Loot Grinder

How to Please Indie Gamer Chick

  • Step one: make sure your planned video game is actually a video game.
  • Step two: Send a bribe to P.O. Box…………..

Actually, Loot Grinder didn’t make it past step one, so there’s no need to continue.  What it does manage to do is be one of the most baffling “games” I’ve ever played.  It’s menial data-entry from Hell.  Who would see the potential in taking a genre, removing the aspects of it that are most important to gamers, and then releasing it for mass consumption?  Dirt-eating insanity!  But that’s exactly what Loot Grinder is.  No story.  No characters to interact with.  No world to explore.  No hidden treasures.  No dungeons.  No plot twists.  No real dialog at all.  Thus, all that’s left is the grinding.  Also known as the least fun part of any game.  That’s why they called it “grinding” instead of “super fun happy time!”

I don't remember any game making me yawn more.  No, I didn't finish it.  I quit saving my progress and the first time I died after that, I decided I had seen enough.  Two hours of utter tedium.

I don’t remember any game making me yawn more. No, I didn’t finish it. I quit saving my progress and the first time I died after that, I decided I had seen enough. Two hours of utter tedium that should be avoided at all costs by anyone looking to have a good time.

They didn’t even get the whole grinding part right.    Without a world to explore, there’s no way you can hang out in a specific area, fighting guys you know you can beat.  That’s what I consider grinding to be.  Here, you could very well end up fighting guys who are well out-of-bounds for your party, get smacked down, and have to start over from your last save.  Money is too slow to be acquired.  Potions are way over-priced, and so is use of the inn.  Progress feels slow.  Upgrades are expensive enough to seem well out or reach.  And then there’s weird moments, like buying a spell only to find out that your particular dude can’t actually use that spell.  I bought a spell called Fire 1, but it turns out that’s for diamond wizard things, and my guy was a pearl wizard thing.  Unless I missed something, and I was looking very closely, there was no way of knowing that until I had already spent a large chunk of money on the spell.  It’s like buying a used car and not getting to know if there’s a dead body in the trunk until you pass your first police checkpoint.

Worst of all, the game only leaves in battles, but the battles are slow, basic, and boring.  Gaming traditionalists might appreciate them, since they’re lifted liberally from the 16-bit era.  Of course, those battles were palatable because they had the benefit of advancing the narrative.  Without that, the gameplay has no sense of achievement.  This is one of those “sounds like it might work” on paper concepts that probably shouldn’t have made it out of the planning stages.  Loot Grinder is one of the most boring ideas in gaming history and should only be put to use in weeding out which interns at the office are unsuited for redundant filing work.

xboxboxartLoot Grinder was developed by Pixel Polish Games

80 Microsoft Points said this game should come with one of those “may cause drowsiness” warnings in the making of this review.

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About Indie Gamer Chick
The most read Xbox Live Indie Game critic in the world.

4 Responses to Loot Grinder

  1. The idea is great, but the execution is horrible. If the battle system was better (read: turn-based and fast), the leveling and class system engaging, and there were leaderboards that scored/rewarded you on how little you grinded out levels before beating the game, it’d be amazing. Throw in some faux-chievements and, seriously, it’d be awesome.

    As it stands, however…it’s horrible. 😦

  2. Stephen says:

    Tell me? What is the difference between the mind numbing action that is 16 bit battles, and the mind numbing action of swiping the screen in angry birds?

  3. Pingback: REVIEW: Loot Grinder | the / . / XBLIG

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