Destroy... Absorb... Grow... GRIME is a fast and unforgiving Action-Adventure RPG in which you crush your foes with living weapons that mutate form and function, and then consume their remains with a black hole to strengthen your vessel as you break apart a world of anatomical horror and intrigue.
I never heard of this before but it came out of nowhere and seems to be sitting on very positive reviews. I did a search and couldn't find a thread about it.
I tried the isodemo as soon as it popped up on my feed, got instantly hooked and grabbed it on the Gabelands since the price was alluring (plus the saves are compatible as well). It's a bit rough around the edges in terms of design and some of the late platforming sections can be tedious, but the game definitely delivers if you're looking for another addition to the Metrosoulslike genre with stamina-based combat, hand-holding-free exploration, creepy multi-phase bosses and a lot of dashing through the interconnected world. Whilst failing at it, as per tradition
Although the armour pieces are only cosmetic for some reason, there are various weapons that are suited to different fighting styles. Parrying however is by far the most vital countermeasure to prevent the poor hollow rockman's demise - it also functions as your Estus Flask, so parrying is da wae. I'd give it a solid 7,5/10, it doesn't reinvent any spiked wheels but the thick atmosphere, bizarre encounters and the fact that you never really know when something is going to surprise buttsecs you are all elements that manage to keep the ride interesting.
I'm usually not into souls like games but I found this one pretty fun. The surrealistic artstyle, combat and exploration are quite enjoyable. Some bosses and special enemies will kick your ass but fairly, not in a broken way.
Really enjoying this one. The design ticks my boxes for weird bio designs and the gameplay is for most time fun except when I can't get when I should parry because it varies from enemy to enemy.
sar·casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
I tried the isodemo as soon as it popped up on my feed, got instantly hooked and grabbed it on the Gabelands since the price was alluring (plus the saves are compatible as well). It's a bit rough around the edges in terms of design and some of the late platforming sections can be tedious, but the game definitely delivers if you're looking for another addition to the Metrosoulslike genre with stamina-based combat, hand-holding-free exploration, creepy multi-phase bosses and a lot of dashing through the interconnected world. Whilst failing at it, as per tradition
Although the armour pieces are only cosmetic for some reason, there are various weapons that are suited to different fighting styles. Parrying however is by far the most vital countermeasure to prevent the poor hollow rockman's demise - it also functions as your Estus Flask, so parrying is da wae. I'd give it a solid 7ish/10, it doesn't reinvent any spiked wheels but the thick atmosphere, bizarre encounters and the fact that you never really know when something is going to surprise buttsecs you are all elements that manage to keep the ride interesting.
There has been a several updates . armor now have more use. Each part has +% to one of the stats. complete sets also give a bonus.
Good to hear that, it was an odd decision in the first place but an easily fixable one. I look forward to doing another playthrough in the distant future after the expansion/DLC releases
* IMPORTANT NOTE - CoR is an expansion on the entire game that reworks certain aspects of it rather than just a new area. We highly recommend that you make a new save file for it rather than use an old endgame one.
New Content:
- A new, massive area.
- New Bosses.
- New Abilities.
- New Traits.
- New Enemies.
- New Weapons.
- New Music.
- New NPC interactions.
- A New Cinematic.
- Hidden backtracking challenges, as a reward for re-visiting previously explored areas.
- Refreshable Healing that can be collected from chasing runners.
- The ability to refight endgame variations of bosses after defeating the final boss.
- New Achievements.
Quality of life changes & Adjustments:
- Game optimization resulting in much better game performance & more graphical options to better control how the game runs.
- Reworked Minibosses: Grieving Rockgiant & Artisan of Flesh.
(Both bosses have felt somewhat underwhelming. Grieving being too much of a rehash of Harmless, now has all new attacks. Artisan will now teleport to melee attack you, giving you a chance to parry them as well.)
- You can now equip any weapon at any time, but with a major damage penalty.
(Being able to test weapon move sets before committing to their stat requirement has been one of the most highly requested changes. Done!)
- The Map now tracks your steps before finding the area Beacon.
(While we are not getting rid of the Beacon system, I've still wanted to look for a way to mitigate some of the frustrations of players who ended up getting lost for more than they should. The map will now track your steps without revealing the area, similarly to Code Vein.)
- The Warp ability has been moved to one of these new bosses, and can be gained around the mid game.
(Another highly requested change. The ability to Warp can now be gained far earlier into the game, depending on player exploration and skill.)
- Fall damage nerfed significantly across the various height tiers.
(While we can't rid of Fall damage all-together, it is too integral to the level design, we can mitigate it farther.)
- Added the option to increase NPC speech bubble text size.
(Especially useful for you Steamdeck players!)
- Alternative controls to Pull.
(No longer limited to use pull with Mouse alone. Can now aim using directional keys.)
- Garden enemies have been replaced with new types.
(The Flower Foe's have been one of the most frustrating mob enemies in the game. They've been reduced in numbers and tweaked to make Garden less intense than The Carven Palace.)
- Large shell lurker drop rate significantly increased for bloodmetal Chunks.
(If you're going to farm, may as well make it less tedious.)
- Climbing and platforming feel has been tightened up.
- Heavy weapons Force cost reduction.
- Added arrow indicators to the pullable moving platforms in Carven Palace, to better indicate which direction they can be pulled to.
Balancing:
- Slow & Very Slow weapons buffed with lower Force costs.
- Fledgling Yr and Tonguebrute traits have been nerfed.
- Bloodmetal Scythe air special damage nerfed.
- Minor Nerf to Chisel Nails Duration and Higher Force Cost for the special.
- Piercer Trait changed and replaced with a new DLC enemy type.
- Slight increase to Force regen.
The FUTURE
I have even more good news, this DLC won't be our last!
The next DLC in the works will be our very ambitious NG+ mode. It will rework and modify ALL of the enemies and ALL of the bosses in the game, as well as add bunch of new content.
Tinge of Terror Launch Trailer (spoiler for new secret boss, at the end)
Quote:
This DLC is so much more than your typical NG+ mode, and I would recommend anyone who finished GRIME and wanted more, especially more challenging combat encounters and boss fights that keep on surprising you, to SHIFT into this new reality and see how far you can go.
So What's New?
To sum it up plainly:
NEW NG+ GAME MODE
Entirely New NG+ Exclusive Secret Boss.
Heavily Modified NG+ Bosses.
Modified NG+ Enemies.
New NG+ Exclusive Items & Progression.
New NG+ Texts. New Music.
New Achievements.
We'll be eagerly waiting to see fight videos of you all facing these new bosses.
The Future
As always, we will keep monitoring the forums for any significant technical issues.
But... once the coast is clear, it may be time to talk about one other thing...
Hint - It's about THAT area at the top of the Weeping cavity.
New Area.
New Weapon.
New NPC interactions.
New Achievement.
Quality of Life:
The following changes were made in attempt to give new players that have difficulties with Force management a better chance to embrace the system.
Added a highlight recommending the Frail Arm Trait.
(This is aimed at encouraging new players to give the first Force replenishing Trait a chance, since playing with out any Force replenishing Traits can make the experience overall less enjoyable.)
Swapped The Flower Foe and the Leaper traits.
(This change is aimed at making the Force regeneration Trait accessible far earlier.)
Performance:
Numerous farther optimizations were made to the game, but especially to "Low Fidelity" Mode, accessible via the game settings as that is the mode the Switch version runs on.
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