I know I'm very late to the party, but still I'm gonna revive this thread.
This part of the forums deserve more attention, most especially this very thread.
At this current point in time, we're 6 months past the release of LoG2, are there some news about a possible development of LoG3? Maybe some proofs of concept or something?
Obviously not expecting a release date yet, but informations (as meager as they can be) to chew on would be fantastic.
Sorry for the impatience, but I'm totally hyped on the Grimrock universe.
It's undeniable that this (now) series of games is absolutely great, but I'm nonetheless gonna pinpoint 3 things I think are to be reviewed/improved upon for a new installment.
1) Open-world (LoG2)
I'll start with this one as I think it's very subjective, and I know a lot of you are flat out gonna disagree with my take on the subject, but IMO making LoG2 open-world was a downgrade from the original.
IMO making the game open-world made Grimrock a lot less hmm... Grim.
Being constantly trapped under a floor made the first game a very oppressing experience. And the deeper we ventured into the mountain, the more it intensified. A true claustrophobic nightmare.
No matter which part of the island I explored, I can't say I experienced that feeling again in LoG2. Seeing the sky above my head removed a lot from the immersion. It didn't matter that the Sewers or the Pyramid of Umas for instance were "closed" environments. As soon as I left these zones and reached an open area it disconnected me immediately from that oppressive feeling.
Also another problem I noticed with the new open-world direction the game turned to, is the fact that every zone felt disconnected to each other. The whole "feel free to roam the island and collect 16 power gems to open the castle" theme didn't sell it very well to me personally.
Every zone was arguably intertwined as some questlines were spread across several regions, but (once again it's my opinion) the end result is poor.
Having a full view over it now that I finished the game 100%, it felt more like a treasure hunt game with clever puzzles tossed at it rather than a spiritual successor to LoG.
I'll admit though that some questlines (Cemetary Gate) were pretty well-conceived.
2) Confusing wording on puzzles
I have in mind the Archives / Storage puzzle from LoG2 when typing this line.
Believe it or not, I actually decrypted the Archives cypher without even setting foot in the lexiconary.
Having unburied the chest with a hunch after seeing the sign in Twigroot Forest at the beginning of the game, I managed to deduce the meaning of AR E. UHU KO. AR E. UHU E. From there, it became child's play to open Archives gate once I remembered that Twigroot Forest used the same cypher)
My complaint is in the wording of the Storage plate.
It should read
TE E. UHU NA. PALA E. UHU NA. PALA NA. AR E. FAAM KO. LAM KO.
There's really no reason why the E character is omitted twice and appended only to AR.
In a heavy puzzle-oriented game, I think it's an issue that can't be overlooked.
3) Food system
Alright, this one is a bit tricky I'll admit.
I'm all in favor of a food system as it adds some immersive depth to the game.
Problem is, it deters the player from heavy exploration and encourages (at least in my case) a very heavy use of quicksave/load cheesing. So many times I found myself reloading a previous quicksave due to the fact that I unlocked/found nothing new and realize all my characters are starving. Problem with that is that it skews the real ingame time in the statistics menu.
Arguably noone should ever have food problems with respawning mobs, but there's a psychological factor at play : moving tiles plain and simple wastes food.
A simple idea would be to
> Drastically decrease food consumption of traveling
> Increase (adding?) food consumption while performing attacks or defending during combat