Wot I Think: Legend Of Grimrock 2

Two and a half years after we were delighted by Legend Of Grimrock, developers Almost Human return with a sequel – Legend Of Grimrock 2 – that aims to expand on the original, go outdoors as well as in, and remind us it’s hip to be a square (-moving person). Have they managed it? (Hint: OH GOOD HEAVENS YES.) Here’s wot I think:

Legend Of Grimrock 2 is bigger, deeper and more wonderful than I could ever have expected. I absolutely loved the original, its descending dungeons of tile-based first-person RPG not just reminiscent of Dungeon Master, but as good as it. Grimrock 2, I say without hesitation, is better.

Much as Dungeon Master II took that series outside, so too does Grimrock 2, but here it’s not utterly impossible. It is, however, incredibly difficult. Superbly difficult. While I haven’t actually measured, this sequel is so huge I feel certain the original game would fit into one of its corners. With fifteen huge, individual sections, and another dozen or so smaller areas, each is intricately detailed and packed to bursting with puzzles, challenges, hidden switches, terrifying enemies, and so many secrets.

If you played Grimrock 1, or indeed any of the classic tile-based adventures of the 80s and 90s (DM, Captive, Eye Of The Beholder, etc), then you’ll be familiar with the mechanics. A party of four characters, created by you (or there are pre-mades if you’d prefer), marching together in a real-time 3D world, one square at a time. Your squad, two up (likely with melee skills) and two behind (firing projectile weapons, magic, and so on), explores, casts spells from runes, makes potions from ingredients, and fights an awful lot of enormous bads. Despite moving in only four directions around its enormous grid, combat (and everything else) is in real-time.

And good gracious, it’s done so well. I have adored this game. Spread across a large variety of landscapes, dungeons, and castles, it’s on a scale far beyond your expectations. In fact, every time I became convinced I’d seen every location it was going to offer, I’d stumble on another vast, three-storey place, and have yet another few hours of wonderful treats.

At first, things are extremely daunting. Your party, imprisoned in a cage, washes up on an island after a shipwreck. The beach is filled with monstrous killer turtles (no, really), meaning you have to scramble for puny weapons like sticks and rocks to desperately fend them off, while instantly being introduced to the far greater complexity of the puzzles this time out. As you uncover the many secrets of this sprawling beach area, the size of things already begins to feel a little overwhelming – three or four different directions opening up immediately, each of them containing elements necessary to successful get through the others. And then, that done, you find a massive wooded area filled with furious trees, itself leading to multiple dungeons, a land threaded by rivers, a gloomy bog, and more and more. And each is limited by what you’ve done so far, passages closed off by gates, warping teleporters impeding progress, enemies that seem far too powerful, notes alluding to puzzles you’ve yet to discover, peculiar glowing-eyed stone figures giving you esoteric statements that could be myth or clues… And then you find a note from the creepy, crazy island owner, laughing at your inevitable struggle, warning you to maybe head somewhere else if tough’s too tricky.

You quickly learn to compartmentalise. Divide it into manageable chunks. Focus on one or two puzzles at a time, or divert yourself by heading down some steps you’ve not yet descended and losing three or four hours to an intricate dungeon of pits, fireballs and devious puzzling.

Good grief, it’s so smart. Challenges are, almost always, so delicately flagged as to give you the gentlest prompts, but always let you feel like a fucking genius for solving them. I have genuinely punched my arms in the air and announced to my empty room, “I’M THE CLEVEREST MAN IN THE WORLD!” On too many occasions.

I’m not the cleverest man in the world, as it turns out. Because I also got stuck a whole bunch, and here I deeply envy everyone else in the world who get to play it after release. As the community starts discussing it, able to provide itself hints for the incredibly difficult sections, it’ll be so much fun. For me, I confess, I had to bug the poor developers on quite a few occasions asking for little nudges. Most times I then put my head in my hands as I realised I should have got there myself. On two occasions, I think otherwise. There are two puzzles that I think are poorly flagged, with guesswork necessary for completion, which is a shame. (For your sake, when trying to work out which direction a desert might be in, assume you’re well north of the equator.)

But most of the time, I have been like a pig in a lifetime’s supply of the very finest quality shit, revelling in the complication, and celebrating victory over it. You develop and inhabit a zone – able to spot every tiny hidden switch in a wall as you brush past, calculating ahead, manipulating trapdoors and pressure plates through grills and moving teleports while dodging fireballs – and then the game pulls a fast one on you.

Like the superstitious pigeon, at one point I was so convinced that my actions must be affecting the world, that my subtle interactions with the environment were key to untangling mysteries, that I spent half an hour throwing myself down pits and healing resulting injuries, in attempts to manipulate which pit would close and when. Then realised it was just time – they opened and closed on their own, in order, over time. CURSE YOU GAME!

On the other side, there’s a paranoia that sets in – “why is this room being nice to me?” If there’s a really useful looking item on a pedestal, a deep sense of dread sets in. “Oh God, why? Why would you give me this thing I need?” That it’s never, ever predictable whether it’ll be just fine, or you’ll unleash all hell, is marvellous.

Familiar enemies appear alongside very many new ones, including those hateful bastard crabs. Brrrr. As someone with an idiotic phobia of crustaceans, those fights take on an extra dimension. And pretty much every other phobia is taken care of within – horrifying spiders, giant snakes, awful buzzy things, and mysterious hooded figures who disappear whenever you walk near them. The game is never scary in the sense of Alien: Isolation, or similar, but it’ll still get your heart thumping and your hand shaking on the mouse as you dart around pillars trying to cast the right spell with a fraction of health left, while seven armed rats (one with a rocket launcher) attempt to pin you down.

Everything in this sequel is bigger, more elaborate, more detailed, and absolutely better. Which, after such a lovely first game, is quite the thing. You will be able to sink days and days into this, and still come away with secrets undiscovered, doors unopened. And I think a real respect for a game that is not only itself phenomenally smart, but one that thinks you are too. It’s a joy, so splendidly crafted, so stuffed with original ideas and surprises. This isn’t nostalgia any more – it’s a massive step forward.

Legend Of Grimrock 2 is out tomorrow, for £18 on Steam, and £15 on GOG.

From this site

86 Comments

  1. Premium User Badge

    Mungrul says:

    Subjectively, while I enjoyed the first Grimrock, I found it lacking compared to DM; not being able to slam doors on monster’s heads, a set class system and other minor differences were enough for it to remain ranked as a good imitation, but an imitation all the same.

    • Zafman says:

      The doors were my first gripe with it. None of the good old door-on-head-slamming. Maybe I wanted it to be like Dungeon Master just a little bit too much. With a MON FUL IR ready for close encounters and a MON DES VEN to fire through closed iron gates. I got to learn to be more flexible and accept change. ;)

      • JamesTheNumberless says:

        Zafman needs more practice with this wizard spell

        • Zafman says:

          Dammit! PAL FUL IR! D’oh! EE FUL…out of &*!%$ mana!!! ^_^

      • Premium User Badge

        Mungrul says:

        Ah, the heady days of training stamina by weighing down Tiggy and Wulf with boulders and making them throw absolutely everything all the time; or training vitality and Wizard by casting low-powered fireballs while facing walls; or taking Halk the Barbarian, who had no mana at all, and gradually training him to become a viable spell caster by giving him items that gave him non-permanent mana :)

        • Kefren says:

          I did all that! Yes, one of the wands gave enough mana to cast a light spell I think; eventually they were trained in the ways of mighty magics. Never bothered with thrown daggers of bows though, far too much faff picking up the arrows and so on afterwards, so even my party’s ninja was more of a sabre-slashing guy.

          • JamesTheNumberless says:

            I found gaining the ninja levels was best done just by kicking and punching a lot, and only really to get the extra health/stamina. The teowand was ace as you could give it to a non-magical character (like Halk) and have him spam “calm” until he gained a priest level or two… Actually I think it was the best way of gaining the first few priest levels.

      • WiggumEsquilax says:

        No, instead you can open trapdoors as monsters are atop them, jump into the pit immediately after the enemy falls, and crush the already injured with your body weight.

        In DM, you slam a door.
        In Grimlock, YOU ARE THE SLAMMING DOOR. No complaining.

    • JamesTheNumberless says:

      For me, LoG1 was something of a mixture of DM nostalgia and Eye of the Beholder nostalgia. One of the things I got from it was appreciation for what a difficult job they had to do in EotB making D&D mechanics fit with realtime grid based combat. IMO Grimrock missed an opportunity with being able to do their class/stats/equipment systems entirely from scratch by emulating what works in games like WoW, rather than thinking what really suits the grid-based combat.

      But overwhelmingly, as a very hard-to-please fan of this specific type of RPG I think LoG1 was fantastic, and I can’t wait to play the new one!

    • LexW1 says:

      Exactly how I felt, Mungrul – LoG was a good imitation, but distinctly, noticeable inferior to DM – mainly because of the mechanics, and the fact, particularly, that it was much easier to cheese than DM (or, indeed, any game of this genre I’ve ever played), just by dodging around with the keys.

      So when the opening paragraph of the review claims LoG was superior to DM, well… that rather makes the rest of the review suspect.

      Most importantly, the review totally fails to address my main question about LoG2 – do they make the combat more like other games of the genre, in that you can’t just cheese it by moving around? It totally fails to answer my other question too – did they make the advancement/character skills elements any better? They were some of the worst in the genre in the original, imho.

      John also totally fails to explain how it’s a “massive step forwards” – just states that it is – the whole review might as well read “Did you love LoG1? WELL YOU WILL LOVE THIS MORE!”, because essentially no further information is conveyed.

      EDIT – Also, having played DM recently, I can say for sure that thinking DM is superior to LoG has zero to do with nostalgia, and a great deal to do with gameplay and atmosphere (DM really beats LoG1 severely in the latter department).

      • Premium User Badge

        Mungrul says:

        Yeah, since finding out about dmweb.free.fr, I’ve played DM again and it confirmed for me that I wasn’t just being nostalgic. It really does have my favourite RPG character development, and the spell system is still vastly superior to virtually everything else out there. Mon Ful Ir is part of my gaming DNA.
        DM is still the yardstick I measure all other RPGs by, and a lot of games are found lacking in comparison.
        I think it wasn’t until the original Fallout came out that anything even remotely came close to sizing up to DM in my experience.
        I’d love to see the character and magic systems from DM used in another RPG, and not necessarily a grid-based one. I suspect they’re still incredibly robust and would adapt well to all sorts of different game styles.
        I think magic-wise, the only relatively modern game I’ve played that comes close to the magic system of DM is Arx Fatalis, where because the magic system is reliant on you drawing symbols in realtime, it creates that delicious tension in busy situations much like DM does.

  2. Sp4rkR4t says:

    This makes me so happy, very glad to see they pulled it off.

    • MrThingy says:

      Indeed, this makes me a very happy camper! Can’t wait to start playing.

  3. Stellar Duck says:

    Well, I’ll be buying this for sure!

    More importantly: Jesus Christ on a pogo stick, it’s been three years since the first? It can’t, surely!

  4. Hex says:

    What a nice thing to read.

    My LoG save was lost in the shuffle of getting a new PC. Guess it’s time to restart. (Probably with more minotaurs this time. My first party was extremely fragile.)

  5. Boosh says:

    PHEW!

  6. Boarnoah says:

    Really like the setting, maybe having grown up near the sea old abandoned stuff at the seashore are irresistible.

  7. J. Cosmo Cohen says:

    I’ve been waiting on this WIT to finally tell myself it’s okay to pre-order a game. I really can’t wait until it releases.

  8. Anthile says:

    Is it difficult-difficult or difficult unless you have a sufficiently optimized party? Is magic better than in the first game? I remember there it was more efficient to just have another physical attacker.

    • John Walker says:

      I really don’t know your measures of difficult. None of the combat is especially difficult, so long as you do the square dancing. The puzzles are often enormously tricky – for me, at least.

      And I’ve loved the magic. By the time you get the Meteor Storm spell, things really cook : )

      • Ultra Superior says:

        John could you please let us know – is the RPG system (skill point spending) same as in the first game?

        For me it was the only thing that I disliked about the game – each skill costing just 1 skill point, with skills getting better and better in the same specialization “branch”.

        For me it eliminated the choice, because it was practically necessary to focus characters in one department, as one skill point would buy you either great skill from your specialization, or a crappy one from a different one.

        • Drinking with Skeletons says:

          I would also like to know about any mechanical changes to the game’s systems.

        • John Walker says:

          You can add a skill point to any of the skills for any character, although you’ll spec them at the start to specialise in specifics. However, you can turn your archer into a magician should you want to.

          Races determine other specific traits, too.

      • adammtlx says:

        Oh so the square dancing is still a viable option? I always felt like I was exploiting the mechanics in the first game when doing it, but it was so difficult I didn’t see I had any other choice.

        • LexW1 says:

          Yeah, the square dancing meant that combat basically barely involved actual gameplay in LoG1, unlike most games in the genre, and was merely a matter of performing this bizarre ritual instead. I was really hoping they’d cut down on that in LoG2, but it kind of sounds otherwise.

          • JamesTheNumberless says:

            As opposed to the bizarre ritual of standing rooted to the spot, face to face with your opponent, and exchanging blows one after the other, sometimes with coffee breaks in between?

            Or the one where you hold down a mouse button and stab special power keys according to the rhythm of the cooldowns, all while quaffing gallons of health potions?

          • LexW1 says:

            Don’t seem to be able to reply to JamesTheNumberless, but no, NOT as opposed to that. DM and most other games did not rely on you standing toe-to-toe mindlessly, but they didn’t give you anywhere near as much benefit from effectively circle-strafing. It breaks immersion severely for me, because it means that the game becomes out moving four people around pretty much impossibly fast in order to frustrate monsters. It makes stuff like XCOM seem like ARMA, realism-wise.

            It reminds me of one of those fighting games which has picked up on some peculiarity of the Street Fighter series and obsessed about it until it’s the main focus of the game, but that fighting game no longer feels like. y’know, a fighting game (struggling for example, I know I’ve played them), but instead a sort of weird meta-game.

            It’s fine for people to like that, but claiming it’s “massive step forwards” from DM strikes me as complete nonsense. It’s massive step sideways, into what is virtually a sub-genre of two games now – LoG and LoG2. Further, it continues to use the really insipid advancement system of LoG1, which is clearly less clever, less modern, and less interesting than that of far older games, and feels pretty tacked-on, so there’s no way that’s a step forwards. If they’d dumped that entirely, that’d be a step forwards (LoG1 would be an actively better game if it didn’t have levels/classes/specialisations). To be clear, I don’t think LoG1 is a bad game – it’s an “okay” one. LoG2 sounds like an improvement on that, but I’ve re-read the article, and I’m just not seeing any “massive step forwards”, I’m seeing “lots of polish on an existing formula that some people like” (and that formula is the LoG formula, not the genre formula).

        • Zafman says:

          Got to keep square dancing in. It’s an 80’s tradition after all.

          • jrodman says:

            In Dungeon Master, square dancing only got you so far. The combination of stamina and smarter enemies put that to bed.

            Only its pale imitations lean on it so heavily.

      • Fuzbaul says:

        playing this, it does seem to me they tweaked the AI a bit to prevent square dancing making the combat trivial

        monsters now jump back if you try and flank them and tend to attack a bit faster – and those annoying twig things in the forest do sideways cartwheels.

        They also changed a few of the starting spells so they only affect the space in front of you

        Finally, the best mode in game ever – roll a solo farmer – they level up by eating food, not killing monsters so can become a gluttonous powerhouse quite quickly if you can soak up the damage they take

    • Hex says:

      As far as I got in LoG, my mage always felt like total dead weight (which was fun for my internal party intercourse throughout the game). I’ve been afraid of re-starting with a no-mage party, though, in case there’s some bit that requires magic use. Is that a baseless fear?

      • Anthile says:

        I played through the first game without any trouble using only physical attackers.I think I had a sword user and unarmed fighter in the front row and an archer and a spear guy in the back row. Worked perfectly fine.

      • Premium User Badge

        Harlander says:

        internal party intercourse

        That’s one way to keep your mage useful, I guess. Nudge nudge, etc…

  9. Spooner says:

    LoG 1 was excellent until I realised that, by running rings around the monsters, I could not only win fights easily, but without even getting hit once (Well not even hit – the monsters never got to try to swing at me)! This killed the game for me and, I believe, a lot of other people so I have to ask the question: has the second installment removed this rather painful (and required to get anywhere) “combat” mechanism?

    • JamesTheNumberless says:

      Then hopefully you realised that the monsters aren’t the point of a DM style game and got on with beating the dungeon. What puzzled me was not that they retained the combat system (it works well only when combined with tight dungeon design and used as an element in puzzles) but that they pandered to the modern “RPG” crowd by throwing in set classes, skill trees and stats for weapons/armour… In DM we valued loot mostly by how it looked and making a set of armour was purely about the cosmetics and the need to beat the puzzles involved in getting the pieces. No wonder people feel let down by the simplicity of combat in Grimrock, because it didn’t justify all the complication added to character builds and equipment management.

      • John Walker says:

        It kind of seems important to point out that it ISN’T a DM remake. It’s influenced by, obviously, but it was setting out to be its own thing from the start. I’d suggest just playing DM.

        • JamesTheNumberless says:

          Sorry I get carried away with my grid based real-time dungeon crawling crusades. LoG1 is one of my favorite games of all time. The classes, etc, don’t spoil it for me at all. I just think they’re misplaced, and that certainly in LoG1 focusing on the numbers was not a fun way to play, especially as half of what you put into your character builds was rendered meaningless by the combat system. A lot of people couldn’t forgive this and blamed the combat system rather than the class system.

    • meepmeep says:

      Aha, so that’s how to play it.

      (never even got through the 1st dungeon of LoG1)

    • John Walker says:

      Square dancing around enemies is part of the charm of these games. However, yes, they’ve done lots of clever things with the combat to make that lots trickier. Some will have instantly triggered attacks if they’re facing the right way when you step in front of them, others will be too canny for the trick, and start backing off and using ranged combat. And some don’t, and let you dart around in squares, chipping away at them.

      The other big change is how many enemies you will get faced with at once, forcing you to be smarter, as they try to back you into corners, or insta-deadly, surround you on all four sides. But there’s always a way to do it smartly.

      • JamesTheNumberless says:

        Good to hear, this has always been the point of the system, not getting trapped between the monsters and the dungeon. As I said in my last post though, I did feel that LoG1 did itself a disservice by including skill trees, set character classes and so much transparency about weapon stats, etc. You’re encouraged by all this to spend much of the game optimizing your characters as is familiar in many RPG based games, but the payoff for doing that is not so great. If someone plays LoG for the sense of progression through equipment and skills, but uses automaps and google to get through the puzzles and do the exploration, then they’re really denying themselves the most fun half of the experience.

      • Moraven says:

        That was the biggest turn off for me in the 1st game. You are not fighting the enemy but exploiting the limitations of the real time tile movement.

        It is like finding a good spot in Might & Magic 6-8 and pelt everything with arrows. Kinda got boring after awhile since you did that against every type of monster.

        • JamesTheNumberless says:

          Just like in platformers you can exploit the platformer physics to bypass enemies by jumping over them but tend to have a hard time running into them and knocking them about?

        • slerbal says:

          Each to their own. Me: I bloody loved it!

        • anon459 says:

          And in puzzle quest, you’re not really fighting the enemy, but exploiting the colored-block-based combat system. That’s what a game mechanic *is*, something you exploit in order to beat the game. Not all games are supposed to be realistic. In fact, very few are.

          • Moraven says:

            I am not expecting it to be realistic.

            I was hoping for more than playing some country music and square dancing against every enemy as best offensive weapon. It got a little samey after awhile. Which is why I stopped doing it as much, as I stopped volleying arrows in M&M.

  10. TheDreamlord says:

    How does it compare to the latest Might & Magic X: Legacy?

    • XhomeB says:

      It’s kind of criminal that so many people seem to have ignored M&M X. Amazing game with an AWESOME combat system, well worth everyone’s time and money.
      Good question, though. LoG is more of a puzzle-based dungeon crawler… M&M X, while combat focused, feels more like a proper cRPG with towns, NPCs, a well-realised world to explore etc.
      I’m wondering what kind of surprises await us in LoG2, though, if it’s indeed as big as John says.

      • Drinking with Skeletons says:

        Speaking as someone who had never played that type of game before, I really enjoyed the gameplay of M&M VI. What I didn’t like was the punishing difficulty and the way the game made it so easy to gimp yourself.

        I would be very open to a sequel (spiritual or direct) that addressed those flaws.

      • JamesTheNumberless says:

        M&MX was awesome, always been a fan of the series. the M&M series has the tactical combat side of things and some cool exploration features in the overworld. The more representative nature of the gameworld and the turn based aspect give it a very different feel and pace. My first love in RPGs is dungeons with puzzles and that is definitely best done in real-time. I wouldn’t say one was any more or less of an RPG than the other though. I don’t think tactical combat is necessary at all and a focus on levelling, looting and grind is definitely not required. Take all the combat out of M&MX and you’re left with not much game at all, especially in the dungeons. Take the puzzles out of Grimrock and it’s the same story.

        The difference for me is that I’d much rather get stuck on a difficult puzzle than get stuck in an area because my characters or equipment aren’t quite good enough to beat the monsters there, or than have to spend two hours of repetitive combat just because it was easier for the designers to flesh their game out this way, than to make an interesting area to explore and interact with.

      • huldu says:

        Are you kidding me? Might and Magic X was at best a mediocre game. It was so flawed in so many ways. The best time you’ll have in that game is up to the first boss and killing it. Beyond that point it’s just a terrible mess. You’d think the world would be bigger but oh, it’s so tiny! What really takes time in that game IS MOVING FROM A to B.

        I was quite disappointed with the game. However I did actually play it through, that’s why I’m calling it mediocre and not bad. I really wanted to like it so I had to pull through and hope to see some light at the end of the tunnel. Sadly that was not the case. The last boss fight was so poorly done. How could they have done such a great first boss and then the rest are just generic crap?

    • gnodab says:

      I’d be interested in a comparison as well!
      I find it kinda strange that everyone seems to be in love with LoG, but outside of the CRPG Addict an the short WIT no one seemed to really talk about MMX. Which is a shame, since it is by far the best entry in the series since the Xeen games (4+5 if I remember correctly). The only problem I had with them was the “Ubification” of the setting, but I guess that is the price to pay, to get a new game published…
      But to get back to LoGII, is it still as puzzle focused? I lost interest in the first LoG pretty fast, because it felt more like a Myst-type adventure game, than a RPG. Too much walking around pressing stone plates and the RPG elements seemed to be no more than mere window dressing. There really weren’t any satisfying systems involved, from what I could tell. But maybe I quit too early?

      Edit: I am horribly slow at typing…
      But glad there are other people around who appreciate MM!

      • Moraven says:

        I grew on 6-8 and never liked 1-5. I don’t know if it was the ancient UI or unfamiliar combat.
        M&M X is great. Combat felt familiar to 6-8 and seemed to be well done.

    • Cosmo Dium says:

      Another big fan of MMX here. Hope more people get around to it’s smart combat and character progression system. For me, it definitely captured the Might and Magic ‘vibe’ I remember fondly from it’s 90s iterations, but still had a modern coat of paint. It seriously didn’t get enough love when it came out, but considering this year has been incredible for RPGs top-to-bottom, I’m glad it was part of the wave.

    • MellowKrogoth says:

      M&M X had a lot of flaws (technical and otherwise) but I really liked it nonetheless. Combat was quite smart and difficult and the world while not huge was fun to explore. Well worth playing if you have a decent PC. I definitely prefer turn-based combat (the one from Wizardry 6 in particular) to real-time one, even though I really liked Lands of Lore 1 and Legend of Grimrock which are both real-time.

  11. Prolar Bear says:

    Quick, somebody gift a copy to Heliocentric!

    • pertusaria says:

      I love how we have a community where you can say this and I get it. Thank you.

    • GunnerMcCaffrey says:

      I’m going to name all my characters Helio.

      It’s what he would have wanted.

  12. Ace Rimmer says:

    I had a go at the first one, but bounced off fairly quickly, never having played the old Dungeon Master-y games. Is this worth picking up for the neophyte (i.e. at least moderately approachable), or do you need at least some small dosis of nostalgia to appreciate it?

    • JamesTheNumberless says:

      Hehe, how apt, “neophyte” was one of the words I learned from playing DM.

    • GunnerMcCaffrey says:

      I’ve never played Dungeon Master or anything like it, and LoG is one of my favourite games. So, it’s probably a matter of what you didn’t enjoy about the first one specifically.

  13. slerbal says:

    Bloody brilliant! This was one of the few games I rushed to preorder as I was so confident in the release quality, but by Jove I am pleased to hear it knocks the spots off a leopard :)

  14. DrScuttles says:

    Oh, lumme! It’s time already? As much as I loved Grimrock 1, I never got around to delving into it a second time. This sequel is something I’ve been looking forward to (while also admittedly having no idea when it was due) greatly. Still got pages of notes and rune spells from the original in a notebook buried on my desk.

    And ooh, John maybe you could send your dad back into the dungeons for us?

    • stahlwerk says:

      A dad in a dungeon 2 — electric bugaloo

    • skalpadda says:

      I was going to express my hopes for this. Perhaps we could get a Cameron sequel and have lots of dads in more dungeons! And a sentry gun scene.

  15. PostieDoc says:

    Just paid for it on GoG, £12.69.
    A bit better than £15.29 it currently costs on Steam.

    • Brtt says:

      Be careful, RPS is hardly the place to write about not being a Steam zealot, staff or not…

      But since I’m even more rebellious than you are (and pissed every time an article is written being totally oblivious to anything non-Steam… but to be fair, sometime there’s a mention of GoG, once or twice in a green moon), here’s the link:
      link to gog.com

    • fish99 says:

      Another option, you can also buy it direct from the devs, get a steam code plus a DRM free download, beat the steam price, plus I’m assuming the devs get more that way. Cost me £13.21.

      link to grimrock.net

      (price expires in 17hrs btw)

    • Caladell says:

      Hrm. For me, the price is the same at all 3 of those locations. I’m still not sure on this one. I didn’t enjoy the first all that much. For the combat, it just felt like clicking timers. I think for me, I would have preferred turn based.
      Eh, what am I saying? I’ll probably end up grabbing it at some point anyway.

  16. LTK says:

    Wow, there is so much positivity here that I feel like I have to seek out differing opinions because surely there must be some negative to it? Regardless, I really enjoyed the first Grimrock so I’m glad to hear this one is good as well.

  17. thekelvingreen says:

    Can you bring your party in from the first game, like you could in the old tile-based dungeon crawlers?

  18. Colthor says:

    Excellent, I was hoping John would review this before the pre-order offer went away – the first game was my favourite in 2012, so looking forwards to this.

    Only downside is it’ll interrupt Wasteland 2, which interrupted Dark Souls 2, which gets in the way of Dota 2. I guess I really like 2s.

  19. thebigJ_A says:

    I only ever got halfway(maybe only a third?) through the first game. Meant to go back but it’s just slipped further along my backlog, and I just know I won’t any time soon.

    My question is: Am I going to miss much in 2 not having finished 1?

  20. lfwam says:

    I experience difficulty using a mouse and keyboard. Is there any chance that this would be playable on a controller?

    • Premium User Badge

      Addie says:

      Still need to use the mouse for clicking on things, inventory, fighting etc., but I’ve used JoyToKey to make my fighting stick into a movement / turning / select character pad for my other hand, and I find it works much better for square dancing than trying to do it with the keyboard.

  21. Ralek says:

    I wish this played like Orcs & Elves, I loved that game so much. Played through in one straight session back then … I’m still not sure I can get behind the combat in this one, pretty much what in the end ruined Part 1 for me.

  22. Tekrunner says:

    “Most of the time, I have been like a pig in a lifetime’s supply of the very finest quality shit.”
    John Walker – Rock, Paper, Shotgun

    I really hope this ends up on their steam store page.

  23. Renevent says:

    Great review and couldn’t agree more…Grimrock II is a big step up for an already amazing game. Anyone even remotely interested in old school dungeon crawls should pick it up immediately.

  24. MellowKrogoth says:

    Game looks great! Will definitely play it.

    Now I’m waiting for a true spiritual successor to Lands of Lore 1 :) .

  25. Paul Michael says:

    Not sure if this is the place for this but I think that the game is awesome, and I do have a little help for it, a savegame with the 4 original characters with all the weapons and cranes that will make them very difficult to beat, if you are interested just let me know, I am not posting the url because I am not sure if it is legal here but it is one direct and does not need registration or payment of any kind, it took me 2 hours to make it and I just want to render it available to newbies. The savegame is at the very beginning of the game, nothing is done.

    Regards!

  26. Synt_x says:

    I’m new to the forums and it’s great to see so many people talking about DM. That was certainly a huge part of my life when it came out.

    LoG1 is a phenomenal game – not sure I’ve ever directly compared it to DM but I certainly got as much enjoyment out of it.

    Thanks for the review. I had spotted this on gog and for some reason not bought it straight away – now I’ll fix that :) Great writing style btw – I’d rather hear opinions from an old-school gamer than a fence-sitting pointless human being with an ego that can only match their own mother’s apple pie.