You mean in the pit in the sewers, with the note "Follow the leader" lying right next to it?As for the puzzles I don't mind the heavy focus on them I just wish some of the clues were less vague and fewer of them relied on the ol' trial-and-error solution (worst example - the spike pit with five buttons; now, are you supposed to press all of them or just some? And do you have to press them in any particular order? If yes, what order? Trying this while dying all the time and running out of food is annoying and unfun).
As for the puzzles I don't mind the heavy focus on them I just wish some of the clues were less vague and fewer of them relied on the ol' trial-and-error solution (worst example - the spike pit with five buttons; now, are you supposed to press all of them or just some? And do you have to press them in any particular order? If yes, what order? T
As for the puzzles I don't mind the heavy focus on them I just wish some of the clues were less vague and fewer of them relied on the ol' trial-and-error solution (worst example - the spike pit with five buttons; now, are you supposed to press all of them or just some? And do you have to press them in any particular order? If yes, what order? TThere was a scroll that said you had to "follow the leader".
People complaining about puzzles or secrets being opaque just missed a clue most of the times.
On that note, any Grimrock 1 level packs to recommend? Once I finish Grimrock 2, I'll go back to the first game (maybe do a run in Toorum mode? that was pretty fun on the first two levels), and after that I'd like to try a mod or two.In playing various LoG1 mods, I've come across my fair share of obnoxious puzzles, including several that work on the same principal as the Path of the Eagle/Path of the Disguised - walk along an invisible bridge using only trial and error to determine your next step.
any Grimrock 1 level packs to recommend? Once I finish Grimrock 2, I'll go back to the first game
1: The Master Quest: The standard campaign on + difficulty. I recommend playing this for anyone who's completed the standard campaign. Some things will feel familiar, other things will have you scratching your head. It's also the most beautiful Grimrock mod I've seen so far.
2: The Master Key: Ten levels packed full of content. You must find the Master Key to open the door behind you and escape. Just the first floor has a couple of hours worth of content.
3: The Mine of Malan Vael: Only one setting and one task, but it's done masterfully. Good writing, clever puzzles, well worth playing.
4: Forbidden Halls: One of the older dungeons available, but of surprisingly good quality. Some of the later puzzles will make you rage, though.
5. Master Arakk's Treasure: This one seems to pack a mixture of really clever things with...not so clever things.
6: The Chaos Key: The 'sequel' to The Master Key. It's tougher and has more content, but it's also badly paced and the puzzles early on will probably drive people away. Playing this one with a fresh party is only for the experts.
I actually like this game less than the first one, which I thought was impossible given the enhancements made to it.
...
and the fundamental design of clicking your weapon icons is still stubbornly retro.
I actually like this game less than the first one, which I thought was impossible given the enhancements made to it.
...
and the fundamental design of clicking your weapon icons is still stubbornly retro.
Could you give an example of how, in your opinion, they should have done it right?
Hotkeys would be a start. That being said, the idea of figuring out how to fundamentally fix combat in a real-time party-based blobber is too much to handle without a few more cups of coffee.
Hotkeys would be a start. That being said, the idea of figuring out how to fundamentally fix combat in a real-time party-based blobber is too much to handle without a few more cups of coffee.
Play Eye Of the Beholder 3. Note the "hotkey" they implemented for attacking. Note how completely irrelevant combat becomes as a result.
The same applies for the spells. An integral part of playing games like these is that you must spend time making the attacks and casting the spells. I agree that the spell interface in LoG2, while being an improvement over LoG1, is still annoying, but at least it follows the design for these games.
...this sequel which seems to attempt to put lipstick on a pig.
Thank you! This will come handy, and I'll check out the longer reviews as well.Melan I did a couple of short reviews for some LoG1 mods in the LoG1 thread, but I'll requote myself to give you the rundown:
I think Casanova has a point. Not about the controls (they are part of the genre), but about the game's scope. GR1 is a perfect, focused dungeon-crawler. GR2 tries to turn it into a larger-scale, more epic experience, and sometimes it works, sometimes it doesn't.
Ok... Ending question. Did anyone get it without looking up the answer?
Pretty appropriate for an old-schhol game. :D RTFM!It's explained in the manual and in the manual only.
It was also available in the GOG download. [edit]Yup, there it is on my GOG page.[/edit]Wait, this thing came with a manual? You mean beyond the basic instruction screen?
Fucking Steam extras.