I'm not going to deny that this is a weird ARPG in many ways, but not bad. I do, after all, enjoy those that deviated from the original Diablo 2 formula more, such as Titan Quest or Grim Dawn. This is more akin to those titles- as it uses a triple mastery system of sorts, and decided to handle loot and skills a little different, and sprinkle in some other mechanics. There's a lot I could go in to, but I think skimming over more things shallowly would do this game more of a justice. For two people, you're looking at a pretty solid product that runs rather well. Mechanically, I do have some issues with clicking being a bit imprecise- some sprites are difficult to move around when you get as far as I have, where enemies are in groups numbering into the hundreds, as they "catch" your mouse for attacks rather than letting you move and position. Some are more annoying than others, which may be due to their shape, as it appears enemies have rectangular boxes for selection. And it's just selection, too, as Exorcism is a single target ability which can sometimes feel a bit too needy for cursor positioning. Expect that kind of clunkyness and jank, along with level generation abnormalities and such later on (you may not even ever hit this point), but an otherwise pleasant experience in regards to how the game plays. For gear, you're not really using the same rarity system as any other ARPG. The good news is, this one massively respects your time. So, there are the usual rarities- common, rare, legendary, etc, but they're moreso tiers in this game. They are the same base item, but as they go up in rarity, you have more modifiers. Modifiers which come from a pretty damn substantial pool. In the late game you could be showered by legendaries if running Institute missions, but even that doesn't matter too much, as even if you get a good rare you can use materials from normal play to turn it into a legendary, and materials from Hell Gate levels to re-roll modifier types or even their modifier range. And when you level, you can complete higher level zones to be able to increase item level at the smith. Quite literally, an item is as good as what you put into it. And it can be used however long you like. And good items, while requiring a LOT of Hell Ingots, feel REALLY good. For skills, balance is a bit... off. Even early on you can notice when skills of the same type outpace one another. This translates into the end game, as well. For example, out of the three base poison skill abilities, poison flask very, very quickly outpaces any other option. And then, it evolves into poison knives, and man did I fall in love with that ability. It's too bad that when I tried a second poison character, I tried the alternatives, and yeah... did not make it far before I deleted that character. Skills are not many, and can be very lopsided. But there are a lot of ways skills can interact- as it uses a grid/tile type system to modify your abilities with tiles that come from your mastery. Autocasting, reduced costs, charge counts, there's a lot that can be done there. With a little tuning for base numbers, it could be very good. Still, balance is not the game's strong point. The devs seem to want players to be powerful- and I would agree with them that strong skills generally don't need nerfed. Weak ones need buffed. There's also a lot of other random things put in to the game. Like food. You gather ingredients and can talk to a chef to gain permanent buffs, up to six, based upon what food you made. And glyphs, which as a tetris/tile system for juicing your character up with buffs. Highly variable, very fun to optimize. There's also three different exclusive buffs items can receive from an Awakening, Orang Bunion, and Tranquil Turmoil. This game just piles it on with how much you can load onto a character. And I have, and that's what I want to make clear- I love ARPG late games that are good, and this one made me go on and on to refine, build up, and enhance my character to an insane state. That may also be why I ended up in the top 50 for Hell Level progress. Running through procedurally generated levels and killing giant hordes in the thousands isn't anything that new- but I saw tangible progress all the time. This isn't Last Epoch with one in a billion drop rates. You will see yourself improve. As for negatives, there's obviously a handful. Enemy variety is pretty simple, and some are just recolors with different elements for attacks. Most of them walk and leap at you, and there's nothing spectacular here. Some enemies also scale really, REALLY hard. Case and point, Aswang. I hate these things. HATE. At Hell Level 13, they have 1,000%+ avoidance, and become one of the tankiest enemies due to that. I have high accuracy- and I'm still 400 short, if not more on levels that roll high elite enemy modifiers. Aswang also have a pull attack which does way, way too much damage. Even normal ones will almost one shot me, and they travel in packs. Some levels also just roll way, way too big. I've been trapped in some hospitals for almost 40 minutes, running through halls, just to find a dead end and have to run ten miles to find the one hall that leads in the correct direction. It's like the Minoan Labyrinth in Titan Quest, but randomized, and a hell of a lot bigger. Not fun. There's also weird behavior when you get as far as I have. When there's giant masses of enemies, sometimes my character will slide around. I can hold shift and fire arrows, and still slide around like I'm on ice. It's rare, and seems to only happen when levels spawn in massive, massive hordes, but it's also very difficult to deal with when enemies can two shot you. There's also weird level... re-generation? Alright, this phenomenon is weird, and also started much later in my runs, but if I ever saved and quit while doing Hell Levels at about layer 11 or higher, especially those after, the levels would re-make themselves. Regardless if I saved in the level or in town. I've spawned out of the map, warped back in (thankfully there seems to be an in-built failsafe for this), and seen all new areas, yet food spawns remain where they were in the first generation. I'm talking bananas coming out of the boardwalk floor kind of deal. It has also led to some wacky level gen, where some have been very hard to navigate, but never hard locked, thankfully. (I know the devs are quite active in responding discussion posts, so if you see this, I have screenshots. I'm also willing to provide my save file.) I do want to remind you that two dudes made this. It's fun, but flawed- and even if you're 50/50, a good sale will make it worth your time. It's a very unique setting, has a lot of soul, and was made for fun. I just hope they actually come back to it and improve it. Some balance patches, enemy expansions, a new mastery- it could be quite something.
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