Version: 2008
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Grom: Terror in Tibet (PC)

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Grom has a number of frustrating elements, and it doesn't offer much of anything to make up for them.

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GameSpot editors' review

Grom is billed as an action role-playing game, but it's hardly either. Its only similarity to action games is the fact that you have to repeatedly click on the enemy to attack, and its only connection to role-playing games is its use of dialogue trees. In reality, Grom is more of a real-time strategy game, albeit one with frustrating controls and terrible artificial intelligence.

Grom: Terror in Tibetscreenshot
You can't leave an area until every enemy is dead.

Those who have studied the history of the world according to computer games already know that the Nazis invested a great deal of time and manpower combing the globe for doomsday devices from the ancient world. To these erudite game players, the plot of Grom will seem like one-upmanship. Or, more precisely, "eleven-upmanship." According to Grom's story, there are not one, but 12 of these Armageddon artifacts located in Tibet, which seems like little more than overzealous contingency planning.

You control the thick-mustached Colonel Grom and his various cohorts as they try to put a stop to the Nazi plan. Or rather, you try to control him in spite of the game's relentlessly frustrating mechanics. The basic premise of Grom's gameplay--which resembles the gameplay featured in the action RPG Diablo, but with guns--isn't a bad one, but you know a game is in trouble when you find yourself forced to repeatedly play through your battles.

Most of the trouble seems to arise from the fact that the game's interface is totally inadequate. For instance, you can pause and issue orders to your units, but you can only issue movement orders or change their weapons, even though it'd be most useful if you could issue attack orders while paused. In another example, you use the left mouse button to issue an attack order, but you also use that button to move, which means that your units are often running around when you want them to be firing. Enemies have the annoying habit of running around willy-nilly once they're hurt, so when you try to click on them to target them you instead end up running in their footsteps all over the map. This wouldn't have been a problem if your selected units did anything on their own. Units that you have not selected have default behaviors and will attack or defend on their own, but the instant you select a unit, it won't budge without your say-so. This may not sound like much of a problem, but you'll probably find it ridiculous that selecting a moving unit causes him to stop dead in his tracks or simply stand still while the enemy merrily pummels him into oblivion.

Luckily, it's pretty difficult to actually die in Grom. More often than not, when a member of your team gets low on health, he simply falls unconscious, waking up after a short amount of time passes. When your entire team falls unconscious, enemy units will just wander away, apparently satisfied with the idea that the men they were just trying to kill are quietly napping. Not that they could finish you off even if they wanted to, because in Grom, unconsciousness is the same as invulnerability. A grenade can go off next to an unconscious unit and he won't even get a bruise.

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Grom: Terror in Tibet (PC)