Legend of Grimrock User Review
- Difficulty:
- Hard
- Time Spent:
- 10 Hours or Less
- The Bottom Line:
- "Mixed reactions"
Somethings get better with age, like a nice bottle of red wine. Otherthings don't, like your ability to stay hard. Take Goldeneye 64: A game that was enjoyable in its hayday but ever since has slowly become as enjoyable as "ball-in-a-cup." I understand nostalgia, but making a FPS today with those controls would be like converting your manufacturing plants to produce trebuchets in the event of a World War 3. Which is what I find odd about Legened of Grimrock.
It's "Old-School." Any time I see that tagline smacked on the cover of a game my testicles start imitiating a can of worms and my hairy fingers start scratching my noggin. I wonder, in what apspect exactly makes Legend of Grimyballs just so old-school? Well, I don't pretend to be an expert of the dungeon crawler RPG genre but if I had to guess it would be the bloody, unintuitave controls you're forced to deal with the entire experience. I mean, haven't we invented a better way to control a character from the first-person perspective?
Your character (or should I say four characters) can't rotate its head, so you'll often be rotating its body on a 90 degree axis and sliding along the surface like a rook on a chessboard. If you're not moving you can hold in the right click and look around, sort of like what happens when your press the N64 bumper while playing Goldeneye 64... I assume this is what "old-school" dungeon crawlers used to play like (and why they ever had to is beyond me). Maybe it was a simple way for programmers to intergrate the FPS perspective with a point and click adventure. So much for binding a "use" key.
Maybe I'm missing the larger picture, which could easily be possible. More times than not I walk out of movie theaters without a clue about what happened plotwise.
Walking sticks are for people that can't walk, and talking walking sticks are for people that can't talk or walk.
It's "Old-School." Any time I see that tagline smacked on the cover of a game my testicles start imitiating a can of worms and my hairy fingers start scratching my noggin. I wonder, in what apspect exactly makes Legend of Grimyballs just so old-school? Well, I don't pretend to be an expert of the dungeon crawler RPG genre but if I had to guess it would be the bloody, unintuitave controls you're forced to deal with the entire experience. I mean, haven't we invented a better way to control a character from the first-person perspective?
Your character (or should I say four characters) can't rotate its head, so you'll often be rotating its body on a 90 degree axis and sliding along the surface like a rook on a chessboard. If you're not moving you can hold in the right click and look around, sort of like what happens when your press the N64 bumper while playing Goldeneye 64... I assume this is what "old-school" dungeon crawlers used to play like (and why they ever had to is beyond me). Maybe it was a simple way for programmers to intergrate the FPS perspective with a point and click adventure. So much for binding a "use" key.
Maybe I'm missing the larger picture, which could easily be possible. More times than not I walk out of movie theaters without a clue about what happened plotwise.
Walking sticks are for people that can't walk, and talking walking sticks are for people that can't talk or walk.
More User Reviews
The top of the wedding cake eaten after the 10th anniversary dinner.
Review Stats:- Posted Jan 5, 2013 1:10 pm GMT
Its like playing Eye Of The Beholder, Dungeon Master, Black Crypt, Ravenloft etc for the very first time.
Review Stats:- Posted Dec 26, 2012 4:07 am GMT
Dungeon Master for the new millenium. This is a masterpiece.
Review Stats:- Posted Nov 18, 2012 5:27 pm GMT
Totally has the essence.
Review Stats:- 3 users agree with this review
- Posted Aug 11, 2012 5:22 pm GMT
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