If thats open world ala M&M or Wizardry i'm in day one.
If thats open world ala M&M or Wizardry i'm in day one.
Nice art and atmosphere, but tech-wise it's nothing to write home about.Screenshot looks fantastic
Travel around the Northern Realms in 30 days
Another concept which we tried to make work really hard was travelling in many locations around the Northern Realms, the world of Grimrock. We were initially really excited about this idea, and we made a prototype of the world map, with towns, villages and adventuring locations. There would have been a storyline that ties the main locations together much like the main quest in many RPGs.
In the prototype, the party could travel between the map nodes and choose where to go next. Towns and other encounters were menu based “resource management nodes” and adventuring locations were dungeons with puzzles and monsters. We were so happy about this design that we were about to write a lengthy blog post about it, when doubts began to haunt our heads.
Here’s a snippet of this unreleased blog post:
“One of the themes in Grimrock 2 will be travelling. We would like to explore the outside world that we hinted in the first game. Travelling vast distances in the world would of course not work tile by tile (btw. tile-based movement is definitely a keeper feature), so Grimrock 2 will have multiple locations and a greater variety of environments. Multiple locations will hopefully improve the pacing of the game (a breather after completing an area), give immediate subgoals for the player (complete the current locale), and more choices (where to travel next).
However, one thing that Grimrock 2 will not be is a massive modern RPG. There won’t be zillions of NPCs doing their business and endless wastes of wilderness to travel in. Grimrock 2 will be a different kind of experience with an oldschool heart. We want to keep the core gameplay still tightly centered around the party, tricky puzzles, scary monsters and exploration. Our goal is to make sure that anybody who played the first Grimrock, should be instantly at home with the new game.”
We really wanted this idea to work. The final paragraph of the unreleased post gives some hints about the problem with this design: “tightly centered around the party”, “focus on exploration”, “instantly familiar with the new game”… The problem with this design is the lack of focus. We believe that the charm of Grimrock is compactness, tight focus and emphasis on fun core gameplay. In Grimrock 1, the environment, the dungeon itself has personality and the quest was personal to the characters. Having multiple locations with different atmospheres and multiple linked goals would take some of that charm away.
A game of this sort could surely be made, but, again, it would not be a Grimrock game.
I don't know, but it's probably more like Lands of Lore.
Each section of the world is like it's own dungeon link together.
But it's just a feeling, maybe it like Wizardry 7.
If this one has more combat and less puzzles i am in.
I love the combat and atmosphere on the first one, the puzzles on the other hand ... not even a bit. If this one has more combat and less puzzles i am in.
Oh also i dunno why i have some nasty input lag on this game D:
Indeed, and it was (and still is) awesome. I recently played LoL1 again and was amazed at how well it holds up. It's still immersive and nice looking, too. A shame about the sequels, though.
I love the combat and atmosphere on the first one, the puzzles on the other hand ... not even a bit. If this one has more combat and less puzzles i am in.
Oh also i dunno why i have some nasty input lag on this game D:
The puzzles were the best part of Grimrock and the combat the worst...
I'm pro mouse/keyboard but an option to play with a gamepad would actually fit quite nicely with this type of a game. I don't own a gamepad myself.Is there going to be gamepad support this time around?
The combat did turn me off the original. I'm not too well-versed in the genre, for all I know the flaws could be common.
Lands of Lore 2 is a great game, only 3 is crap
The combat did turn me off the original. I'm not too well-versed in the genre, for all I know the flaws could be common.
It's the same combat system used in the Dungeon Master, Eye of the Beholder, Lands of Lore, Black Crypt and other dungeon crawling games.
That wasn't a flaw. It's designed that way.
Just to make sure we're on the same page, the strength of circling around an enemy in four squares seems silly and like something you'd want to avoid when planning out these encounters. It could be ineffective after the first few floors, for all I know, but I didn't stick with it long enough to see.
Lands of lore 1 is one of my favorite PC games. If they capture some of the scope of that then this game will be very satisfying for me.
Just wanted to chime in and say im a couple of levels into the first Grimrock. Such an awesome game! Cool atmosphere and nice dungeon design. Just one question though, does the dungeon variety change at all? Ive been staring at the same tilesets for a while now....
Just wanted to chime in and say im a couple of levels into the first Grimrock. Such an awesome game! Cool atmosphere and nice dungeon design. Just one question though, does the dungeon variety change at all? Ive been staring at the same tilesets for a while now....
Just wanted to chime in and say im a couple of levels into the first Grimrock. Such an awesome game! Cool atmosphere and nice dungeon design. Just one question though, does the dungeon variety change at all? Ive been staring at the same tilesets for a while now....
The puzzles really took the focus in the first game, so much so the RPG aspect from making a party and choosing classes felt a bit detached. There's probably more info hinted to on their forums, looking forward to this and seeing what's new when they put more info out.