I finally picked this up on a Steam sale. The game is a solid aRPG that feels like a mix of Titan's Quest and Path of Exile.
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Combat / Class / Respec
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Combat has good feedback and most attacks really feel like they hit. I've been disappointed with the sword and board build. You can mix two classes at level 10. I have enjoyed the following mixes so far:
Nightblade + Occultist
Nightblade + Arcanist
Nightblade + Soldier (In progress, tentative)
There appears to be a good variety of skills and classes to build a play style you enjoy.
You can respec skill points in the upper part of the tree. You cannot change classes once you have placed points into mastery (the bottom line of the tree). You cannot respect points placed in mastery. Mastery points give you basic stats and unlock skills along the tree. So, make sure you "want" to unlock that skill deep in the tree as the mastery points spent cannot be undone.
This respec system feels like a compromise between a full on respec and no respec, but leaning to the no respec side. It at least allows you to change up the active and passive skills.
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Crafting / Components
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There are a lot of components that you can attach to items. Most components have 3 parts allowing you to combine them into more powerful versions. A full component may have a skill attached to it. This allows you to add skills to an item and grants you access to skills that are not in the class skill trees. Components can be removed from items in 2 ways, you keep either the item or the component the other is destroyed in the process.
Augments allow you to add more stats to an item. While I've been to the end of Act 3: Chapter 1 I haven't seen many of these so I don't know what all will be on them. They are different in that you can always apply these to an item, they just override the current one on the item.
Crafting is done by using fully constructed components, scrap found around the world, and special drops by boss mobs.
Quality of life features include an auto sort for the inventory and an auto combine components in the inventory.
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Loot / Money / Potions / Meals
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Money early on in this game is difficult to get. This seems to change around the late 20's. This could just be me learning the game as well. The stores really stick it to you for buying and selling. They buy very low and sell extremely high. This does keep money fairly important (it is also used for crafting) for a bit longer than other games. Playing longer and finding a good farming spot may change this.
Loot drops seem pretty good. My first play through I had horrible drops and my character really suffered. All my other attempts have had some amazing loot.
Potions are much more rare than in games previous to Path of Exile. If you build a character correctly though you can almost get away without using them, until you start hitting more difficult boss / mini boss encounters.
Meals are unique to Grim Dawn. You have a constitution bar that speeds up your health regen out of combat. So if you end combat with hp missing it quickly refills but drains constitution. If you are out of constitution your hp regen is very slow. You must find meals to keep up your constitution.
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[Quest / Consequences]
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This was a nice addition to the aRPG. I haven't seen consequences of choices to the extent that they are done in Grim Dawn in past aRPGs. Your choices will affect events in the game world. You may or may not even see certain boss / mini bosses. I'm fairly certain the faction system will play into this more later and perhaps be related end game content.
This has perhaps been the most surprising and unique feature I've enjoyed so far. Grim Dawn is a very competent aRPG but this addition, as simple as it is, really makes the world feel a bit more dynamic. However, many of the choices you would not even notice if you didn't play through the game and try the other options.
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End Game
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I've had my eye on this game for a long time but haven't followed it that closely. So, I don't really know what the end game would be. I believe I may have seen a hint though. There are items you can craft that allow you to enter special areas that are a one time run, for extra special loot. Once you enter these areas your ability to portal is disabled. So you either finish the special area or you die and can't get back until you make another item and find the special area again.
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Summary
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A competent aRPG with strong skill mix match features, crafting, and a consequence system that does change the game world a bit. If you like the theme / setting and enjoy most other aRPG it is worth picking up.
I'm looking forward to the future updates.