Legend of Grimrock II Feature List and Screenshots

The latest blog post on the official Legend of Grimrock II website has a bevy of new info on the upcoming dungeon crawling sequel, including a brief plot synopsis, a quick mention of the various systems that have been improved and in some cases completely rewritten, and, of course, a few new screenshots. Here's a snippet:

The events of Legend of Grimrock 2 will happen on the Isle of Nex, a secluded island faraway from civilization. An island is a perfect place to setup an unforgettable dungeon crawling experience because we can mix indoor and outdoor locations seamlessly while still maintaining that atmosphere of mystery and danger, and the density of interesting things that is at the heart of Grimrock. If you think about it, the island is the perfect microcosm, where the party may explore dark woods, misty swamps, underground tunnels and ancient ruins without need to travel great distances. For us, an island is the perfect (dungeon) with a welcome variety of different types of environments.

At the start of the game, a party of four prisoners has ended up on the island against their will and start to explore the island. Pretty soon they will realize that they are not alone on the island and that the island is not an ordinary island at all. What are the mysterious towers on the island and who built them? Why is the island full of puzzles and traps? The story of Grimrock 2 will not be a direct continuum to Grimrock 1, but will be a completely new story with new characters that will expand the Grimrock universe.

A big part of Grimrock is, of course, the brain-teasing puzzles and for Grimrock 2 we have been busy developing new types of puzzle mechanics. Talking about puzzles is a tricky subject to discuss. We believe that the less you know about them in advance the better. So without ruining the surprises ahead, let's just say that you're not the only one stuck in the puzzles.

One of the few things some reviewers criticized about Grimrock 1 was monster behavior in combat. We have attacked this problem directly and rewritten the monster AI entirely. As a result monsters are now smarter and they know how to use their larger numbers to their advantage. The repertoire of tricks they know has been expanded greatly. For example, some monsters can call other monsters for help and can use group tactics against you. Of course the behavior of monsters depends on their intelligence so the most stupid and most fierce monsters are still, well, fierce and stupid as they should be. And talking of monsters, there will be lots of new monsters with some of the old, familiar faces making an occasional appearance for old times sake.