

There’s a forest, a swamp, a beach and a cemetery, among others. The areas are represented by different environments, adding visual variety to the game that is very welcome. Puzzles usually gate off one area from the next, and should you hit a snag, the game invites you to engage with a different task in its stead. The new game map consists of multiple areas which eventually lay open to be explored, to an extent, in the order of your choosing. It’s simultaneously daunting and intriguing, and the beginning of the game does a great job of establishing a true sense of adventure and discovery. Early enemies are more of the roaming wild life variety, but as you progress and start uncovering the hidden secrets of the island, enemies become more mystical and malicious.

Starting out on the beach, you begin by gathering food and collecting the most rudimentary of weapons.

Instead of being plopped down at the top of a mountain prison, you’re washed ashore the island of Grimrock at the beginning of this game. What was once a very clear objective is muddied somewhat in the transition, and where every obstacle used to block your path to an always tangible goal, Grimrock 2 can sometimes feel aimless in contrast. It largely succeeds at that, and gains variety and a greater sense of exploration, but loses something in the process as well. Legend of Grimrock 2 ventures to break up that linearity and offer more options in terms of what to tackle next. At its core sat a very plainly articulated task of getting through to the end, of escaping the prison setting of mount Grimrock – a challenge that saw you working your way, floor by floor, to the bottom and to your freedom. Surprising, because while many genre callbacks settle for less, Grimrock not only emulated the style and successfully captured the appeal of dungeon crawlers like Dungeon Master and Eye of The Beholder, it also layered on unique systems borne from a modern mindset, making for a fuller game than you’d assume. Legend of Grimrock was a surprisingly enjoyable game.
