So I am just around 19 hours play time. And the TL;DR is I am enjoying myself. I've started 3 characters, with my main character being a level 27 Paladin. But the others being a 5 Ranger and 7 Wizard. The only way I can describe this game is Maximum Entertainment trying to evolve their system, but in doing so losing the heart of the originals. The game isn't a Rogue-Lite anymore, it's an ARPG. Which to me is fine, but if you loved the Rogue-Lite/Like of Heroes of Hammerwatch (HoH), or Hammerwatch itself, this game will be a shock at first. But. The game FEELS just like the originals still, just open world now. A different level up mechanic which I do enjoy, though it's not as robust as PoE/D4/LE. Your limited in which abilities you can upgrade, which means you'll likely fall into everything being unlocked if there is no level cap (similar to HoH). Idk if there is anything past maximizing your skills. I'm really enjoying my Paladin, and the gear I find and end up using is focused around the abilities I use a lot. Pros/Cons: Single vs Multi: There is a difference as Single player characters can't join a multi now, so progress is separated a bit. --- Mixed Feels The Story: So far the story ties in really well with the other games, and I'm a fan. Though what I am not a fan of is how my character responds to dialogue. I would've just preferred "Next" button instead of "Yeah yeah, get on with it" rotation of responses when it's incredibly important info. Sure, not everyone is going to read the quests, a lot of people just want action, but that so far is my only negative on the story. It's pretty a generic hack n slash plot, but, because of the other games, it does feel like the world building is there and prevalent, which is why my nonchalant responses to this lore bothers me. --- Pro Running... Running everywhere: There are networks, abilities, and items that increase your movement speed, but my god do you do a lot of running if you are going in blind. A Mount in the over world/outside of dungeons would be nice, as since I am blind, I've ran back/forth from quests just to deliver or acquire stuff constantly, or I am just outright lost. A Mount and Compass (another potential item) that point to a check-boxed quest would be a massive help, but it does feel "Old school" without that feature. So maybe make the compass point be an optional thing when you start your game (which does exist already) --- Con Challenging Combat: My Paladin is on Normal, my Wizard/Ranger are on Hard, the combat is tough until suddenly it isn't. Through personal experience with the foes, to the gear, and ability unlock, there is just sudden invisible thresholds that make you feel like fodder, to suddenly feeling incredible. And I think they did a good job finding that. The game can be a bit grindy at time, but that's par for the course with ARPGs --- Pro Day/Night: In the other games, Day/Night really didn't do anything. In this game, Mobs respawn on the timer, citizens sleep, shops close, travel stops, and quests turn in/acquiring is gone (All but the main storyline). You can sleep at an Inn or the Church for a cost, but never so much you'll go broke, but there is no buff to sleeping as far as I notice. So you can just keep on clearing mobs that respawn depending on how much time has passed. --- Mixed How this game handles dying: Death isn't like the Rogue-Lites obviously, so how does it work? It costs a % of your money, and you can respawn at the nearest town, or at the beginning/end of the dungeon for a higher % of coin until you pass a threshold and can't pick that option any further. When you die, you lose several hours to resting/recovery. So far, I have only failed a single quest, so I'm unsure if there are others that can if you just keep dying over and over. --- Mixed How to offset death: In other Hammerwatch-world games, you have potions. It's the same here, but you get 3 Potion Slots that you can fit with upgraded sizes, multiple options Mana/Healing/Mixed etc, and more. It leads to better customization of your character, and so I'm a fan. --- Pro Crafting!: This is new to the game, but Food/Buffs and Gear/Quest items you just gather and can sell enmasse are a thing. Crafting so far hasn't produced anything incredible in terms of gear, but the food buffs and quests have been nice as I just had the things on hand for ez experience from repeatable quests. --- Pro Items/Loot: In the Rogue-Lite/Likes, your loot resets at the start every time, win or lose. In this, it's a ARPG, you keep finding more and more loot and equipping it till something replaces it. But the loot you are using HEAVILY impacts certain classes more than others, and is a nice change of pace. Paladin is Shield and Mace: it never changes, but some maces upgrade some abilities in different ways (pro) Wizard is Wand and Book: I hated the Wizard starting spells and was looking for means of changing them, and then I realized your items impact your damage type/spell (right click). Being at only level 7, I wonder how many spell options there are, but so far I like the small variety I have seen (Orb, AoE Blast, Laser, in different magic styles. Fire/Frost/etc.) --- Pro Multiplayer: I have yet to play this way. But I am looking forward to this mode. There is an option to make the Loot Shared or Instanced, which I love. I want to play with Shared Loot and then try to help everyone get stronger together. Instanced Loot seems like the easier option, but it's less interesting if the goal is to go on a RPG experience together. I'd say the recommended party layout would be 3 players with 1 focusing in each of the 3 stats. --- Pro With that, I will be trying to finish the game soon. Aside from the constant feeling of being lost (especially in the Sewers which are a horrific nightmare of stairwells and levels), I have greatly enjoyed my time in the game. I hope this review helps you make your decision
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