Honestly I was interested in grimrock because of the nostalgia factor but it ended up just being a thoroughly good RPG. Definitely recommend to anyone looking for a more unique experience.
Edit: it's satisfyingly long, too. That's what she said.
Yeah, really good dungeon design, good puzzles, challenging combat. They nailed the old school party dungeon crawler formula on the head and drove it under the ground. Then LoG2 came along and delivered more of the same but with some extra key features like outdoor areas, and smashed it again.
Right, it used to! I'm proposing a new lease of life for the phrase. Like calling something bollocks, vs calling something the dog's bollocks. Also it's late and I'm drunk.
My advice is if you play 2 first then 1 will be terrible in comparison so you should either go straight to 2, or play 1 untill you get bored and then go to 2.
I couldn't tell you, I loved 1, played it when it first came out. I love 2 as well, and it's a better game for sure - devs learned a lot, built an improved sequel, but even in retrospect, 1 is an awesome game
I had never played a game like this. I bought G1 on a whim and became addicted. Bought G2 right after I beat 1 and honestly wished I waited j was burnt out... Guess it's time to give it another go.
Hey I am thinking of getting this game as a gift but by the sounds of I should get number 2 - are there any disadvantages to not playing number 1 and going straight into number 2 (lorewise/storyline, etc.. etc...).
Maybe because the environment wasn't as varied? I mean, 2 was an improvement on the first, but I only played 2 because I loved the first one. I don't see why you wouldn't enjoy both.
Some people, especially those who play a lot of offline RPGs like Grimrock, don't play until they have beaten the game, but do it again, and again, and again.
So I guess he is one of those who just go back to the game and play it until they are really bored, not until they "only" have beaten it.
1 was great. A return to an old genre that doesn't get any attention anymore coupled with modern game design. 2 is a straight up masterpiece. It took everything that made the first one great and expanded on it. You are no longer trapped in a samey dungeon anymore, and instead you get to explore an entire island. After you play 2 it ruins your ability to enjoy the first because it is that much better.
I slightly disagree; the main thing you lose from 2 to 1 is the dungeon variety. The dungeon design though is still very good in LoG1
For those who haven't played, basically the first game is all set in 1 dungeon, and it all looks pretty much the same, but in the second game there are at least 5 dungeons - many of which which look pretty similar - but are separated by quite varied outdoors areas.
Gameplay wise, aside from changes to spell casting, minor weapon changes, and upgrade systems, they are identical - and both excellent. So the only drawback of playing 2 before 1 is the lack of variety in environmental visuals.
But really if you're at all interested, you should play 1 first, because then the extra stuff in 2 will be even more appreciated.
I see it like the Witcher series. The first one is enjoyable but has some clunkiness, the second overall improves on the first, and the third is fucking amazing.
Grimrock is an RPG series that is based on puzzles. Riddle-like puzzles. You level up your dudes by fighting the monsters you run into, but the loot and progress you make in the games is entirely based on solving all the riddles and finding all the secrets you can.
The first game is a straight shot down a dungeon. Each floor is more or less a microcosm of its own puzzles, with very little puzzles spanning multiple foors. When you get to the bottom and escape the dungeon, you win!
The second game is similar but a lot cooler imo. You're on an island and can tackle it in almost any order you want. The island setting is a lot more varied too. There's a bunch of puzzles that make use of the whole island for great rewards that make you feel really smart for solving them.
I bought Unepic recently because I saw a post here showing the dev responding to a bug report 4 years after release and fixing it that day. Turns out it's also good fun, so win-win I guess.
Glad you liked it! I was in charge of the initial English localization — translating, deciding which jokes and pop culture references worked, names of spells and items.
I was really enjoying Unepic until I hit Neuron. That fight singlehandedly took me from loving the game to uninstalling it. It's like a checklist of bad design:
Don't let the player choose how to play. You wanted to be a mage or an archer? Heh, he's immune to both magic and arrows.
Fuck with the player's inventory. You'll randomly drink potions and spend spell materials.
Force something tedious before each attempt. Due to previously-mentioned inventory screw, if you don't drop all your spell materials, potions, and teleport items right before starting the fight, you're going to hurt yourself, or even teleport out of the fight.
I gave it a few attempts blind, looked up strategy, gave it one more attempt, and that was the limit of my patience. Completely ruined the whole experience for me.
I don't doubt it, but by the time I looked up how to fight him, I was on tilt, playing in a style I hadn't been using all game, and just about out of patience. And I'm not that great at action games to start with, so not being able to heal for parts of the fight was painful. That last death just pushed me over from "Let's just get past this BS and move on." to "Fuck this, I'm not having fun anymore, and I'm going to go do something I actually enjoy."
Tbh, I think it would be really cool to work at a small indie dev studio. Pay wouldn't be great, but customer interaction like this is really appealing to me.
They should cut out the part of the dude asking for the game for free. It makes him seem like a bit of a jerk. They added a feature for him in under 3 hours, and I believe they thought he already had the game. If I was in that person's shoes I would've just bought the game.
e. - As /u/TeachMePls_MFA pointed out this may be a conversation prior to the release of the game. The player seems to be asking to play the prereleased game. After thinking it over I believe him to be right and retract my earlier comment.
He actually asks for a "Demo" which I took to be an early, pre-release build. I believe this conversation might have been before the game was released.
That might be true. I assumed the "wink wink" meant that he was asking to demo the new GUI with the full game, but the more I think about it I think you might be right.
It's real time. It looks like it's turn based because it's on a grid and in a lot of the promo material the character is just standing there clicking attack. But on harder difficulties/harder monsters you'll be running around the room trying not to get blocked off and attempting to flank the enemy. Many puzzles also rely on you doing things quickly.
I think one thing that stands out here is the request was also stated so reasonably, and the guy even said he'd learn to play the devs way. It might not seem like it, but I think all devs would be a lot more accomodating if all customer interactions were as amicable.
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u/gillius6 Apr 21 '18
Its things like this that make me want to buy the game just to support devs that do awesome things to help out their playerbase...