Grim Dawn - continents of (fun) content
Crate Entertainment (2008), successor of Iron Lores Titan Quest glory, achieved, where many competitors failed: a blend of the original ARPG genre with up-to-date gameplay features. what Diablo 3 combat could have been, Kingdoms of Amalur content and features and even the RPG majority of the decade struggled for - Grim Dawn (2016) delivers.
in a very lyrical iteration of a very classic Meta plot - the geek myth of Pandoras Box - mankinds last stand enfolds on the conflict-torn world of Cairne. as almost every time, mans desire for power, its curiosity for the unknown and its fortunes opened the gates for an invasion of extra-dimensional beings (another metaphor for power, as power always invites greater power, etc). on the edge of mankinds extinction the recently posessed protagonist (the player) receives a second chance, as he was already hanged on the gallow.
a massive campaign opens for 9 classes, driven by quick and responsive gameplay, via fast-paced action and Choice and Consequence. brimming with side-quest, factions, location, rares and chests,
through entire continents with diverse biomes, volumes of bestiary and a nearly zynical abundance of items. but Grim Dawns maybe most impressive achievement is usability.
a game, that comforts with (optional) convinience and subtle guidance. Grim Dawn refuses to annoy with time-intense back-tracking and allows for a quick traversion on already explored map points (portal stones), even better: the player is allowed to open a portal anywhere, to re-port. a necessary convinience, cuz the volume of landscapes, ruins and dungeons feels very open-world.
but Grim Dawns areas, quest and even combat is designed to respect the player, its time and preferences(, i cannot recall how often i was close to feel lost, but then suddenly "crashed" into the quest boss) - a subtle guidance, with still allows the impression of agenda. it feels like a 360degree one-way-street design, the player is never on the wrong side of the road.
everything, the classes, skills, attributes, items, everything is explained on tool-tips, ingame-manual etc., accessibility is a base element of usability (or in pre-2.0 lingo user-friendlyness).
the 9 classes compliment theorycrafters with its abundance of synergies, allowing for second skill tree focus, multiclassing and further specialisation with the devotion system, another secondary progression system (after items). devotion points r gathered tru the cleansing of shrines to be distributed in the lores constellation, which grant further skills, traits and passives. but also a simple one-class build will suffice to free or doom mankinds last endeavour to restore humanity.
the very diverse itemisation further expands on the massive volume of builds with an abundance of traits, like Leech, skill-increasers and the like - a loot-shower. while almost always random, crafting at least is a safe-guard and may allow for determined itemsation in late endgame, the crafters have to be achieved, recipes r gained via drops and reputation, ingredients may be salvaged, looted or crafted, while some r boss-exclusive.
the combat itself features multiple tactical approaches (see above), damage-types and resistances, multi-phase boss encounters and of course lots, but never too much of trash (its a ARPG, right?), with a Soulsy vibe. as a death drops some Souls (XP), the player has to recollect. here Grim Dawn is generous, as trash exlusively respawns on reload and rarely resets (Health), it wants the player to succeed, not to suffer.
the major critique point personally is the UI, old-skool ugly, lacking the elegance of Grim Dawns up-to-date gameplay. the char-window, the inventory, the menus and the dialogue boxes all feel so awful antique 90s, not generous, but dense and almost skill-sheet like (u know, inventory grids etc). also, in relation to the colourful palette, a bit anticlimactic, disruptive and stingy.
but said gameplay compensates more than enough, as it really feels organic - at least with its native controller support, which some major titles (D3, AoE) dont offer (wtf?). the organicality is not to be reduced to convinience, although quick travel decreases OCR (object, challenge, reward is the core game-play loop) downtime, the design itself favor quick responsiveness with a massive mount of options (like side-quests, rares etc). even more, this design is driven by the idea to comfort every move, be it challenge, be it vista, be it any other reward to claim -it feels natural to be distracted by a stranger with a gun to a womans head, or to support a Necromancers task to stop the corruption of the Arkovian lands.
most existential and veryfying for up-to-date quality though is the progression pacing, which Grim Dawn evolves into a constant escalation of power via skills, items and (also story-) features - there is never any other downtime, altough there arent any time-sensitive quests (until now in my playtru), than the player choses too. Grim Dawn feels like it adapts the players pacing, without forcing him to do engage in optional content, a very flexible and individual pacing.
i wasnt able to test the other major features, like MP and Crucible, i dont even know, if may already start the Forgotten Gods plot (i wont), also iam not completely decided on my rating on Grim Dawn. but until now it finally is a delicious adventure, that leaves me wishing for more free time to enjoy its elegant kindness. cuz Grind Dawn doesnt need to hate the player, a bad and toxic habit developed by many MMOs and overall RPGs the former decade, to make the player feel uncomfortable usually is never a smart choice...