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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 committe...
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?
Use the Dungeon Editor to build entirely new adventures and challenges for other players to solve!
Explore a vast network of ancient tunnels, discover secrets, and find a way to survive in the perilous dungeons of Mount Grimrock.
Cast spells with runes, craft potions with herbs, and fight murderous monsters with a wide variety of weapons.
Create a party of four characters and customize them with different races, classes, skills, and traits.
Pure-blooded dungeon crawling game with grid-based movement and thousands of squares, riddled with hidden switches, pressure plates, sliding walls, floating crystals, forgotten altars, trapdoors, and more.
手册
壁纸
地图
main music theme
头像
dev team photos
design sketches
艺术设定集
系统要求
最低系统配置要求:
推荐系统配置:
Please be advised that Windows 10 operating system will receive frequent hardware driver and software updates following its release; this may affect game compatibility
推荐系统配置:
Please be advised that Windows 10 operating system will receive frequent hardware driver and software updates following its release; this may affect game compatibility
When my friend first bought this for my birthday I couldnt get into the game a lot but having recently tried the game again I am not disappointed. It feels like a 3D Zork game with good puzzles, combat and role playing elements. The dungeons look sexy and the music is catchy.
I have played many dungeon crawlers. Even on console. I am not a huge fan of dungeon crawlers, because the one thing I hate in games is that there's a maze in every game at one point. Especially back in the nes and genesis days. If you enjoy dungeon crawler type games then it really doesn't get better than this. There will be time when you will jump because you get scared, when you get nervous because there's weird noises, and you freak out because you're out of food. The magic casting system is very original, The character development is standard allot points. The game is a huge maze, but you never really get lost. You can always find your way around. The real challenge here is the puzzles. You will get stuck, but you will feel when you figure it out without cheating. There's not much story, or music for that matter, but you're exiled to a dungeon and left for dead, so it works pretty well. You need to hear what's going on around you anyway so lack of music is a plus. For those of you who are hardcore dungeon crawler fans, to hardcore mode and break out the pencil and gridpaper! This game is better than Shining in the Darkness on Genesis which is saynig a lot. The only dungeon crawler that has this game beat is Shining the Holy Ark on Sega Saturn.
I have kicked myself for years because I skipped over all the old dungeon crawl games like Wizardry and DnD. However, now that I have finally started playing those games, I couldn't make the mistake again and not pick this one up.
If you like Dungeon crawls, and the video/screenshots interest you at least somewhat, do yourself a favor and pick this up. It has good visuals and some good puzzles. It won't disappoint.
A love letter to the fans of "Beholder" and "Dungeonmaster"..
There are two ways to look at and review "Legend of Grimrock" -- you can view from the eyes of a contemporary gamer who expects certain things from modern RPGs, and can you can view it from the eyes of a veteran gamer who grew up with "Ultima," the Gold Box Games, and "Eye of the Beholder."
Undoubtedly, this game was aimed at the latter, and given that, it is a great success -- not perfect, but great. It shares many of the elements of "Beholder" in particular, and while not as fun or detailed, it succeeds at creating atmosphere and bringing you back to the glory days of old when you had to make maps on grid paper. As a love letter to the fans, it deserves 5 stars -- or at least 4 -- just for trying.
For contemporary gamers who expect modern RPGs to have cut scenes, jaw dropping graphics, and a long campaign with lots of interactions, tons of monsters, weapons, skills, classes, etc... LOG just doesn't wow and feels decidedly barebones. From this standpoint, it seems to be unfinished -- a part of something that could have been bigger, grander, more epic. Yes, it is supposed to just be a dungeon crawl but there could have been more content -- a lot more. To go back to "Beholder" again, such games were fun because there were so many options, so much content, so many things you could do to customize the game to make each go-round different from the last. Again, LOG doesn't wow -- it's just okay. From a modern gamer's standpoint, I'd give it 3 stars.
But of course, LOG is for a specific audience -- and keeping all things in mind, I can safely and accurately give it a 4. It hasn't wowed me in any way, but it 'did' feel like the visit of an old friend. Then again, it make me miss "Beholder" all the more -- and I hope GOG will eventually offer that series as well. Nice job with LOG, in any case. It's cool to know that developers know what the genre has missed all these years. Just pure, simple, fun gameplay.
This game is a fascinating dungeon-crawler with some problematic flaws.
The most interesting aspect of this game is the movement system. It's tile-based (and it takes one "move" to turn) and your enemies are just as subject to that as you are, so you will find that combat encounters require circle-strafing and maneuvering, and that backing around a corner can allow you a moment to strike at an opponent's flanks before they turn to face you.
This is fantastic.
However, certain fights can start to feel like strafe-fests, and while that's not necessarily terrible, It'd be nice to see environments more cleverly constructed to incentivize movement options that are not "circle-strafe" or "back away."
That brings me to the environments. They are beautiful. The art direction on this game was clearly solid, although the pure dungeon-crawling aspect of the game doesn't necessarily allow the most ridiculous of environmental designs. You will see a lot of brick walls and torches, and that's ok. You won't get too terribly tired of seeing them.
Then there are the puzzles. Most puzzles are not very difficult. That isn't always a bad thing - certainly a game with a food mechanic can benefit from giving you challenges that don't require hours of head-bashing to solve. However, I'd like them to be more creative and more challenging than they are. One puzzle is solved by winning a staring contest with a gargoyle head, as one reviewer mentioned, and another - a torch-position-swap - is practically given away by a "riddle" scrawled on the wall. This isn't necessarily terrible, but it stretches the suspension of disbelief a little and the riddles (yes, there are others) tend to be pretty easily decipherable. There's nothing functional about the game that should preclude making really interesting puzzles, and it's disappointing that there are very few of them.
That's not to say, however, that you won't fist-pump in the air a little when you overcome some of the puzzles or find a new way to use the environment against your foes; it's just that as solutions tend to be fairly basic, it won't necessarily take you very long to figure out the answer and it won't feel like a major intellectual accomplishment, just a routine but pleasant defeat of an environmental foe.
The magic problem has been mentioned - you may find yourself using a lot of antidotes when you didn't expect to, and since the scrolls don't seem to be randomly distributed...well, some Mage builds are arguably just better than others. The first spell you get will be fire-based.
I'd appreciate seeing more dungeons from the developers in which some of these issues are addressed; I think the puzzle problem is the biggest one, but making the effectiveness of a mage depend so heavily on whether his build matches the predetermined scrolls you find is also a serious flaw.
Nevertheless, the art is nice, the movement and combat are interesting and the general feel of the game is solid. I have enjoyed what I've played and I'd like to see more from this developer.