sapientCrow wrote:There is not a puzzle in the game that has you walking so many steps that you deplete an entire bar of food resource either.
That is absolutely correct. Now that I have beaten the game, I can say that there were only 2-3 instances where the concept of "hunger" annoyed me, but never did I run out of food.
I did spend more than 20 or 30 minutes trying to figure out a few puzzles, and after I realized how much time passed I had to start checking food bars and/or re-load the saved game. Perfectly viable options. My personal feedback is that worrying about food or having to re-load a saved game to avoid hunger penalties takes away from the beauty and greatness of the "world" of Grimrock. In LoG 1 I was not compelled to come to the forums to post a discussion about the removal of food. This is because LoG 1 felt very much like a traditional old-school crawler, pure dungeon atmosphere with simulation features like "hunger"; so food made sense in that world. In my opinion, the same does not hold true for LoG 2. I strongly believe that Grimrock 2 has greatly matured from the first game, and as such I believe it has outgrown the 1980's concept of having to feed your party. Doing things like feeding characters (or even polishing their armor) falls in to the category of "simulation" as opposed to RPG or Crawler. The whole reason food/water/polishing was introduced in to crawler RPG's was to add "simulation" to the players experience.
Grimrock 2 is not really a simulation at all, it is simply a badass grid-based RPG that has left the dungeon and now lives in an open-world where Puzzle Solving and Character Building dominate the experience. Then again, I could be completely wrong since video games are a form of art and art is subjective; thus, this is just how I have experienced this lovely game. No harm, no foul. As I said before, even if he next 10 official releases of Grimrock continues to have food/hunger as a feature - or actually makes it even more critical a feature - I am still going to play 'em.
One thing worth noting is the fact that "food/hunger" seems to be the biggest complaint anyone can really have about Grimrock. That is a true testament to how fabulous a job the creators did with this game. It is virtually a grand compliment to look at the game in its entirety and simply have a single criticism of, "well maybe no more food?" Not many games can boast of such achievement.
sapientCrow wrote:all this energy could be better spent making a mod and populating it with so much food that your characters are too fat to swing weapons or move...
Damn right! I am about 12 hours in to making my first Mod ever. Not just the first Grimrock Mod, but literally the first Mod I have ever created. I have been a software developer professionally since the year 2000, and a dedicated RPG fan who loves classics like Elder Scrolls and the world of Baldurs Gate, Neverwinter Nights, and Ice Wind Dale. These classics offer a Mod community, but not until Grimrock have I ever bothered to consider using my Dev skills to create a game Mod. Even though I'm just a sole nobody, I still think it is a great compliment and testament to how awesome the world of Grimrock has become.
Speaking of which, at some point I want to bring Snails back to Grimrock so that they can drop Escargot (thanks Anurias).
sapientCrow wrote:the obtuse dialog in this thread and the snail talk really had me laughing a lot.
yay, glad someone is enjoying the much needed injections of humor