Posted on: April 15, 2012

RosenbergAtom
Bestätigter BesitzerSpiele: 202 Rezensionen: 1
Nearly Pitch-Perfect
One of the first games I owned for my old Commodore Amiga was Dungeon Master, so playing Legend of Grimrock has been a tremendous nostalgia trip for me. It also reminds me why I never got very far in Dungeon Master: it is spooky as hell. Everything -- at least as far as I have seen -- occurs in enclosed, claustrophobic spaces. Your torchlight only gives you limited visibility, and the darkness and shadows are thick and menacing. You can hear the monsters all around you, shuffling and chittering as they move about, but you can never tell for sure if they are safely enclosed in another room, perhaps in an adjoining passageway, or maybe right in front of you, just outside the circle of your light, waiting to spring at you the moment you approach. And of course, your field of vision is limited to what is in front of you -- so you need to be constantly turning to check behind you and around every corner make sure some slaving horror isn't about to devour your rear rank. And then there are your resources: precious torches for light (unless you choose to rely on magic), food to keep everybody's energy up, and components for making potions to use during battle, all in limited supply while simultaneously being constantly consumed. You have to constantly press ahead, because if you linger where you are for too long, you will either wind up cast in darkness or starving to death. This is the atmosphere that Legend of Grimrock creates, and it is a nearly pitch-perfect recreation of the atmosphere I remember from Dungeon Master, with the main difference being simply the polish that is made possible because we have better technology now. And that atmosphere is something special: you cannot help but imagine the plight of the prisoners you are guiding, their anxiety over the monsters all waiting to kill them, and their concerns about their ever-dwindling resources -- even though they never say a word. Even the magic system amplifies the sense of immersion, at least for me: trying to select the correct runes for the spell you want while some hell-bird is screaming and lunging out of the screen at you helps you appreciate how difficult it would be for a real mage to recite delicate magical incantations while under fire. In short, I have the utmost respect for the atmosphere of this game, even if it gives me the heebie-jeebies every time I play. All that said, although I am giving the game a top score, I do have a few minor quibbles, mainly because I also have fond memories of Dungeon Master 2, and there were improvements in that game that I missed not having here. For one, I missed having some variety in the environments. It could be because I have not gone deep enough yet, but I yearn for an outdoor area (maybe on the side of the mountain?), or some natural caverns, or even just the odd room or corridor with a tall ceiling so I don't always feel so closed in. I also miss some of the additional spells, like the magic porter, and even a few of the originals, like open door and magic vision. Lastly, I like to be able to linger and explore, so I can feel sure I have not missed any details, but since you need food to stay healthy, and the only way to get food is to explore new territory or kill monsters with edible bits on them, you cannot stick around any one place for too long. These quibbles come down to personal preference more than actual flaws in the game, which is why I am not downgrading my score to four stars instead of five, but they are issues that I hope will be addressed by future content.
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