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Re: Changes from Grimrock 1 you DIDN'T like

Posted: Sun Oct 19, 2014 8:13 pm
by Luj1
pongsifu wrote:I just miss the suffocating isolation atmosphere the first game had.
I still feel isolation in dungeons, hell, I even feel isolated while exploring the island :D

This time round, we have quite a 'Myst'-like atmosphere in outdoor areas while in dungeons you have a classic unbeatable Grimrock atmosphere :D

Re: Changes from Grimrock 1 you DIDN'T like

Posted: Sun Oct 19, 2014 8:24 pm
by Saice
Luj1 wrote:
pongsifu wrote:I just miss the suffocating isolation atmosphere the first game had.
I still feel isolation in dungeons, hell, I even feel isolated while exploring the island :D

This time round, we have quite a 'Myst'-like atmosphere in outdoor areas while in dungeons you have a classic unbeatable Grimrock atmosphere :D
I felt isolated until I ran into the trickster. Now I just feel like I want to murder him over and over and over and over.......

Re: Changes from Grimrock 1 you DIDN'T like

Posted: Mon Oct 20, 2014 12:09 am
by Merethif
So far (my characters are level 8 now) I would agree with two things, already mentioned in this thread, that I'm missing in LoG2:
1. No empty bottles needed in alchemy.
2. No claustrophobic suffocating isolation atmosphere.

They are both very minor issues though and it's nothing game-breaking.
I fully understand that LoG2 is a new game with new and unique theme and atmosphere.

Re: Changes from Grimrock 1 you DIDN'T like

Posted: Mon Oct 20, 2014 12:31 am
by Luj1
Merethif wrote:2. No claustrophobic suffocating isolation atmosphere.
How is that guys ??

Re: Changes from Grimrock 1 you DIDN'T like

Posted: Mon Oct 20, 2014 12:48 am
by BouH
About empty bottles, I miss it so hard, now you can't just make potion without recepy.
Abouut charged weapons, probably yes, now it become some kinnd useless, because it takes too much time and energy to charge it, in LoG1 I used that in 'gangbang' situations. But mostly I want the returning of treasures (useless gold things), that was so exciting to find those.

Re: Changes from Grimrock 1 you DIDN'T like

Posted: Mon Oct 20, 2014 2:24 am
by Luj1
BouH wrote:But mostly I want the returning of treasures (useless gold things), that was so exciting to find those.

Forgot about that ! I miss it too !

Re: Changes from Grimrock 1 you DIDN'T like

Posted: Mon Oct 20, 2014 2:37 am
by Isaac
BouH wrote:But mostly I want the returning of treasures (useless gold things), that was so exciting to find those.
These should be easy to mod into user maps.

Re: Changes from Grimrock 1 you DIDN'T like

Posted: Mon Oct 20, 2014 6:40 am
by BouH
Isaac wrote:
BouH wrote:But mostly I want the returning of treasures (useless gold things), that was so exciting to find those.
These should be easy to mod into user maps.
But it usn't interesting if treasures would be same as in LoG1, so you also need a good art designer.

Re: Changes from Grimrock 1 you DIDN'T like

Posted: Mon Oct 20, 2014 8:11 am
by Drakkan
Ixnatifual wrote:I preferred the deeper skill trunks. I felt it was too easy to become a master of a skill in LOG2. I also preferred having 4 points per level up as it made me take a little longer to think about where to place them, which made the leveling up process feel more involved.
exactly the same feeling. I am quite dissapointed from new skill system, I expected much more. Les hope it will be fully moddable

Re: Changes from Grimrock 1 you DIDN'T like

Posted: Mon Oct 20, 2014 4:52 pm
by Luj1
Drakkan wrote:
Ixnatifual wrote:I preferred the deeper skill trunks. I felt it was too easy to become a master of a skill in LOG2. I also preferred having 4 points per level up as it made me take a little longer to think about where to place them, which made the leveling up process feel more involved.
exactly the same feeling. I am quite dissapointed from new skill system, I expected much more. Les hope it will be fully moddable

I enjoy both skill systems ... mb this one is more elaborate and allows for more combinations ? Because in LoG 1 you really had to focus one tree