I still have my original boxed editions of the PC games - bought them all as soon as they came out - and especially loved EOB1 - even with the abrupt ending and single save game. I bought the Grimrock 1 & 2 bundle via steam, although I will need to boot my Mac into Windows to run G2 someday when I finish G1.ĭefinitely sad that the development of this mod seems to have died, at least there doesn't appear to have been any github checkins in the in the past two years. I just recently discovered Grimrock while Googling around to see if anyone was remaking Eye of the Beholder, one of my all time favorite games - and stumbled onto this forum. Memory-wise the game was rather tame and the then-DOS-common EMS was used for extended sound only. nope, there was and is no excuse to that. Back then I upgraded from 486DX-33 to 486DX2-66 because of the X-Wing expansions they required an absurd boost in CPU-power to play ok and when a rather low-gfx game like EoB3 requiring the same kind of CPU to play just fine. When EoB3 came out the 486DX2 was the best CPU you could get beside the very first Pentium. Compare spell effects/lightening/monster animations, size of areas - engine was slow if you tried to play on the same machine as you played EoB1 and 2, but on - let me say 486DX2 it was ok and I enjoyed it (well it was ok on my 386dx and 4MB RAM as well - biggest problem was with memory and loading of spells during casting). but then I once used hex editing to get in that really huge empty space that fills the bottom of the level 12 map of Eye1 (u can't get there normally), and while nothing is there, it seemed to render just fine. At first I thought it was because maybe the old eye 1/2 engine couldn't cope with large areas and you wanted really open areas in the third. I have one question for you guys, WHY did you ditch that perfectly good engine from Eye 1 and 2 to go with that slow ass engine in 3.
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