If this game is to rival PoE (meaning I’m supposed to be playing it A LOT) then the game desperately needs some sort of randomisation to the campaign or endgame system to keep me hooked and playing. Considering the game developers think this product is worth a similar payment model as PoE, I do expect it to be on the same level as PoE (as in a great designed game I can spend hours and hours playing without being bored.) when it leaves Early Access. I know It’s still Beta/Early Access and things are subject to change, so…you know.
CAMPAIGN TROUBLES
I’ve ran through the campaign 3 times (Necro, Void Knight, Lich) and completed 2 storylines in the Monolith. I’ve only about 70 hours in the game but I’m already noticing the same map layouts, enemies and bosses. Most maps feel like either hallways that connect to hallways or hallways that connect to rooms. The minimap makes you very aware of this. There’s nothing to find outside of the beaten path outside of Shrines or chests. Chests and Shrines I’ve done for more than a decade in games now, so I find this really subpar and if I’m honest a bit lazy combined with the “no randomness” stance on the campaign. I can’t say I’m looking forward to level my fourth character through the campaign again, because the maps will hold no surprise and the gear won’t either.
Monolith of Fate is just the campaign levels with sometimes different enemies. My brain recognized the ‘level-blocks’ siitched and pasted together after my 2nd Monolith quest. There was nothing to surprise me in these levels.
THE ITEMS
Items aren’t interesting enough. Chris Wilson (CEO of GGG, Creators of PoE) has a GDC talk about designing Path of Exile to be played forever in which he briefly touches items in games. Why do people sink thousands of hours into Diablo II/Path of Exile, but only dozens of hours into Titan Quest, Grim Dawn or Wolcen? Going in-depth into items is a whole multi-paragraphed topic on it’s own though. To quote the GDC talk “If you make your random items good, you make your game replayable. In these kind of games your items are your progress. Nobody cares that you got to level 96 or 94, people care about the items they find on their way.”. I don’t hold the magic formula for making the itemnisation good though, but I know that currently it’s not it. Personally I feel crafting is too easy and rare items are too limited with only 4 affixes. Implicits are cool but they seem to be randomly distributed over the gear, they don’t really add or change anything except ‘more defense’ or ‘more attack’ in direct forms, with no overlap, making it straightfoward/stale in terms of upgrades.
ENDGAME
The Monolith of Fate is a cool concept, but the execution is underwhelming. A choice that’s too much “monsters have more defense” and “monsters have more attack” and often copy-pasted levels. And the Arena is endless waves. I’m going to assume this is a placeholder for the actual endgame system.
I look at the website’s endgame page and see 5 options, pretty cool. But maybe it’s better to focus on 1 big, chunky option and making that not only interesting but engaging to play with/progress in.
CHARACTER CUSTOMISATION
Overall classes feel greatly designed and have interesting skills. But I am worried that with offering strong class identity there’s going to be less diversity. I have a couple of characters that use the cyclone skill in PoE and they all use it very differently. I feel like there may be 2-3 ways you could play Warpath per class which, ultimately, might be more than PoE allows. But it feels like I’m going down a path that is crafted for me rather than making my own path. But I guess that is a matter of personal taste. Great gameplay for dozens of hours, but not for thousands of hours.
PILLARS OF AN ARPG
There’s 5 pillars that an “action RPG” should have if it wants to be:
Visceral combat: Very good 8/10, mobs might rely a little too much on stuns sometimes but overall I’m a big fan.
Random Level Design: N/A. The game really needs some form of randomness to happen/occur to vary up going from corridor to corridor.
Item Design: Crappy 4/10. Items feel too much like they are there to support the character both gameplay wise as I feel design-wise. You need to rethink your item game if you want to hook players for thousands of hours. You need to rethink it hard if you are going to not seriously invest in randomness.
Online Economy: N/A (yet). I mostly play SSF, but us hermits are affected by item economy aswell. Without any form of leagues or economy resets planned (at least I haven’t seen the dev clarify this) there’s going to be power creep both for levelling new characters (I can already deck out a new Primalist at lvl 22 and not worry about gear until endgame) and older characters. This is a big concern.
Deep Character Customisation: 7/10 great system, but feels like I’m going down paths rather than making my own.
CONCLUSION
Overall it’s a great little game worth playing for dozens of hours potentially hundreds. But I think the development needs to really work on replayability through the forms of reworking the item and item progression system as well as adding replay value in the levels, be it through randomness or other systems. I don’t think this will have a long, sustainable playerbase unless these things are fixed, but I really hope that the game proves me wrong.