Mint régóta sejtettük, a Grimoire megjelenése nem csak jobbá tette a világot, hanem a társművészetek újbóli virágzásához is hozzájárul.
I am working on it now. I think this is good because I am making the loader smarter and to look at possible discrepancies and not assume the savegame is the voice of authority if it doesn't match the current data in the map. This will protect in the future if there is ever a similar map edit that changes pointer structure. The side effect of this could be for some of you is that Sanctuary will vanish into the Twilight Zone as though it never existed. If your savegame was from inside Sanctuary you may find your party locked inside it for all eternity like the seventh circle of Hell, doomed to ride the non-functioning metabolic enhancer for all time and fire the Star Gauntlet at the walls until you go hopelessly mad. There will be no effect on new games but the ladder will disappear back to it and there will be no way out for those who were inside when they saved. I pity those of you left trapped inside but I have to worry about the living who made it to safety from the permanently sealed death chamber of Sanctuary.
...és filozófia (eddigi kedvenc Steames kritikám):
The proverbial "Incline" is not only a buzzword employed at the RPG Codex: the inclining slope of a mountainside is a metaphor used in philosophy since times immemorial.
“In a sense everything that is exists to climb. All evolution is a climbing towards a higher form. Climbing for life as it reaches towards the consciousness, towards the spirit. We have always honored the high places because we sense them to be the homes of gods. In the mountains there is the promise of… something unexplainable. A higher place of awareness, a spirit that soars. So we climb… and in climbing there is more than a metaphor; there is a means of discovery.”[upload.wikimedia.org]
Escalating the incline is the archetypal example of struggle, and struggle is at the core of life itself moreso than anything else. An "Inclined" game like Age of Decadence or Grimoire offers resistance to the player, while rewarding those who overcome the resistance with the joys of exploration and the true feeling of achievement. Learning to appreciate true struggle is the sociological goal of a game, just like emotional catharsis is the goal of a narrative in drama.
Both games and drama have been largely hijacked by exploitative interests peddling self-destructive thoughts, and now mostly replace the concepts of struggle and catharsis for cheap power fantasies (simulating the exertion of power without the requisite struggle) and emotional pandering (which gives feelings of reassurance to the morally corrupt instead of catharsis).
In resisting these trends, a game of "MASSIVE INCLINE" like Grimoire ultimately symbolizes resistance to the decline of modern Western society, which is even more accentuated by Grimoire graphically offering a retrospective window to the past era of the 90s. It's no coincidence that the postmodernists flock to the reviews and discussion forums like hyenas. They feel that Grimoire is antithetical to their worldview, and they recoil from it like a vampire facing sunlight. Their ultimate goal can be interpolated to be the annihilation of all constructive, struggling forces, all duty and all responsibility, replacing this with their hedonist pink fluffy wishful thinking which ultimately is only a disguise for death itself, which is what life is when you remove the struggle.
Accordingly, choosing the incline is not only a 36,99€ payment to Cleveland Mark Blakemore, it is in fact to choose life over death. Cultivating an indomitable will to ascend the Incline to the heavens is ultimately the best investment you can make, even though the screeching, indulgent crowd who follow the path of least resistance descending the Decline into that other place will try to drag you down and tell you otherwise.