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GRIME Director Talks New Mechanics, New Enemies, for the Just-Released Colors of Rot

GRIME is an awesome elemental action-adventure Metroid-like (we gave it a 9 in our review), and GRIME director Yarden Weissbrot sat down with IGN Plus to talk about their latest DLC release; Colors of Rot, which is available now for free for those who own the base game.

If you are an IGN Plus member you can grab a game key for Grime here. If not, head over to our here to sign up for exclusive codes, keys, discounts, and more.

Changes to GRIME in Colors of Rot

GRIME’s latest DLC, Color of Rot, is set to shake up the game’s world in meaningful ways and address some of the issues players had while exploring it.

The new DLC adds a previously planned area, Childbed, which is home to an entity central to the world and some of the conflict within it. In addition, new NPC interactions and lore, weapons, enemies, traits, and bosses have been added to the game.

One of the main issues addressed in CoR is the lack of abilities that alter the speed at which players can traverse areas, making backtracking feel tedious. “There are now more options in how and what order players can explore the world” Yarden said. “So there is less need to use the same path to reach a location, as the new Childbed area now connects multiple other areas together.”

To solve this, a new Sprint Dash ability has been added to the game, allowing players to move through areas faster and open up new platforming challenges and combat possibilities. Additionally, existing areas now have additional optional challenges that can only be reached with new abilities, giving more value to traversing previous areas.

Another issue addressed in CoR is the map system, which has been a source of frustration for some players. The game’s map system was inspired by Hollow Knight’s, but in CoR, it has been modified to include a dotted line that marks where players have previously walked, without revealing the actual map. “In many ways the mapping system in Code Vein shares a lot of similarities to HK’s [Hollow Knight’s] and our own as well.”

This small change has made a major difference for players who previously gave up due to getting lost, while still maintaining the value and satisfaction gained from exploring without a map and discovering a Beacon.

In addition, the ability to Fast Travel has been moved from the final boss to a new, optional boss that can be discovered anywhere from mid to late game, so you won’t have to beat the game to unlock it anymore.

Enemies in the late areas of the game have also been made to be much more susceptible to parries, to maintain the value of parry as a damage and health resource, although you may need to work harder to earn those parries with some of the new mechanics.

The big takeaway is increased player flexibility and expression. “CoR focuses on giving players more options to find an engaging playstyle and play in the way they want to.”

Also included are highly-requested changes that allow players to equip & test weapon movesets while below their stat requirement (for a severe damage penalty) so you won’t have to invest stat points just to realize you don’t like the weapon.

Lastly, new creatures called Runners have been added to the game. These creatures teleport around and lead players through secret passages, providing an additional layer of exploration and challenge.

Check here to grab GRIME: CoR

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