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So, this game is very, very good.

The graphics, the environment and the mood. The old feeling has been recreated quite well.

I will not point the many qualities of this product, since many have done better than me in their reviews.

I'll point out something that has left a void in this game. A gap that I'd like to be filled in some future iteration of this type of products.

So, where to start...
Equipment:
Log is a retro game, but I'd like to see modern touches as well.
I'd be delighted in watching my characters directly dressed with the equipment donned, rather than see my Minotaur with a generic helmet in the head slot.
Something like Ultima Underworld o Wizards and Warriors.
Please, revise the weight of the items. They are absurd.

Skills:
skills are OK, but feels rather "cramped" and not totally clear. Why don't give class costs instead of class skills?
Skills: aside the benefit listed, they allow you to fight more competently? The spear what skill will use?

Classes:
The rogue what skills sports differently from the fighter? It seems quite similar to the latter. Aside from the most functional party build, I'd love to see subgames for trap disabling, picklocking or other activities like these.

Races: in the old games, often derived from D&D, races were almost known by everyone and iconic.
The chosen races aren't so meaningful nor detailed anyhow.

NPC and voices
I'd expected something, in these respects, as Stonekeep. A little more interaction, some voiceovers, something that gived a little more depth to the gaming world.
Adding some clues on the Grimrock past.

As I said, grimrock is a very good game, but aside a technical update, the game left out some innovations that could be integrated in the genre.
I kind of agree (though I must admit, you say "innovations" in your last sentence but everything you mention has been done already)...

I'd like to see icons appropriately dressed.
I don't see the point in dressing up the paper dolls, even less so the portraits.

Every single portrait would need multiple instances for at least every hat, body armor and necklace in the game, in every single combination! That's a tremendous amount of work for such a trivial gain.

I'd rather see a numerous variety of items, which runs directly counter to your suggestion.

Re; spears:
There is no spear skill. In LOG Its a catch-all basic thrust weapon that anyone can poke with.

Re; races:
From the outset this game has been a modern interpretation of old classics like Dungeon Master, which was released in 1988. Dungeon Master had you pick pre-generated characters from the Hall of Champions... some of which where different types of beast-men (lizards, bears, cats, indeterminate).

The important point being, their physical differences where the beginning and end of their relevance as characters. Not their culture or lore, familiarity, or if they had pointy ears. Their variety is a game mechanic, not a plot point.

Re; classes:
The different classes aren't meant to be handicaps for party selection. They differ only in how you approach combat, not exploration. Adding class specific road blocks such as locks or traps that only a rogue can pass forces you to take one along, and specifically built it to purpose.

That's dull.


In LoG, rogues exist as either ranged damage dealers, or evasion fighters. Fighters can't use ranged weapons, and rogue evasion skills are second to none (double evasion bonus for clothing!). You can make one or not, there's no requirement. The only thing it effects is how you deal with combat... not how you explore the dungeon.

Solving traps in LoG is a mental exercise that tests you, not how many points you spent in a skill.

Re; NPC & voices:
Voices = international release nightmare. I can read just fine, anyway.

It would have been nice to see more evidence of past prisoners, and more information revealed about the dungeon's origins, the secrets of its depths (trying not to spoiler). It is all rather vague, I agree.

I put it down to time constraints, and I can see them adding or expanding on this later... if not them, then fans will, once the tools are released to do so.
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Porkdish: I don't see the point in dressing up the paper dolls, even less so the portraits.

Every single portrait would need multiple instances for at least every hat, body armor and necklace in the game, in every single combination! That's a tremendous amount of work for such a trivial gain.

I'd rather see a numerous variety of items, which runs directly counter to your suggestion.
I've seen many games with this type of equipment dressing with plenty of items.
There are shortcuts that you can use instead of having hundreds of cosmetically different objects.

Re; spears:
There is no spear skill. In LOG Its a catch-all basic thrust weapon that anyone can poke with.
I don't see your point. You can always train yourself to better even in the simplest of things ... even if it's so simple that anyone can use it.

Re; races:
From the outset this game has been a modern interpretation of old classics like Dungeon Master, which was released in 1988. Dungeon Master had you pick pre-generated characters from the Hall of Champions... some of which where different types of beast-men (lizards, bears, cats, indeterminate).

The important point being, their physical differences where the beginning and end of their relevance as characters. Not their culture or lore, familiarity, or if they had pointy ears. Their variety is a game mechanic, not a plot point.
Why don't add depth. It will be there for who care, and who care's not, it will be ignored.
I don't care if LoG is a DM clone 25 years later, if something can add to the experience and immersion, why don't use it?

Re; classes:
The different classes aren't meant to be handicaps for party selection. They differ only in how you approach combat, not exploration. Adding class specific road blocks such as locks or traps that only a rogue can pass forces you to take one along, and specifically built it to purpose.

That's dull.

You can add more ways to solve puzzles, or add "bonus" items, not really needed, to be picked open, disarmed, ecc.
Adding an exploration "pathos", to these games, could be a bonus?

Re; NPC & voices:
Voices = international release nightmare. I can read just fine, anyway.
Even here, if your characters will say something from time to time, like: "How cold is in here", or "Something is amiss" or some daying NPC, like a previous prisoners that alert you of a dangerous monster ahead, could be interesting.

I like fan added contents, but why I can't hope developers can add more content to their products?
for me what i miss the most is a story with depth like Eye of behodler games
or ultima underworld
but this was intended to be a straight forward dungeon crawl i persume

Re; spears:
There is no spear skill. In LOG Its a catch-all basic thrust weapon that anyone can poke with.
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OldOldGamer: I don't see your point. You can always train yourself to better even in the simplest of things ... even if it's so simple that anyone can use it.
I think the point of the spears was to give backrow characters a chance to do something early on, but doesn't scale damage with a skill because it isnt intended to.
It would be nice to be able to find special axes/swords/maces that have the reach property other than the spear. The ogre's mace and other larger weaponry should have had it so that fighters could be swapped to the backrow on occasion and not be useless throw bots.
If something is "intended" doesn't mean it can't be intended better.

Spear aside, as is, the game could be filled a little more, imho.
Post edited April 17, 2012 by OldOldGamer