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This is only further exacerbated by the fact that the obvious strategy to beating every monster I’ve encountered is by kiting around them. Don’t make me unlearn over 20 years of gaming experience just because you can’t program key rebinds into a game. I can’t count how many times I ended up grabbing a sword instead of attacking. Clicking the left mouse button causes you to grab whatever weapon is equipped in order to swap it out with something else.
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This is especially galling since it uses an ass-backwards binding scheme, where you attack by using the right mouse button. And I get that it was also designed with tablets in mind as well, but I’ve got this lovely keyboard full of buttons I could be using and yet I have to use the mouse for combat. This causes numerous problems for me.įor one, having to click on every single attack button instead of having dedicated hotkeys is quite a hassle, especially with the magic system, which requires multiple clicks and never allows for quick magic attacks. From what I understand, in these old games, combat used to be turn based, whereas in Legend of Grimrock it’s actually done in real-time. But what I can criticize is the way combat interacts with said tile based movement. It’s obviously there to harken back to older games that worked the same way, and I can appreciate modern developers wanting to go back to game design ideas they had fun with in their youth, even though there is a valid argument to be made that sometimes, design conventions disappear because we’ve found better methods for engaging the player, but I don’t want to be an arbiter on that front. Speaking of tiles, I didn’t mind the tile based movement. Maybe there’s more to come later on, but the game up to now is so goddamn insubstantial that I’m not eager finding out. The first couple of levels are completely devoid of anything informing the player who built this place, why it had been built and the floors don’t tell self-contained stories themselves, since there’s very little differentiating any given tile from another one. You have a little bit of exposition for why your party is in this particular dungeon, but from then on, there’s really not a lot of narrative building up here. First and foremost, there’s not much of a story to speak of.
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I’ve only played around 2 hours, and I simply cannot make myself do any more of this. I never played the old-school dungeon crawlers of yore and my reaction towards this game is not fueled by any nostalgia I might have felt towards this long-forgotten genre of first-person dungeon crawling, so this negative review is neither colored by a feeling of “they’ve changed it and now it sucks” or “they haven’t changed enough which is why it sucks”.Īnd make no mistake, I did not have fun playing this game. Platforms: Microsoft Windows (reviewed), MacOS
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