Legend of Grimrock is a dungeon crawling role playing game with an oldschool heart mated with modern execution. A group of prisoners are sentenced to certain death by exile to the secluded Mount Grimrock for vile crimes they may or may not have committed. Unbeknownst to the captives, the mountain is riddled with ancient tunnels, dungeons and tombs built by crumbled civilizations of days long past. If they ever wish to see daylight again and reclaim their freedom, the ragtag group of prisoners must form a team and descend through the mountain, level by level.
The game brings back an oldschool challenge with highly tactical real-time combat and grid-based movement, devious hidden switches and secrets as well as deadly traps and horrible monsters. Legend of Grimrock puts an emphasis on puzzles and exploration, and the wits and perception of the player are more important tools than even the sharpest of swords would be. And if you are a hardened dungeon crawling veteran and you crave an extra challenge, you can arm yourself with a stack of grid paper and turn on the Oldschool Mode, which disables the luxury of the automap! Are you ready for some classic dungeon-crawling first person perspective party-based RPG action? Are you ready to venture forth and unravel the mysteries of Mount Grimrock?
Minimum system requirements: OS: Windows XP Service Pack 3
Processor: Dual Core 2GHz Intel or 2.8GHz AMD
Graphics: ATI Radeon X1600 or NVIDIA GeForce 7600 or better (512MB graphics memory or more. Shader Model 3.0 needs to be supported). Minimum supported resolutions 1280x720 and 1024x768.
Disk Space: 1GB
Minimum system requirements (Mac): OS X 10.6.8 or later. Processor: Intel Core 2 Duo 2GHz+ Memory: 2GB of RAM Graphics: 512MB of video memory with OpenGL 2.1 (or later) support. Recommended two-button mouse, or Apple mouse with Secondary Button / Secondary Click enabled. Minimum supported resolutions 1280x720 and 1024x768.Patched to version 1.3.1
Posted on 2012-05-31 12:43:24 by patwater:
The Legend of Grimrock tells the story of four captive heroes, banished to the depths of a dungeon from which they must escape... or perish. But even if they manage to get out, where will they go? They're fugitives, and can't return home--a perfect metaphor for the old-school gamers who want this game to recapture the glory days of dungeon crawling.
I played Eye of the Beholderread more as a youngster, and was lured to Grimrock by promises of a new adventure with an old-school heart. Now, I'm not saying it's a dud because it isn't Eye of the Beholder--but after reading page after page of rave 5-star reviews (There are seriously over a hundred of them,) I am convinced that this game uses some glamer spell to convince older gamers that they're actually playing their childhood favorite for the first time again. Somehow I passed my Will save, and my disappointment was bitter indeed.
The class system was intriguing enough--though I woefully miss the presence of a healing class--having two warriors in my party gave me a chance to explore two different builds, and found them each pretty satisfying. I actually found myself wishing I had a second rogue so I could see what some of the other skill progressions were like.
The system for spellcasting is actually intensely gratifying: Your mage has a grid of runes and you select the correct combination for the desired spell. It's time-intensive and rewards you for accurately remembering the spells under pressure. This is the kind of innovation I was promised, and sadly one of the few I actually found. And the problem is that your character only learns spells when you do--sounds cool, but you learn spells by picking up scrolls which are a fixed locations throughout the dungeon. So be sure to put a few ranks in fire magic at level 1 if you don't want your wizard to stand around with his hands in his pockets during EVERY fight on the first couple floors.
"Hey, good luck with the weird slug monster, guys. I'd have a smoke while you take care of that, but I can't even light up because I learned ice magic like a dumbass."
Speaking of fights, they're terrible. During the first bleak moments after their internment in this terrible cave, I found myself, as many more generous reviewers put it, "Instantly immersed." I bonded and empathized with these four complete strangers, and truly wondered if they would ever see home again. But by the time of my billionth encounter with the spear-wielding skeletons who eat Chuck Norris and poop out the Juggernaut, circle strafing till I could see the wood grain of my desk through where the D and S keys used to be, I was only worried about myself--I was actually afraid I'd die of boredom before my two warriors became gray skulls, and my clothy and archer were forced to swing with their little arms in order to survive.
The way the game forces you ration healing supplies is challenging and pretty fun--except for the spider level, where you WILL need to consume at least *at least* one antidote potion per arduous encounter to get both your warriors alive to the next. I've heard gamers talk about "grinding," but I didn't realize they meant the grinding of my teeth. Once he uses up that last anti-poison root, hands go back into the mage robe pockets, since ole Mudrolor the Wise spent all his mana like a fiend, spamming the one ice spell he knows in a desperate attempt to bring the misery of combat to a slightly quicker end.
The only respite from the wildly difficult, invariably repetitive combat is the puzzle solving, which ranges from mildly boring to mind-numbingly boring. At one point you actually open a door by winning a staring contest with a statue. He never blinks, he just gets up and leaves to go do something more interesting. And then there's my favorite, and apparently the designers' as well: can you find the pull-chain?
"Uh, I dunno, is it this one next to the door? Well, jee wiz!"
Look, it's a decent dungeon crawl, if you don't mind a majority of uninspired, easy puzzles (okay, a handful of them gave me a hard time,). The main downfall is that the combat is a perfect storm of awkward controls, boring repetition and relentless difficulty. I realize this is a lengthy review, but I wanted to thoroughly explain why I disagree with the hype surrounding this game. Plus, I figured this article would be so buried under stacks of undeserved praise for this game that no one will probably ever read it. I think I see about a dozen new 5-star reviews posted in the time it took me to type this.
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Posted on 2012-04-11 20:14:24 by TheJoe:
This is the game you bought 20 years ago. You played it at home, in your dorm, at work in your lunch break because the computers there had more RAM. You played it with coffee, beer and snacks. You spent hours on it.
Then your hard drive blew up. And before you had the chance to recover, PC gaming moved on and first person shooters took over. You never got this game up and runningread more again, so you threw away the box having dismissed its worth. The graph paper burned on your next camping trip.
Then it came back. With a makeover. And you were in love again.
Legend of Grimrock stands defiant in the face of the Cliff Bleszinski industry, proving that games can still be art. In a year where fans begged Double Fine and Brian Fargo to make a new game, Grimrock is a small piece in this new, exciting chapter of video game history. Video games are back.
Grimrock is slow paced, yet pressured. You are constantly sitting at the edge of your seat; there is no respite. Around the corner will be a trap, a monster, a clue, a reward. Every turn is a surprise for better or for worse.
Combat sits seamlessly into the world; there is no defined "combat phase". It is very tactical and you must be aware of your surroundings, the state of your party and the positioning of the enemy. There is also a hint of environmental action, too; you might utilise Grimrock's traps against its own onslaught.
The clock is also ticking at all times, try swapping weapons but be quick about it! The skeleton legionnaire is gaining on you! You'll be punished by your idling and ridiculous mishaps; no one's looking out for you here.
Sporting an 'old school' mode, optional mouse only input, in-depth character creation and absolutely zero apologies, Grimrock truly bears the seal of a Good Old Game whilst also carrying that modern standard you'd expect.
Anyway, what are you waiting for prisoner? Mount Grimrock awaits and this ain't no ski trip. Descend into the pit and keep your wits about you. Oh, and keep your graph paper handy.
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Posted on 2012-04-11 14:26:31 by Sun:
I've played countless dungeons when I was a little kid and this is excatly what we were waiting for. This game is not played for story like e.g. Mass Effect but for the pure joy of exploration and survival. If you like being immered in dark atmosphere where every step could be your last, it is a must buy. Excellent graphic, very good sound effects and minimalistic music is alsoread more very convenient for old-schools dungeon crawler. Support the authors so they can deliver more of such great games of the past :)
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