Furthermore, the narrative premise of the game itself -- 4 prisoners were chained together and released into bowels of Moun Grimrock, from which no one as come out the other end alive -- lends itself toward a survivalist experience where you are surrounded by danger without anyone to help you.

Finally, there is no reason to demand any gamer designer to create a game for old and new gamers. The current market is flood with titles that reflect the modern taste in game mechanics, so if Almost Human or EA wants to create a game directed at old-school gamers who cares; it is their choice, and it will fail or succeed based upon sales.
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anomaly: Hehe, tell that to Nethack and loads of other rogue-likes with shops hundreds of metres below ground level! :-D
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tarasis: *grin* true but they weren't really aiming for RPGness in the same way
Oh yes, shopkeepers in silly places. They're the true ancestors of Patches the Hyena (graverobber extraordinaire) in From Software's Souls games. Still, I'm almost always too desperate to pass them up on principle. ;)

OT: First Impression = Wow! Love it! Aggghhh!!! Those spearmen have me boxed in.....
Finished the game just now and all in all it was very enjoyable. A bit too easy I'd say in the long run (played on hard), but still a very pleasant trip through the dungeon. Didn't get all of the secrets unlocked so guess there's still stuff to explore, but might not be too thrilled to hunt after a few treasures.
Here's hoping for more dungeons for dlc in the future.