Legend of Grimrock
RPG, PC, April 11 2012
I suppose I'll start of by saying I'm not a huge fan of RPG-type games. I played Chrono Trigger long ago, and loved it, but other than that I haven't liked many RPGs. That is, until this game came along. Legend of Grimrock is a modern take on the rogue-like genre. It doesn't just emulate the genre though, it really tries to redefine it and I think it's pretty successful in that. You get four characters to assign a race and a class, then you get thrown into the top of a fucking mountain: Grimrock. From then on you have to make your way down through the dungeons and caverns to the base of the mountain, slowly unraveling the mysteries of this ancient construct.
Now, rogue-like games were a tad before my time so I'm by no means an expert on the genre, but I know enough to realize the amazing things Grimrock has done. How it works is that your four heroes are arranged in a square formation. The two in front take damage, and the two in back are safe so long as the ones in front stay alive. This gives you a really interesting amount of flexibility in how you want to configure your party. Some people put two fighters in front, a fighter and a rogue, or two rogues with a shit load of evasion. So you go around dungeons like that, fighting bad guys in a pseudo-turn-based grid environment. Now I say pseudo-turn-based (so many fucking hyphens) because while it seems turn-based, it is not. It is possible for you to out-maneuver bad guys. As in, you can hit them, move to a new square, hit them again, and so on being effectively invincible. Course this becomes difficult when fighting more than one enemy (often). Now to be honest, I actually dislike the whole maneuvering thing, maybe I'm just lazy but I wanted to play the whole game by just standing in front of the monsters and hacking the shit out of them. For about half the game, that actually works too. Near the end though the game sees a pretty big difficulty spike and it basically forces you to do fancy maneuvering/turning shit (some enemies do area of effect damage so getting hit with that shit will cripple the weak guys in the back). I did not like this, but maybe you will. For me though, the main attraction of Grimrock isn't even the fighting or the RPG elements. It's the fucking secrets.
Oh God I love secrets. Grimrock has A LOT of them. Well wait hold on I'm going to talk about the graphics quickly first, because it's relevant. When you hear about a rogue-like game you probably think shitty graphics. Recent examples would be Binding of Isaac and Dungeons of Dredmore. They have old school graphics, sprites 'n shit. Grimrock is fully 3D and played from a first person perspective (not the traditional top-down perspective). And the graphics are amazing. Now why this matters, is because a good portion of the secrets are actually little tiny buttons hidden among the brickwork of walls. You've seen it before in other stuff, push the brick with a little symbol on it inwards and the wall opens up. There are so many of those and it's awesome. Sometimes you will find a little button and open up a secret room with treasure, and in that room will be another secret button. Secrets within secrets, holy shit! But yah, it's not all just monotenously scanning walls for buttons. What's really impressive about Grimrock is the insane amount of puzzles they managed to come up with using a grid-based system. What's more, a lot of the puzzles have an alternate way to solve them that gives you secret shit. This game has insane amounts of replayability just because if you don't look up all the secrets, you could spend days trying to find them all. I went through almost the entire game and was completely unaware of these golden artifact things. I thought I'd been finding nearly every secret, but there were like, super secrets, or something, that I kept missing. There's whole sections of the dungeon that you can't even get to without doing some crazy secret shit, like the Vault of the Dismantler near the end. All the puzzles and secret-finding easily constitutes half this game. Especially because you will need the hidden, epic gear to get far in the game.
The one thing I disliked about this game though is how hard it gets near the end. It doesn't have an inconsistent difficulty level, it has a beautifully smooth difficulty curve. But around like halfway through the game, it gets to the point where you say "OK, this is a pretty good difficulty, it is challenging but still doable". Then at around 3/4 of the way through you start to be all like "Wow this is getting hard! I better start maneuvering and making use of everything I have if I want to survive". Then you get these nearly invulnerable, area of effect spellcasting guys near the end and I was just like fuck it. By that point, for me anyway, I pretty much had to start running past enemies, maneuvering constantly, or just backtrack to find the really unbalanced secret shit (which there actually isn't, I checked later and I had the majority of the best items in the game, and it was still hard as fuck). So yah, that pissed me off and I ended up not finishing the game. That was on normal difficulty mind you. Now being a rogue-like game, being retardedly hard and punishing does keep with the genre. The thing is that it starts out unbearably easy, and it's not that punishing. In fact when the game started getting really hard, I'd just run back to the checkpoints every time I got low on health. It got to the point where I would just hack at the super-tough enemies until three of my four guys died, haul ass to the checkpoint, revive everyone, then repeat until the enemy was dead. It got to be pretty boring and tedious. Also Grimrock doesn't have a perma-death option, something that made me sad. It does have the neat option to disable maps though, so you'll have to get some grid paper and draw your own maps old school. Either that or get lost as fuck. But yah, if the game had stopped getting anymore difficult around like, Level 8 I think it was, it would have been just perfect.
Don't let me whining about it being too hard detract from the game though, it's great. The class and race options offer you a surprising amount of customization for your party, and the option for hilarious and challenging playthroughs for replayability. For instance I got halfway through the game with four rogues; two in front with skill points in daggers and evasion, and two in the back with skill points in ranged weapons. It actually worked better than the standard party lineup, which I find amusing. Anyway. The secrets and puzzles are amazing enough that you could take away the RPG elements and still have a fun game to play. Seriously you could just rip the puzzles out of Grimrock and make them into their own game, they are that detailed and amazing. The graphics are great and playing a dungeon crawling game like this in the first person is more fantastic than I would have thought. Sound isn't that noteworthy, rarely is these days. I just talk about sound because all the real video game reviewers still pretend it has a huge effect on how good a game is. In short, this game took old concepts and revolutionized them to create one of the best games I've played in a long while. It will please people new to the genre and veterans.Â
Score: 8/10
Buy it?: Everyone who isn't a faggoty casual gamer should buy this. It also may have user-made dungeons and add-ons in the future, so yah, get this shit.











