Re: Why I will not be finishing Grimrock
Posted: Sun Aug 24, 2014 12:20 pm
No Portcullis?
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You know? The bang on the head sort of portcullis, door, barn door, gate, moving thing inside of a arch way.petri wrote:No Portcullis?
I think it would have been slightly counter productive to have them rusted shut on later levels, so no, this alone didn't prevent me from finishing the game, only reduced the fun somewhat.petri wrote:Ah ok, I thought it was something more serious since you said it prevented you from finishing the game.
Huh? Of course LoG has portcullis! I think you meant "No monster-crushing DM doors".Dandy wrote:1 - No Portcullis
DM also had no option to slow it's twitch puzzles down.Dandy wrote:2 - Twitch puzzles (no option to slow them down).
Please name an illogical puzzle in LoG.Dandy wrote:2 - Illogical puzzles.
Here you might have a point.Dandy wrote:3 - Even though they may have caught the look of Dungeon master, they were miles short in capturing the spirit.
Can't follow you on this one too. Differences in rune interface placement and arrangement are of course design choices. Yet compared to DM spell preparation is actually pretty similar. There you also had to know and click your runes to prepare and use spells. There were no spell lists to choose from or quick-recast options.Dandy wrote:4 - Extremely unfriendly spell preparation.
After 1778 hours as a pure player i can say that adding the editor to LoG was the right choice to prevent just that.Dandy wrote:It simply got too frustrating and boring.
Aye, LoG's spider are actually no pets. I agree that the original dungeon brings them rather early but so they teach young adventurers to be carefull and don't bite off more then they can chew. Still level 3 is just the first of a few difficulty ramps in the game and those are also present in DM.Dandy wrote:I do remember loving the game up until level 3 were the difficulty ramped itself up, and I spent more time running away to heal then playing the game. I also remember always suffering from the effects of poison without any sort of cure poison spell. It was then that the boredom and frustration started to creep in.
Hahaha. You're kidding right? Half way through level 4 those purple worms appear and tear you apart. If you dare look around level 5 (the treasure stores) then you go up against some crazy ass fast flying snakes and poisonous green things and then there's that ghost running around on one level early on where, if you don't know the right spell, you're basically buggered too. Granted, about half way through the game the difficulty calms down a bit, but then, I find that with most games where stats and numbers are involved and you've done a decent job of levelling and getting equipment (because the game has to account for less thoughtful players to some degree too).Dandy wrote:As I remember the difficulty progression in DM, was much more gentle.