Gameplay

Legend of Grimrock excels in its simplicity. Essentially the game is all about sneaking through a maze-like dungeon, floor by floor, all the while looking for the stairs down. In almost every room you are confonted by horrifying monstrocities whom you must vanquish to proceed.

Mmmmmmmh, escargo
Mmmmmmmh, escargo

Grimrock has some superficial RPG elements to it. At the beginning of the game, you can either select some stock characters or roll your own. Rolling your own involves assigning some points to a few standard attributes and skills, and selecting a couple of traits. Traits are slight buffs, but nothing overpowering. Skills determine some special abilities your character can use (that you aren't actually in control of). They have a random chance of firing off as you attack. There are also skills that allow you to use different weapon and armor types more proficiently.

As some people have criticised, combat is a bit of a game of whack-a-mole, due to the cooldowns imposed between each character's action. Each character has an icon showing their health and energy, as well as their hands. Dropping a weapon on a hand equips it. Attacking an enemy is as simple as facing it and clicking the equipped weapon icon.

For a mage, your skill levels determine what spells you can cast, and there are several schools of magic (fire, air, earth, etc.). The magic system is also a point of contention. Casting spells is accomplished by selecting a combination of runes from a 3 by 3 grid. Different combinations of the runes produce different spells. Since the selected runes are wiped out each time you cast a spell, it can seem a bit cumbersome, but I think it adds a bit of needed difficulty to the game.

Word to the wise: when you first create your mage, don't spread your skill points too thin across all the schools of magic. Most of the spells require you to have several points in their particular school of magic before you can cast them. My mage was useless until I got him to level two and was able to remedy my mistake.

Essentially, combat is fast, with constant maneuvering to avoid attacks while trying to keep from being cornered, all the while furiously clicking character's attack icons as they come off cooldown.

I hate these guys sooo bad
I hate these guys sooo bad

The game uses a first person perspective, so you're left up to your imagination regarding your own party. You are told that they are grouped up in a two by two array. Those in back take less damage, but give less damage as well (unless equipped with proper weaponry). Movement is entirely grid-based, meaning every step moves you the same distance, while every turn rotates you exactly 90 degrees. There is some rudimentary mouselook, but it's just there so you can admire the scenery.

You'll pick up items dropped by monsters, including weapons and armor that you can then equip. Items are also found in secret areas. Secret areas are littered throughout the dungeon levels, and I found myself obsessively checking walls for the little hidden trigger stones.

An interesting mechanic that adds a bit of management to the game is hunger. Each character has a hunger bar that slowly goes down. To fill it up, you must eat parts of monsters left behind after you slay them. I never did let my hunger bars get too low, but I'm making the assumption that the characters probably die when they reach zero...

Another mechanic is your party's need for light. Some rooms in the dungeon are lit by torches, but many rooms are near pitch black. Without at least one of your characters actively holding a lit torch, you won't be able to see much of anything. Be sure to take every torch you can find, as they go out after several minutes while you hold them.

In Soviet Russia, mushroom takes YOU to hallucinate!
In Soviet Russia, mushroom takes YOU to hallucinate!

The last gameplay element I want to talk about is the puzzles. Puzzles in Legend of Grimrock range from simply searching the level looking for a key to a locked door, to figuring out how to deactivate a teleporter so you can continue through a hallway. There are pressure plate puzzles (and traps), item placement puzzles, teleporter puzzles, and timed puzzles, among others. As you progress, they'll get harder and harder, but add an awesome element to the game. Don't worry though, it's not like this is The Seventh Guest. They aren't particulary hard.

What a puzzle might look like.
What a puzzle might look like

This game resonates somehow. Hours can go by in one play through, with you saying to yourself, "Just one more room then I'm done for the night". Two floors later you might finally take a break. The game does a masterful job of creating a tense environment, blending gloomy lighting with the distant sounds of monsters moving around unseen. I remember one point after hearing an odd stomping sound, thinking to myself "I sure hope those are skeletons"...it was...a bunch of them.









<-- Story                     Graphics -->





  Home
  Game Reviews

















File: 03584835853485-995
Document marked as CLASSIFIED; do not distribute.