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Legend of Grimrock - new old school dungeon crawler RPG!


Mr. Gerbik
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I'm SLOWLY getting through the puzzles on level 4. Great rush when you finally hit your AHHHH! moment, stuck on one at mo tho and had to put it off last night. REALLY want to play it, but it's sunny outside and won't have the same impact.

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I'm SLOWLY getting through the puzzles on level 4. Great rush when you finally hit your AHHHH! moment, stuck on one at mo tho and had to put it off last night. REALLY want to play it, but it's sunny outside and won't have the same impact.

That's why God gave us curtains. And headphones. Because He knew it would make awesome Grimrock even more awesomerer. Praise the curtains!

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It's really cheap too, so even if you end up double-dipping for the Windos and iOS versions, it's not the end of the world. In fact, you would still have spent less money than on a single big-budget game which isn't even half as good Grimrock anyway.

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The iOS version is less likely to support DLC or user generated content in the future though, the game seems to be built with that in mind (there's already a 'select dungeon' drop down menu when you start the game, although now obviously only the main dungeon is in there).

I wouldn't be so sure. There's the ability to add custom maps via iTunes... Or if their editor is built into the game, you could make them in-place.

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Im doing what many are- using standard chars and normal mode until I am used to the spells and getting good at it - then its all about my Real Team.

The lack of overused in-game music is great. I love good soundtracks - in certain games - but others genuinely benefit from having nothing but effects. Just distant screams, weather and other atmosphere generating sound is a great way of giving the feeling of danger, solitude and fear.

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It's surprising how neatly they've been put together. The only thing which temporarily stumped me was due to objects thrown from your pointer and from a character's hand having different momentum.

Thank you! I know exactly where you were when you realized that and it's very helpful as I wondered what I was doing wrong :D Awesome game so far, no real complaints. It can be hard at times but it's just very skill based. Not to say it requires an amazing amount of skill, but the more lazy you are the more damage you'll generally take. Also being aware of your surroundings is important, I had to reload because I got myself trapped in a square with mobs in all directions :(

Edit: Also, say what you will about Totalbiscuit but his wtf is? vid of Grimrock has around 350k hits and he raves about it during the playthrough. Must be great advertising, which is presumably why the video was uploaded on the 4th April - he must have been given a copy early.

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Good grief. I'm completely stuck on floor three. There's this bit with some teleporters that are moving. Don't tell me how to do it, but ngggggggggggghhhhhhhhh I almost want to ask for help. I've wandered about for ages now. Everything I found ended up just being a secret and not the way forward.

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It's bizarre how good this is. Why is it that a team of 4 developers can make a game far more engrossing than however many dozens Bioware had working on Mass Effect 3? It just feels like such a bargain, especially if there's a level editor coming out.

I finally managed to stop playing it on the assumption I'd go to bed, but all I'm doing is sitting here looking at my Grimrock wallpaper while listening to the theme music.

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It's bizarre how good this is. Why is it that a team of 4 developers can make a game far more engrossing than however many dozens Bioware had working on Mass Effect 3? It just feels like such a bargain, especially if there's a level editor coming out.

I think I started a thread a couple of years ago about how the big studios and publishers were really losing their shine compared with small, competent outfits self publishing on XBLA, PSN, and Steam/PC (this was before the iPhone/Android explosion).

I've lost count of how many supposed (or at least titles which are marketed as being) AAA titles I have NOT bought in the past couple of years. There's such a wealth of fantastic, professional quality stuff coming out on PC and the console marketplaces, I'm only picking up those games which I know are worth playing. More often than not, this involves waiting for the launch hype to die down and for peoples real opinions to become apparent. Muk threads are usually a good source.

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My god the solution to where I was stuck was so obvious! I only noticed after drawing out the room and sequence and checking all combinations of the steps I could take. :doh:

What. A. Game.

I want an android version!

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It's bizarre how good this is. Why is it that a team of 4 developers can make a game far more engrossing than however many dozens Bioware had working on Mass Effect 3? It just feels like such a bargain, especially if there's a level editor coming out.

I finally managed to stop playing it on the assumption I'd go to bed, but all I'm doing is sitting here looking at my Grimrock wallpaper while listening to the theme music.

I think a big part of it is the smaller teams make a game for a specific audience while the bigger studios try to make a game that is everything for everyone but end up pleasing no-one. Legend of Grimrock simply doesn't give a fuck if the CoD crowd that EA so desperately want hate the game, they realise it's a niche market but one in which if you budget accordingly and deliver a good game you can still make a good profit from.

Go back to all the classic RPGs and it's the same, when Bioware made the Baldur's Gate games they went after the D&D and CRPG fans and made a game for them with all the nerdy stats and character building we love, they didn't try to rope in the Quake players by stripping things away. Much the same with Dragon Age Origins, it's clear which fans they wanted to sell the game to with that game but move to DA2 and it's like they want the players who enjoyed God of War and now they are saying they want to make DA3 more like Skyrim :facepalm:

It seems to be what Bioware does these days, they chase CoD fans with ME, WoW players with SWToR and it seems to change with each DA game.

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That's exactly it Mallet. Look at Spiderweb software. One team (Currently three guys only one of whom is a coder) making a living for the past 20 years by targeting a niche crowd currently completely ignored by the big publishers. That's the strength of indie. They don't need a multi-million selling bestseller to survive. They can target the niches.

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My Grimrock addiction continues as the game only gets better and better the further you get. What Mallet says is true, and in terms of being a quality RPG, the four guys who made Grimrock managed to totally eclipse every single game made by Bioware and Bethesda with their big bulging budgets this generation. Seems like Grimrock is selling rather well, and with the early success of the Kickstarter cRPG's in mind, this proves that there's definitely a viable audience for this kind of quality traditional (or hardcore if you prefer) RPG goodness from smaller teams with relatively modest budgets. I hope the trend continues, because I love these games and to be brutally honest I'd rather spend 150 euros on Grimrock for the quality RPG entertainment it gives me, than 10 euros on a game like Skyrim or Mass Effect. Not saying that Skyrim or Mass Effect are bad games of course, it's good that they exist for the kind of approachable experience they provide (and I had a lot of fun with them), but for me as a fan of traditional RPG's that don't feature overbearing hand-holding or streamlining for the sake of accessibility and aren't afraid to force the player to actually think, the apparent return of the traditional cRPG experience is the best thing to happen to the gaming industry in over a decade.

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I started this the day after I finished ME3. I am having WAY more fun and am far more addicted to Grimlock than I was ME3.

Stuck on (final?) puzzle on floor 6. Had to turn it off last night and go to bed. Now have family duties. Will wait till dark again!

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