A beautiful game has nice graphics. But a good game must have good gaming mechanics. So how does Path of Exile handle as an ARPG? Well, it actually does a pretty decent job for now. Playing any class, players can get a feel of the amount of damage they are putting into every individual enemy. Graphics are beautiful for spells and the screen shaking when you land critical hits on enemies feels incredibly satisfying.
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| Stacking elemental damage is fun to watch as enemies freeze and burn, either burning to death or being crystallized in ice and broken apart |
While fighting mechanics do stand out, this is only the tip of the iceberg. Weapons have different levels of rarity which is very similar to most other ARPGS with white weapons being common ones with nothing special about them to Unique weapons which are of the highest tier and are very powerful compared to all other weapons of its level. Weapons can also be enhanced by using a large amount of orbs which can alter the weapon in a huge variety of ways such as increasing its rarity or weapon quality for a slight boost in damage.
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| A normal Melee class Gem |
Skills are varied and work via gems you get when you finish quests or through random drops and weapons need to have the correct color of orb slot for the skill gem to be inserted. Weapons have different types of orb slots and so it adds more to the grind to find a good weapons with the right set of orb slots and equally useful effects. Skill gems are capable of gaining levels and becoming more powerful over time via killing monsters for experience. So what's the benefit of leveling up if all skills are embedded in gems? Well, you get a passive skill point in every level and you get to choose from an insanely huge passive skill tree. I won't bother putting a picture here because it is just way too huge to even fit into this screen. However, you can visit this
link to see just how massive it is and how much the developers have carefully planned it.
At end game, it does not stop. Even after you finish all the three acts the game has to offer in all difficulty modes, the game offers end game maps which you can access, much like how Torchlight II has mapworks. The exception is that these maps are not purchased but instead drop from high level monsters around level 60+ and can even be enhanced to different levels of rarity using orbs with different rarities of maps creating different effects in the map.
Each area you enter is a solo instance for you and only you. It does refresh if you leave it alone for too long but while you are in an instance, no one except people you invite into a party can come into your map. Co-op gameplay can be quite fun as you watch the blend of different skills and work together to finish the game together.
No one makes a perfect game, however, and Grinding Gear Games is no exception. Enemy AI can sometimes be incredibly clumsy and death animations are not very exciting. Loot variety is also not big enough. Weapons actually only boil down to a few choices. Every ten levels or so, you get a new type of bow / dagger/ whatever weapon you are using. This is not the case in most other games and players will probably not be able to get used to this level of standardization and the lack of variety of actual loot; I certainly did not take well to it at first. Perhaps playing Torchlight II and Diablo III has spoilt me for choice, but I am also unable to get used to the inventory system in Path of Exile either which strongly follows Diablo II where different equipment takes up different amounts of space, causing inventory to be filled up very quickly. Skills are very standard and don't exactly have the most impressive selection. Co-op ganeplay does not have individual loot and people do have to fight for rares occasionally, leading to players becoming angry in public parties if they are not well organised. Effects are no doubt impressive, but I was hoping for more innovation or unexpected skills. Perhaps I am just being too demanding, but at the end of the day, the game is still in open beta and there is always room for improvement pre-launch and post-launch.