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Posted: Mon, 16th Apr 2012 12:00 Post subject: |
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Grale
Banned
Posts: 3321
Location: Invert
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Posted: Mon, 16th Apr 2012 12:23 Post subject: |
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There are a few things i think could be improved, I do feel it's slightly more simplified than DM. I feel the combat could be improved, it's missing the slash/bash/parry/throw ect from the weapons. Magic interface is less friendly but easily gotten used to. But the most annoying (which is to say a niggle!) is the clipping of monsters through doors. They doors should hit monsters causing damage until either dead or retreat from the door.
But they are minor things which don't detract from the fact it's an awesome game.
MSI X570 Tomahawk |Corsair Vengeance LPX 32gb 3600mhz | Ryzen 5800X3D | EKWB Watercooling | Seasonic Focus GX 850 Gold PSU | 4090 Founders | Predator X34P UW curved monitor | Window Pro 10 x64
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Posted: Mon, 16th Apr 2012 12:51 Post subject: |
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In a sequel they should improve the party, taking a good look at how it was done in Wizardry VII:
1. More classes to experiment with (ninjas, woot!!!)
2. Party friendships/animosities (nobody did it like Sirtech, see JA 2 too)
Everything else could stay the way it is.
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WaldoJ
VIP Member
Posts: 32678
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Posted: Mon, 16th Apr 2012 17:26 Post subject: |
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\o/ now rls the modding tools you twats!! 
Sin317 wrote: | I win, you lose. Or Go fuck yourself. |
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Posted: Mon, 16th Apr 2012 22:53 Post subject: |
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Giant spiderssssssssssssssssssssssssssssssss.
Really well done. The ones in Dragon Age and Skyrim aren't that scary. but these ones? Fuck me!
Pixieking
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Posted: Tue, 17th Apr 2012 02:22 Post subject: |
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You can play as Toorum!
HEAVY SPOILER ALERT
You need to Spoiler: | have found his remains and rezed them at a crystal.
Now, start a new game, create character named Toorum and hit enter.
Details here: http://www.gamebanshee.com/legendofgrimrock/walkthrough/toorummode.php
I myself started a new game, and man that guy is FAST. He's a ranger (new class) with some points in axes(5), armor (  and earth magic (5,unfortunately) |
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Tarek
Posts: 169
Location: Sweden
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Posted: Tue, 17th Apr 2012 09:46 Post subject: |
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I want mooooore! cant stop playing, only thing i dont like is some silly puzzles and would like more classes.
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Posted: Tue, 17th Apr 2012 10:43 Post subject: |
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"Felix Leyendecker
Crytek:
Are you saying you can approach the production values of AAA games with an indie team? I don't think so. Compare Legend of Grimrock to Skyrim. I haven't played it, but what I've seen from videos is a dungeon crawler with just one kind of environment, modular rectangular grid-type architecture, no humanoids with faces or facial animation, let alone voiceover, no overworld or terrain/vegetation, the list goes on. So yes, flinging enormous amounts of money at it would have bought it all these things, and it could have been a AAA game.
...
It's not that simple. If AAA devs/publisher could get away with omitting human characters, cutscenes, voice acting and big-name composers, they would do it. But it's not 1995 anymore."
---------------------------------
This... This is what's bad about the industry guys.
Pixieking
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Neon
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Posts: 18934
Location: Poland
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Posted: Tue, 17th Apr 2012 10:51 Post subject: |
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Posted: Tue, 17th Apr 2012 10:54 Post subject: |
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He's got a point, though.
However, LoG doesn't really need those things. It needs expanded gameplay, and it needs to evolve from 1987 in terms of its genre.
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Posted: Tue, 17th Apr 2012 11:23 Post subject: |
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He's saying big studios are expected to have all the things he mentions . He's 100% right.
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djvelho
Posts: 1262
Location: Finland
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Posted: Tue, 17th Apr 2012 11:29 Post subject: |
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there seems to be a level editor coming and also it will be playable to mac and ios platforms later on
source: Finnish site:
http://www.peliplaneetta.com/tietokonepelit/uutiset/13259/Legend-of-Grimrock-menestyy/
Quote: | Studio and have been told they would continue working on Legend of Grimrockin by publishing the dungeons editor, which allows users to create and share their own caves. In addition, the game will be published later on the Mac and iPhone platforms |
Last edited by djvelho on Tue, 17th Apr 2012 11:30; edited 1 time in total
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Posted: Tue, 17th Apr 2012 11:30 Post subject: |
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Casus wrote: | Pixieking wrote: | Mister_s wrote: | He's saying big studios are expected to have all the things he mentions . He's 100% right. |
And yet, that doesn't make the games better, it just makes them more expensive to produce, and that dev cost is passed on to the consumer, regardless of the quality of the game. Go look at the ME3 thread for proof.  |
No, but it's generally perceived as making them sell better. |
Yup. Which is one of the problems the industry has, and one of the things I'm trying to point out to them. There's a couple of people there who get it...
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Dan Whitehead
Freelance Writer
Eurogamer.net
"Compare Legend of Grimrock to Skyrim."
Both are role-playing games. Both have been very successful financially. This obsession with "AAA game" meaning "massively expensive production values" is what will sink the current publishing model. Yes, there will always be a market for games at that top end, technologically speaking, but only a very small number of games will get to dominate that space. Everyone else is pissing money up the wall.
Almost Human knew they couldn't compete with Skyrim on that level, so they did the smart thing: they developed a niche product within their means and they've been rewarded with a game that is in profit already. In that sense, Grimrock and Skyrim are very similar, despite being so very different.
Almost Human may not have a sweeping Hollywood soundtrack, or characters with dilating pupils, but they do have a popular product, creative freedom, a financial model that works and a healthy business. From an industry point of view, isn't that what matters?
Nobody is saying the industry should be all Grimrocks and no Skyrims, but clinging to a broken business model out of habit is clearly foolish when there are proven alternate models staring you in the face. A great many developers would still be in business if they hadn't felt compelled to over-extend themselves to keep pace with a technological dick-waving contest that, frankly, doesn't matter that much to the public.
The number of gamers who care about high end production values is tiny compared to the number of people who would play more games if they could afford to. The average consumer can't tell the difference between SD and HD. They certainly don't notice flaring nostrils on a video game character. And a millions of them are too busy playing games on Facebook or their phone for pennies to care how much Awesome War Dude 9 cost to make.
There are so many ways to make money out of games right now, yet the core of the industry would apparently prefer to keep gambling on five year production cycles and multi-million dollar budgets in the hope of squeaking through another year without going bankrupt. It's madness."
Pixieking
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ASUS P8P67 Evo - Intel i7 3770k - 2X4GB GSkill RipJaws X DDR3 1600 - HIS 7950 IceQ - Creative XtremeMusic Soundcard - NZXT Phantom 530 - Thermaltake Toughpower XT 675 - Win7 x64
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Posted: Tue, 17th Apr 2012 11:33 Post subject: |
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LoG is great because it's a breath of fresh air. I wouldn't want all the games I play to be like that though - big budget games have the potential of being absolute masterpieces, and there's certainly a place for them. I don't think you can improve gameplay much just by throwing money at a game, but you won't hurt it either - and you can improve a lot of stuff such as presentation and polishing.
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Posted: Tue, 17th Apr 2012 11:40 Post subject: |
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Breath of fresh air?
It's a 95% carbon copy of a game from 1987.
The only reason people are going crazy about it is that the original design was strong, and because the visuals are VERY good for a modestly priced indie game.
It's a fine clone, but I'd be praising FTL a lot more than Almost Human.
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Posted: Tue, 17th Apr 2012 11:51 Post subject: |
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So the gaming industry shouldn't even waste all that money on developing since things like graphics, open worlds, high res models, cutscenes, good AI etc etc doesn't matter? Well what a bunch of retards then, just go back to 1990 style.
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Posted: Tue, 17th Apr 2012 12:14 Post subject: |
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Casus wrote: |
The only reason people are going crazy about it is that the original design was strong, and because the visuals are VERY good for a modestly priced indie game.
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Well I pirated the game so I don't take price into the equation at all - still it was a fun game, actually finished it just a few minutes ago.
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Posted: Tue, 17th Apr 2012 13:05 Post subject: |
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Casus wrote: | It needs expanded gameplay, and it needs to evolve from 1987 in terms of its genre. |
What it needs is more elaborate level design and complex puzzles. As it is it's a bit on the casual side. Though that was likely intentional. Even as easy as it is people have trouble with the puzzles and need walkthroughs, making it any harder would likely mean fewer sales as it would be quickly branded as too "hardcore".
The core gameplay is fine - that's what people wanted and they delivered. Nostalgia is a big factor here. Now, if they were to develop sequels and start a revival of grid-based crawlers, follow-up games would need to bring something new to the table. Endless DM clones with little to no innovation would get stale pretty fast.
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VonMisk
Posts: 9467
Location: Hatredland
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Posted: Tue, 17th Apr 2012 13:44 Post subject: |
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pillermann wrote: | Casus wrote: | It needs expanded gameplay, and it needs to evolve from 1987 in terms of its genre. |
What it needs is more elaborate level design and complex puzzles. As it is it's a bit on the casual side. Though that was likely intentional. Even as easy as it is people have trouble with the puzzles and need walkthroughs, making it any harder would likely mean fewer sales as it would be quickly branded as too "hardcore".
The core gameplay is fine - that's what people wanted and they delivered. Nostalgia is a big factor here. Now, if they were to develop sequels and start a revival of grid-based crawlers, follow-up games would need to bring something new to the table. Endless DM clones with little to no innovation would get stale pretty fast. |
Show me an AAA title with more complex puzzles? Or a nowadays cRPG game with more complex puzzles? For me they are just fine but maybe I'm derp so who knows?
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Posted: Tue, 17th Apr 2012 13:46 Post subject: |
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VonMisk wrote: | Show me an AAA title with more complex puzzles? Or an cRPG game with more complex puzzles? For me they are just fine but maybe I'm derp so who knows? |
You are right that there might not be another game in the same genre with more elaborate puzzles. however, this doesn't mean that the devs could up the ante in a potential sequel and increase the distance to the competition with their more basic puzzles even more.
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Posted: Tue, 17th Apr 2012 14:02 Post subject: |
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I don't think we need more elaborate puzzles, really. The genre was never focused on elaborate puzzles - and most of the games had fewer and less complex ones.
What I think it needs is more riddles that mesh well with the game world.
I don't want the hands of the designers up my ass for every 2 steps I take. I'd like to pretend I'm actually exploring some ancient dungeon - and not some insane maze created by a sadistic math teacher.
If I want a puzzle game, I'll go play one. Portal 1 and 2 are recent examples of high profile titles with a similar emphasis on brainteasers.
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Posted: Tue, 17th Apr 2012 16:17 Post subject: |
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VonMisk wrote: |
Show me an AAA title with more complex puzzles? |
Who's talking about AAA titles? I'm talking about a subgenre of crawlers that died long before marketing guys invented that term. Chaos Strikes Back and Black Crypt both had much more complex level design and trickier puzzles.
Casus wrote: | The genre was never focused on elaborate puzzles |
On the contrary. This subgenre was all about the puzzles. Take them away and you're left with a very barebone RPG with terrible combat.
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