|Dev: Almost Human|
|Pub: Almost Human|
|Release: April 11, 2012|
|Screen Resolution: 480p-1080p|
by Shelby Reiches
Legend of Grimrock was one of the first brand new titles announced on Good Old Games when the digital distribution site decided to extend itself beyond merely the classic titles of yore and into the modern era. While more recent games were announced, Legend of Grimrock was something I had never seen before. A first-person, four-character-party, tile-based dungeon crawler with slick production values, Legend of Grimrock was made by a team of only four people, based out of Finland. And, while the Norse may have the greatest claim to metal music, of which legendary beasts and fantastic legends are often a key component, the Finnish, too, are a people of Scandinavia.
Perhaps that is why, in Legend of Grimrock, the monster design was the first thing to strike me. It's what made me want the game, actually. From overgrown bipedal fungi to charging trolls and armored spear- or bow-wielding skeletons, this is a game where even the initial enemies it throws at you are intimidating to encounter. They take more than just a few hits to bring down, too, necessitating that one learn the combat system sooner rather than later, especially by the third level or so when fast-moving spiders become the enemy du jour and being swarmed becomes a very real danger.
The enemy designs are extremely detailed and beautifully animated, such that, even with their tile-based movement, they really seem to come to life and pop off the screen. Most of that comes down to their texture, which has a quality almost like that of the sort of rubber monster suits one might see in an old horror film, providing the sense that these are things that really could be standing there in front of you. Somehow, though, they don't come across as campy. It's a bit disappointing, then, that the dungeon looks fairly uniform, with pretty much the same wall texture pasted all over the dungeon with only minor variations as necessary to outline hidden buttons, or to provide a space for an object to rest.
The puzzles one encounters, on the other hand, have a good deal more range, from the basic "find the hidden button" trope to mazes of teleporters. One particularly difficult one comes to mind, involving a pair of teleporters that rotate around a central tile, which contains a drop down to the floor below (surely the most common of traps in the game). The door is straight across from where you begin, and the pressure plate required to open it is in the corner next to it, but the way from the tile with the button to the one with the door is blocked by an impassable grate. It required knowledge of both the game's mechanics (which were blessedly introduced intelligently in the beginning) to solve, but the "aha" moment was a powerful one and definitely to the designers' credit. It's a game that's good about hinting, but doesn't feel the need to spell your next step out for you, leading to experimentation and trial and error, generally without becoming trying or monotonous over extended play sessions. That isn't to say that extended play sessions won't be stressful, but that has to do with the game's atmosphere rather than any flaws in its gameplay.
It pays to remember that Grimrock is an RPG, and so has most of the trappings one would expect therein. Characters have classes that grant them distinct skills and, when they level up, they have the opportunity to put points into these skills. This can grant a warrior new attacks or the ability to wear heavier armor without penalty, while a rogue might learn how to strike from the back row or deal more damage from behind and the magic-user gains the ability to use more powerful spells in different elemental schools. This is all in addition to the stat increases peppered throughout every skill tree. Characters may also choose a few traits at character creation that affect them in more unique ways, such as one that increased a character's attack power for every skull they are holding (skulls can be found on the ground, sometimes, though they're rare enough to keep this from being a game-breaking ability). Though there are only three classes, the race one chooses also has benefits, and there are some esoteric options (insectoids, for example). But, if you don't feel like taking the time to make your own party of four prisoners, Grimrock lets you take the default party of two warriors, a rogue, and a sorcerer. Well-balanced and fairly functional.