Updating dungeon crawlers for the 21st century
I'm conflicted when new games shoot for retro appeal. Terms like "old-school" and "traditional-style" are sprinkled so gratuitously in game descriptions and feature lists and Kickstarter pitches that they just tend to meaninglessly melt into the page. It's like when the game boxes of yore mentioned "real-time lighting" or "eight humongous levels" or something like that.. You see the words, and while you recognize the phrases and know what they mean, in the context of gleaning information about the game they basically just bounce off your brain like semantic Nerf balls. Unless you're like six and trying to make a case to your parents about why they should buy you Ballz 3D for Christmas (You're wrong, by the way).
Of course, invalidating what I just said, you actually can glean some information about the game when they drop a Retro bomb on you. Notably, that the game is going to be like what an indie dev thinks a Retro game was like: brutally hard, bad pixel art, local multiplayer only, chiptunes. There are good aspects of retro games, and there are bad aspects of retro games, and sometimes devs don't really know the difference and end up pouring in both in equal measure, turning a potentially fun retro-inspired game into an exercise in Fruitopia. Wait, that's not the word I meant.
Legend of Grimrock, however, does not do that. Legend of Grimrock is a well-designed updating of the formerly ubiquitous tile-based first person dungeon crawler genre. Seriously, there were like a million of those games released per hour in the '80s and early '90s, and that's just counting the Wizardry series. Grimrock manages to keep the fun and interesting aspects of an involved, full-party dungeon crawl, while managing to acknowledge that it's that it's the 21st century and Pepsi is the choice of a new generation.
Some gargoyles have a blue eye and also another blue eye. |
Occasionally you have to search for a button like that little chunk of broken rock near the upper-center of the screen, but it doesn't end up posing as much of a problem as you might expect. |
You can run the game with a basic premade party of two fighters, one rogue and one wizard (these being the three classes offered), but it's generally more fun to make your own. Character generation is fairly straightforward, allowing you to pick a race, where to put your starting skills, and a couple of special passive perks for flavor. Racewise, you've got your typical all-arounder Human, and then three monster races that have some bonuses and penalties that tailor them as specialist races for the three classes. It's nothing you haven't seen before in a game, but it's well done and gives you some flexibility in how you want your character to develop in their class.
Combat is done in real time, and actually allows for a bit of finesse with your movements and attack timing. It's fun when I have my mage , unarmed rogue and fighter interrupting a skeleton's attacks in sequence while circle-strafe dancing around him. Frustrating for the skeleton, I'd imagine.
I'VE GOT YOU NOW AHHHHHHHHHH |
I picked up Legend of Grimrock today on Steam during their winter sale, and you too can buy it at a steep discount if you hurry (twenty minutes left at the time of writing this). It's a welcome and much needed update to a bygone genre that holds up as a good, modern game that keeps the good parts of game design from ages past.
No comments:
Post a Comment