Legend of Grimrock Media and Interview

There’s quite a bit of new information to bring you for Almost Human’s Legend of Grimrock today, including a new piece of concept art depicting the Uggardian, three new screenshots spotlighting the newly revised PC interface, a video of some spider animations, and a new interview on Bits n’ Bytes Gaming. This is one of the more impressive-looking Eye of the Beholder/Dungeon Master-inspired CRPGs we’ve seen to date, so it’s definitely worth keeping an eye on:

And a little something from the Q&A:

BNB: Should the game prove profitable, are there plans for added content/DLC or future installments in the series? If not, have you discussed different projects or games after Legend of Grimrock?

Petri: Yes, we would definitely want to release new scenarios and expansions and extend the Grimrock universe further. We have so many cool ideas, probably enough for many years worth of development, so it’s quite impossible to have them all in the initial version of the game. We haven’t decided yet whether these would be implemented as DLCs or as full-blown sequels.

Juho: If we survive this game, we’d definitely want to expand the world of Grimrock. There are lots of ideas we can’t include into this game simply because of our resource limitations.

Olli: It would be great if this genre would really come to life again. With the technology of these days there is so much cool stuff that can be created for such games.

BNB: How interested are you guys in trying to reach out to younger gamers who may not have any experience with the older style of CRPG? Do you hope to appeal to an older (hardcore) fan base, or do you want to try to make the game more accessible to different kinds of gamers? Could you provide examples?

Antti: What we’re aiming here for is a game that’s easy to get into but that has sufficient depth in it for old school veterans. There should be enough options in the character development, party build and dungeon exploration for multiple playthroughs but we’re not aiming for a more-is-more design philosophy either: whatever we put into the game should be meaningful. For example, we’re not going to put a charisma stat and speech skill in the game because there really isn’t that much people to talk to in the bleak dungeons.

Juho: Naturally we would like our audience to be as wide as possible simply to be profitable. Our core audience will probably be people who liked old school crawlers, but we hope to appeal to wider audience. With nice looking graphics and good gameplay we could get some people to try this type of game for the first time.

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