Path of Exile 2 – The Endgame

There is a mountain called Path of Exile 2. There are a lot of ways up this mountain. Some ways are faster. Some ways are slower.

Some paths simply do not lead to the top.

The first step in climbing is deciding at all that you want to climb. It’s an invisible choice, in the context of the game, but it’s a choice. It is one of many choices, and it is the first step, but it is not the first choice. That choice was made back when you first made your character, and selected which class you wanted.

Path of Exile was also a mountain, but it was a slightly harsher one. Maybe not more difficult, but less accepting of certain types of mistakes. Path of Exile 2 is kinder than its prequel. Respeccing is much easier—but there is no option to change class.

If you decide that as a monk, you simply cannot climb this mountain, I’m sorry. Leave the base-camp. You’re going to have to make a new character and walk there again.

You don’t give up everything though. You’ll still have all the items and currency you got on the way up, so your second trek to endgame will be faster. More importantly, you’ll have the knowledge.

Let’s talk about that knowledge. Path of Exile 2 is a very popular mountain. There are a lot of maps of the mountain, and it’s your choice if you want to use them. Frankly, it can seem foolish not to. The mountain is big, and there are a million terrifying choices to make. What equipment should I bring? What path should I take? What skills, what support skills, what meta support skills? How do I manage the trees, specifically the passive skill, atlas skill, and sub-atlas skill trees?

Personally, I haven’t looked anything up yet. That doesn’t mean I haven’t learned anything from the community. Sometimes on my trek I’ll encounter fellow hikers, far further along than I am, and I’ll glean information about what they’re doing from observation.

I ran into a lot of players also playing Witches with 50% of their health reserved, telling me that they picked certain nodes on the ascendancy class. Those nodes seemed to be working well for them, so I decided to try them out.

I witnessed their entourages of arsonist skeletons, ascending the mountain beside them. So I turned off some auras, and called up some more shambling pyromaniacs of my own.

Sure, I’m not looking up a guide. But I’m using the trade websites, swapping my exalted orbs for alchemy orbs at favorable rates. I’m climbing by myself, but I’m absolutely not alone.

The result is that progress is slow. By numerical standards, I’m maybe a third of the way to the top. By practical standards, I suspect I’m less than a tenth of the way there. Map tier 6/15, after 80 hours.

But I’m still climbing.

Perhaps calling it the top is a bit of misnomer. Maybe it’s just a peak.

My “biggest” achievement in the original Path of Exile was getting a single kill on the end game boss called Uber Elder. It took probably dozens of hours to get there, and a massive number of attempts (less than 20, so mechanically, not the hardest boss I’ve ever fought). But probably the most hours to actually do the fight.

That’s because while Path of Exile wasn’t an incredibly hard game, it was an incredibly punishing one. Die, and you lose 10% progress to the next level. In the endgame, you got six attempts at each boss or fight and then it’s game over.

As a fight, Uber Elder was incredibly punishing in many ways. You have to fight the two hardest bosses in the game at once. But the main reason it took dozens of hours was because getting to that fight required a specific set of items, and getting those items required another specific set of items, and getting those…

You get the point. It’s turtles all the way down. And to be clear, once you use those items to start the fight, they’re gone, win or lose.

I don’t know how rare beating that boss even is. I beat it once. There are probably folks who have done it hundreds of times.

Path of Exile 2 is even more punishing, at least right now. You get one attempt. Die a single time, and you’re kicked out, back to your hideout with chunk of experience gone, and no recourse.

Better luck next time.

Except… luck probably isn’t the reason you died. Not really. When I die, it’s usually because I’m less cautious than I should be. I was a little too greedy, a little too reckless, not paying quite enough attention. Then, a slip, and suddenly I am tumbling back down the mountain, the last 30 minutes of progress wiped out.

It’s then that I’m tempted to look up a guide, to find a map. But I don’t really want to. A math quiz when you’ve been given the answer key is an exercise is scribing, and nothing more. For better, or more likely worse, I want to earn my success. When my enemies fall, I want it to because I outplayed them. More realistically, I want it to be because I solved the puzzle the game developer set in front me.

I want to climb the mountain myself. If that means I never reach the peak, so be it.

Path of Exile 2 – The (Beta) Campaign

The Path of Exile 2 beta is out. I got a demo a few months ago, but now that I’ve fully played through it, I have even more thoughts. I’m going breaking down my thoughts on it into two writeups, one on the campaign, and one the endgame. Technically, they are the same game, but mechanically they are very different experiences.

Now, before I get into that, there’s some brief background that is necessary. Path of Exile 2 is a sequel to my 2nd most played game of all time, Path of Exile. (about 3000+ hours?) My thoughts are going to be at least somewhat in comparison to it’s predecessor.

As a brief filter, I offer the following phrases:
“juicing maps”
“6L”
“Farming blood adqueducts for a Tab”

If you know what any of these mean, just click here to skip ahead. If you don’t, you are likely to find the following background information helpful.

ARPG’s in Brief

Path of Exile 2, hereby abreviated to PoE 2, is a isometric ARPG from Grinding Gear Games.

For those who might not know, ARPG stands for “Action Role-Playing Game.” ARPG’s are defined by having virtually no roleplaying elements, and the action parts dominated by spamming your abilities every second you have the mana/rage/potato points to do so.

Here’s a less cynical definition: ARPG’s are traditionally top-down or isometric real time action games defined by extensive skill trees, character customization and itemization. Combat generally has two modes, fighting against trash mobs, which are pinatas for stacks of loot, and fighting against bosses, which are also pinatas, except this time they have a baseball bat.

Trash mobs are fairly brainless and just rush the player, while bosses tend to be more correographed experiences, closer to something from a Bullet Hell, or Hades.

The first Path of Exile differentiated itself from other ARPG’s by making everything into game an item, and making those items tradable. Skills are items, (skill gems) which got socketed into other items you wore, and those sockets had colors determining which gems could be socketed.

The ability to refund skills points was an item. To enter endgame areas, specific items were needed. Same to fight endgame bosses. To buy items from vendors, it was necessary to have more items to trade them.

It’s other big differentiator was a skill tree so massive that one of my favorite things to do is pop it out as a joke, just to mess with people, who did not believe it was real.

Finally, there was the gem system. Gems could be supported by other gems. Take a fireball, link it to a multiple projectile gem, and now it shoots three fireballs. Link it to a piercing projectiles gem, and now they penetrate. Link it to a faster cast speed, make a few more tweaks, and now your character is a Fourth of July fireworks display.

Changes between PoE and Poe 2

PoE 2 makes a lot of changes to the above underlying systems, most of which serve to make the campaign much less punishing for inexperienced players. Gold exists as a flat currency to use with vendor NPC’s. This makes getting leveling gear a much easier process.

Gold can also be used to refund skill points. This is possibly the biggest change between the two games, because in PoE, a badly built skill tree would softlock a character. This would make it impossible to get the items needed to respec, and pretty much force the player to make a new character.

Sockets on items and their associated colors are also gone. Skill gems are socketed into a general skill gem menu. The types of support gems that can be used are limited by primary stats. There are even more small tweaks to make suggestions to players on what gems to use, and to prevent them from making choices that simply don’t work.

The skill tree is still massive. There’s now a dodge roll. Movement is a much more flowy thing then it previously was.

The general changes though result in much easier on-boarding experience with the games initial systems, instead of purely being thrown into the deep end, like the player was with the first Path of Exile.

Does all of this mean the game is easier?

Well, yes and no.

The Campaign

Generally I like the campaign. There are some incredibly sloggy bits, notably a single map in Act 2 that just goes on forever, and three or four of the Act 3 areas really tested my patience for just wanting to see the next few things.

That said, outside of these, I really didn’t have many complaints. The bosses feel far more diverse and interesting then their PoE 1 counterparts, and also much harder. The final boss of Act 1 in particular killed me about 10-20 times before I finally defeated it. It’s worth noting that I actually killed it right as it killed me, but that still counts, so on I went.

They’re also just much more fun as a general visual spectacle. My personal favorite is probably Crowbell, a giant crow-man thing that tries to beat the player to death with a bell. The fight isn’t particularly hard, but does have a fun transitions, with Crowbell running around, powering up, wrenching a bell off it’s stand, then using it as a bludgeon.

The trash mobs… well, they’re ARPG trash mobs. The nicest thing I can say about them is that they did in fact contribute to my /deaths count.

Finally, there’s the story elements. I generally quite liked these, even if the current content kinda ends on bit of a cliffhanger. I’m also the only person I know who cared about the lore of PoE, so maybe take that with a grain of salt. There are some callbacks to PoE, but I don’t think missing them will have any impact on your enjoyment.

I will say that I personally experienced a moment of glee getting to fight a character whose only ever been hinted at in flavor text from PoE, but another friend of mine who played the game before me didn’t even realize he was a recurring character, and thought he was someone new.

If you’re playing through the campaign without a build guide, or information about the game, I’d estimate it’ll take about 12-20 hours to play through? There’s a good chunk of game here. That said, the campaign does not currently conclude the story, as that’s planned for the games full release, so if you’re playing the game just for the campaign, I’d hold off.

Overall Thoughts

I like PoE 2. I have problems with the game, but they’re not present during the campaign. It changes a lot of esoteric bullshit that was required to play, made the boss fights more interesting, and is just generally more friendly, if not easier.

Some parts are a bit of slog.

That said, I think the main reason to currently play the campaign is to get to endgame. The campaign is not a finished game yet, with a complete story, and the beta is currently $30.

If the full campaign maintains it’s current level of quality for the remaining acts on full release, Path of Exile 2 will be worth playing purely as a standalone ARPG just for that. But for players who aren’t in a rush, or want a new ARPG, I would say to wait.

PAX Report – Path of Exile 2

So, one of the coolest things I got to do at PAX was sit down and see the media demo for Path of Exile 2. I’d like to thank the folks Grinding Gear Games and Octavian0/Chris for showing me the game, since I’m obviously a much smaller outlet than a lot of other folks. If you’re curious about why you should care about my opinion click here.

Overall Thoughts

There’s a bunch of interesting small things, but as someone who previously played a bunch of PoE, two things stood out to me from the demo:

  1. A focus on making the game much more reactive than Path of Exile is.
  2. An intention to simplify the parts of the game that can be simplified.

Let’s go through them!

Increased Reactivity, Less Spamming

There were two big sets of changes I saw in the media demo of Path of Exile 2, and the demo I played. The first was that bosses felt and played differently than in the first game. I watched one boss fight thathad a sort of bullet hell sub-mechanic, and I fought against two bosses in the demo.

Of those bosses, the demo’s version of “Hillock” is a good example here. Hillock is the very first sort of mini-boss in the game, and he’s just a big chonky dude. In PoE, he just runs at the player, so you kite him back, and whack him down.

In Path of Exile 2, the boss has a much larger variety of attacks, including summoning packs of zombies, and a ground targeted panel that crosses a large portion of the screen and has to be dodged with the game’s new roll/dash. Plus, Hillock was just generally much more aggressive with its gap closers.

On the player’s side of the media demo, Octavian0 showed off a much larger level of interactivity between skills than I’ve seen previously in PoE. This included things like: throwing down clouds of poisonous gas and igniting them with fire; and setting up plants to grow over time, but that can be detonated early by casting another skill onto them. Instead of just having PoE’s synergy between skills, there was real interactivity between them.

Simplification

This might sound bad, but it really isn’t. In this case, I’m mostly talking about simplifying some of PoE’s internal systems, specifically mechanics around getting early game items.

I saw two big examples of this. The first was skill gems. Instead of single gems, gems now come as uncut gems that when dropped, and you use them to choose what skill you need.

The second was around…. GOLD. Yes, PoE has gold now, but it seems like it’s mostly to buy campaign items from vendors. And honestly, it feels like a really good change for onboarding. I’m someone who loves PoE’s economy, but asking a new player to understand the idea of alterations and chromas and vendor recipes, as well as the skill tree has always felt like a bit much when I try to get new friends into the game.

So yeah. Simplification of systems that can be simplified.

Some Other Notes, and Neat Stuff

I’m just gonna be rambling now, but there was a bunch of other cool stuff I saw. For example, there are gonna be mounts! And Rhoas have been been redesigned look more like Chocobos, and less like head-crabs with legs.

The WASD movement feels great, as does the dodge roll. It honestly feels better than right clicking. There are skills on weapons, so that seems neat. Also, many bosses seem to build up stun, giving them a much nicer sense of pacing than “dodge dodge dodge dodge pray flask dodge”.

Overall, after what I’ve seen, I’m really excited for Path of Exile 2. It’s gonna be a different game, and potentially a much harder one, but it looks incredibly fun. It’s trying to address a lot of the problems Path of Exile has, just as a result of 10 years of incremental updates.

My Background

I like Path of Exile. How much do I like Path of Exile? Well, here’s my Steam playtime.

And this before I switched over to the single player client, where a majority of my play time is.

For fellow PoE players, who are going “Yeah, but for all we know, that was spent farming tab cards in Blood Aqueducts,” I offer the following notes.

  • I killed Uber Elder when it was peak end game boss.
  • I almost exclusively play necro/summoners, but I’ve also played trappers/miners in a few leagues.
  • Most of my playtime was between Delve League, and Echos of the Atlas, with a smattering afterwards, so I am a bit out of date. That said, I tried to chat with some folks who have played more recently, and did a quick act 1 run for comparison with the demo I played at PAX East.

Last Epoch

A few weeks ago after I finished eviscerating Grim Dawn, and bemoaning my lost $12/12 hours, I continued on the quest that brought me to it in the first place. That quest was to find a good ARPG that wasn’t Diablo 4. I won’t be playing that game for reasons I’ve touched on before.

Note: That said, just because I’m not playing Diablo 4, it hasn’t stopped my friends. And I’ll be honest, after the honeymoon phrase wore off, none of them seemed to find it super compelling.

Then I found Last Epoch. And fortunately for me, Last Epoch is exactly what I wanted. A smooth, enjoyable ARPG with the ability to make a fun necromancer good build diversity, solid skills, and meaningful end game.

ARPG’s in Brief

For those who might not know, ARPG stands for “Action Role-Playing Game.” ARPG’s are defined by having virtually no roleplaying elements, and the action parts dominated by spamming your abilities every second you have the mana/rage/potato points to do so.

Here’s a less cynical definition: ARPG’s are traditionally top-down or isometric real time action games defined by extensive skill trees and character customization. Combat generally has two modes, fighting against trash mobs, which are pinatas for stacks of loot, and fighting against bosses, which are also pinatas, except this time they have the baseball bat.

Last Epoch doesn’t make any innovations that were obvious to me in the moment to moment gameplay. Skills are fun and enjoyable to use, attacks are generally well telegraphed, and have interesting variety. Bosses and enemies have a variety of interesting designs, instead of just being 20 different dudes in armor.

Skills and Skilltrees

But that’s not to say Last Epoch doesn’t innovate. The two main places where it makes changes are in its leveling and skill system.

Last Epoch has two parallel skill systems that compliment each other without overlapping. The first is a traditional passive skill tree that unlocks further abilities as pointed are allocated, with some abilities being gated behind specific earlier unlocks. Each class has a base skill tree available, along with several masteries. Investing points into the base and masteries unlock further active skills for use.

The second set of skill trees are the active skill skill trees. Each skill in Last Epoch has a full secondary skill tree that can fairly radically change how the skill works. Skills level independently of the player, and how they’re leveled can change the impact of the skill.

As an example of this, one of the bread and butter skills of my build was Summon Skeletons. Based on how it was leveled, I would have been able to turn it into a skill that summoned vast hordes, or a much smaller but stronger pool of skeletons. It could also built out in such a way that it summoned melee brawlers, flame arrow launching archers, or poison applying rogues.

Last Epoch does limit the player to 5 equipped skills. Initially I expected to hate this, but I found after a bit that instead it just forced me to focus on picking which skills I wanted to use.

Endgame

I think my favorite thing about Last Epoch, though, might be the endgame’s monolith system. Monoliths will feel familiar to anyone whose played Path of Exile, as its somewhat parallel to that game’s map system. They’re sets of random maps that are linked together on a world map. They generate semi-randomly, remixing tiles and mobs from the main game, with a temporary challenge to clear them.

Clearing them generates stability, and clearing them without dying also gives a chest of extra loot, and some specific rewards based on the nodes, allow for a certain level of target farming.

Stability in a given monolith unlocks sets of bespoke mini-missions, with specific boss fights items that aren’t available in the general pool, or main campaign. My personal favorite was a fight against a gigantic icy necromancer dragon.

There are also a bunch of other missions and modes that are unlocked by collecting and spending keys. I’ll be honest, I’ve tried some of these modes several times, and I’ve been flattened each time.

Life pro-top: Don’t try to take the screenshot of the early endgame boss during the fight.

Crafting and Items

A brief note: For most of this post, I’ve been trying to explain things in a way that would make sense to someone who isn’t familiar with the genre. This section isn’t going to do that. If you’re not a nut-job for ARPG’s feel free to skip this bit, as I’m going to be using a bunch of jargon that won’t make sense if you’re not familiar with the genre.

There are several categories of items in Last Epoch. These include normal items that roll affixes within tiers as is commonly done in the genre. They also include unique items, items that can drop with variation in their rolls, but generally offer some sort of weird build around benefit that can change up a build. Finally, it has set items, similar to unique in having specific names and rolls, but offering a benefit for equipping a certain number of items in the set.

There are also legendary items, created in a system that involves fusing unique and exalted items, but I haven’t actually made any of these yet. Point is, there’s a lot of depth here.

Last Epoch doesn’t currently allow trading between players. Instead, it makes up for it with a fairly robust crafting system, and providing a pretty ample amount of resources to do so with.

Unlike other games that only allow you to reroll the affixes and tiers of an item, items in Last Epoch drop with a value called forging potential. This is loosely a resource that defines how many changes can be made to the item before it stays locked in forever.

The crafting system is simple: spend items called shards to either upgrade or add prefixes/suffixes to an existing item. Doing this spends forging potential. However, items can only have their tiers upgraded to a particular level, with items having a tier above that are only available in drops.

In case none of this made any sense, here’s the end result:

Last Epoch has a strong crafting system that allows upgrading existing and weaker gear to be tuned for the current content, and also easily allows shoring up missing stats such as resistances. At the same time, it still puts the highest tier of gear locked behind drops, thus making it so that there’s still incentive to farm for end game gear.

Maybe I should have just written that instead.

Closing Comments

Last Epoch is still in Early Access. While there’s some content missing, including several sets of skills and masteries for various characters, and the full complete story campaign, I never really felt their absence. The only real problem I have with the game in it’s current state is with the multiplayer. Multiplayer suffers from some small lag and loading issues, with multiplayer and online games having much longer load times than offline.

However, these look like issues that will eventually be addressed. And I still recommend the game in it’s current state.

Last Epoch also has a bunch of other small features I really appreciate but don’t quite have time to cover in this writeup, including a powerful but understandable item filter, auto-sort, the ability for crafting items to be sent to storage at any point in time instead of eating inventory space, and a reasonable skill respecing system.

Last Epoch is $35 on Steam.

Grim Dawn

Grim Dawn is an ARPG that is probably intended to be in the vein of Diablo 2. I honestly don’t know. I never played Diablo 2.

What I do know is that after 11 hours, 17 deaths, and one kill on the final boss, I do not recommend it. In fact, I actively loathe Grim Dawn. I have a lot of problems with the game, but upon reflection, I think they break down to two large gripes.

The Good Bits

Before I devote a large amount of time to eviscerating every other aspect of this game, I’d like to take a moment to say some nice things about Grim Dawn. Don’t worry, it won’t be long, because there aren’t very many.

I like how the game can run without an internet connection. If the apocalypse happens and I happen to have Grim Dawn installed, I’d have a reason to kidnap people to run in a giant hamster wheel and charge my computer.

I like that the game has auto-pickup for certain types of loot, like currency and certain crafting items. Not having to click every time I want to grab something is nice.

Fundamental Problems

Grim Dawn has two fundamental problems as an ARPG. Every other issue I have with the game is either the result of these problems, or caused by them, and they are as follows:

  1. Movement is slow.
  2. Skills are fundamentally uninteresting.

Movement speed in Grim Dawn is really slow. Like, incredibly slow. One of the few really interesting items I found in my 11 hours was a pair of boots that gave 17% movement speed. They also had the downside that if you got hit, you lost 20% movement speed. I ended the game with a pair of drawback free 11% movement speed boots, and 6% buff. The end result is that the game feels incredibly slow.

This matters because of all the problems that spiral out of it. Every quest is a fetch or kill quest that requires you to go out, find something, and then teleport back home to turn it in, so you’re going to spend a lot of time walking around.

Also, in terms of finding things, the maps are large, confusing, and generally janky messes. Sometimes if you click somewhere, you will be autopathed to where you need to go! Sometimes, you will not.

A fully zoomed out view of Blood Groves.

Maps cannot be overlaid on top of the game screen unlike in many other ARPG’s, adding to the difficultly of exploration. Instead, you’ll have to constantly open the map and check your location, or leave it open the middle of screen.

Finally, the GUI isn’t modifiable. Meaning that if you play on an Ultrawide, some HUD elements like pet health will be the in VERY far corner of the screen, but the map can’t be moved around and will always sit dead center.

None of this would be as big a problem, though, if you could move faster than molasses.

There’s also one other thing that prevents fast movement. Unlike Path of Exile or Diablo 3, there are no skills that offer mobility or movement in the base game.

This brings us to the other big thing that Grim Dawn doesn’t have: fun skills.

I wanted to try to make a summoner build, as I usually play Necromancers in ARPG’s. I do this so I can live out my deepest, darkest fantasy: being in upper management. I come up with high level strategic objectives (murder people for loot) and delegate responsibilities to my HMZ (highly mobile zombies) to fulfill them.

So how did that work in Grim Dawn? Pretty unimpressively.

I got through Grim Dawn on Veteran Normal difficulty using a total of 7 skills. Skills 1-3 summoned pets, but only one pet each, so I would just cast them each time my other pets died. Skill 4 was an aura, so I would toggle it on and forget about it. Skill 5 was a temporary buff, that I would just activate every 30 seconds or so, and skill 6 was a small orb that did poison in an AOE. Skill 7 was a swarming dot/right click skill.

But for those who are counting, there are only 2 skills I would use actively: the poison orb, and the buff. And only one of those had to be aimed.

By the end of the game, my character was less entertaining and satisfying to play than pretty much any Dota 2 hero or any build I’ve done in PoE. The skills just felt bad.

This led to a bunch of my other problems. Trying to find specific key locations or waypoints when you have to slog through tons of bad combat is annoying. Every boss fight being the same “poke, walk away, poke” for 3 minutes is annoying and boring. Speaking of which: what’s up with every boss fight (except 2) just being a dude in armor?

Also, this is the first ARPG I’ve ever played where I was enviously looking at the NPC’s and going “Wow, that skill seems fun, or at least more useful. Wish I could use that!”

Some Other Nitpicks

These are all minor, and frankly, they’re all the sorts of things that I would overlook if I had fun with the game. But I didn’t, so let’s complain!

Nobody has ever enjoyed back tracking to turn in quests. Lost Ark solved this for ARPG’s, and the solution very simple. I pickup the quest in Area A, Go to Area B, and when I finish, I turn in at Area C, the area I’m going to next. Stop making me backtrack.

Also, the quests!

These were all the quests I had unfinished by the end of the game.

I think that Grim Dawn is trying to do a thing where you have to really read the dialogue of each quest, and then carefully do it. This would be interesting if quests were ever anything more than “Kill the Dude” or “Find The Obtusely Hidden Thing.” But it means that if you don’t remember exactly what that quest giver said, good luck. Also the rewards are pretty shit, and you can’t hide individual quests on the UI.

By the final 75% of the game, I just stopped picking them up all together, mostly because I didn’t care about these people or the story.

Which brings us to the story. I think the story of Grim Dawn is trying to be all spooky and grimdark. It mostly fails. There’s only so many times a poor survivor can be all “Please, find my family/pet/Jays” and then you get there and they’re killed/eaten/creased before I stop caring.

Also, there’s some sort of “Actions have consequences” system, but I want to stress something: I don’t know who gives a shit about actions/morality in an ARPG. Presumably the same person who thought I’d read all that quest text. Most ARPG players I know would kill every NPC in the starting zone for a 5% item quantity boost. 5% exp boost? You bet your ass I’m decking Deckard Cain.

The story is also unsatisfying! You start out fighting monster group A, and then it turns out that monster group B is also here, and you have to stop their evil plans. And then you fail, and have to kill their resurrected god instead. So you do, but then the world is still shit. PoE didn’t have the greatest story in the world, but at least after you completed the story mode, there was a single map where everyone throws a great big party. (Also, Kitava’s head goes in the middle of table like a gorey centerpiece, which I’ve always enjoyed.)

Also, the enemies are boring. There are like 5 of them, and most of the bosses are just dude in armor, or a tentacle thing. There’s a whole section near the end of the game where you find a bunch of ruined pre-industrial tank things that have been tipped over and destroyed. For a moment you’ll be like “Oh, are we gonna have to fight one of those? Are we gonna ride one of those?” No, no we’re not. They’re just there to build ambiance.

In Conclusion

Back when I played PoE, sometimes after grinding for several hours, or trying to power through the game’s campaign to get to the rest of the game, I would reach a sort of fugue state. I would get tired, drained, lose interest, and feel like my brain was melting out of my ears.

Grim Dawn managed to make feel like this before the first boss.

There were moments of amusement, or interest, but they were few and far between. And they were massively outweighed by the thoughts of “I could be playing PoE/D3/Don’t Die, Collect Loot instead of this.”

I am $12 poorer, and have 12 hours less life, but you dear reader need not make my mistake.

Grim Dawn is 50% off on Steam at time of writing, but you can save even more money by not buying it.

PS: It’s possible that some of the DLC solves the issues I have with this game. To which I say, if it makes the game not garbage, maybe just include it in the actual game.