The Neat Stuff List [potential spoilers]

Talk about anything Legend of Grimrock 1 related here.
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Loktofeit
Posts: 90
Joined: Tue Mar 06, 2012 3:59 pm

The Neat Stuff List [potential spoilers]

Post by Loktofeit »

- collecting my rocks and arrows after battle. Since they are finite, keeping track of them and collecting more became a game in itself. It also impacted my combat strategies, as I would change how I was attacking if I felt the ammo might end up temporarily unretrievable. Several times I jumped down into the unknown to rescue ammo that strayed during a battle.

- a contextual reason for why my characters don't separate... They are chained together.

- Wizardry-esque slimes

- crazy fast leaping spiders that made me jump the first time i was attacked by one

- freezing a mob and then trying to wail on it as much as I could before it came to

- an intuitive interface

- the dream speaker as a storytelling device

- treasure that has no function or resell value but still felt rewarding when I found it

- expansion and modding support as a core design decision and not an afterthought

- a lot of games try to either recapture or reboot a franchise/genre. LoG doesn't try, it succeeds.
Badgermilk
Posts: 4
Joined: Sun Apr 15, 2012 1:33 pm

Re: The Neat Stuff List

Post by Badgermilk »

AMEN..
and so on and so forth....
t0tem
Posts: 105
Joined: Sun Apr 15, 2012 8:41 pm

Re: The Neat Stuff List

Post by t0tem »

I think the best part for me was the puzzles. Fighting was ok. The story, well, it has all the elements a fantasy RPG campaign should have. It's stupid, corny and the guy who put you on the quest is infact the evil behind it all, and you have to kick his ass in the end.
Batty
Posts: 509
Joined: Sun Apr 15, 2012 7:04 pm

Re: The Neat Stuff List

Post by Batty »

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Last edited by Batty on Thu Jan 26, 2017 4:44 pm, edited 1 time in total.
Baroque
Posts: 29
Joined: Tue Apr 17, 2012 6:25 am

Re: The Neat Stuff List [potential spoilers]

Post by Baroque »

Loktofeit wrote:- collecting my rocks and arrows after battle. Since they are finite, keeping track of them and collecting more became a game in itself. It also impacted my combat strategies, as I would change how I was attacking if I felt the ammo might end up temporarily unretrievable. Several times I jumped down into the unknown to rescue ammo that strayed during a battle.
Same, it seems strange that i actually enjoyed this picking up my missiles after battle. If they fell in a pit i'd happily hop down it to retrieve them.

I liked equipping rocks in my mage's offhand, it felt satisfying to toss around 8 rocks at the enemy while he was out of energy.

I liked the statue rooms, they felt really epic, and I always was suspicious of them, thinking the statues would come to life when my back was turned!

I liked the music and cutscene at the beginning, I wished there was more music from that composer throughout the game. But the silence did help give it that dungeon feeling.

The "fire resist all" spell, I used that every time I entered a room when the Uggardians were around, it was nice to have some kind of buff for the party.

The new monsters in the later levels.

The puzzles that really made me think.
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