


I quickly found myself skipping over the depressing dialogue from depressing people.As for the reason we're hacking and slashing our way through these places and creatures, that's one place Grim Dawn could stand to improve. Grim Dawn’s main focus is single-player action, though it supports multiplayer for up to four people - needless to say, minus anything like the Auction House or always-on requirements that didn’t so much blot Diablo 3’s copybook as upend a whole inkwell over its every page. Each class (or Mastery, as they're called here) has a powerful set to choose from, though upgrading them and unlocking new skills has to be balanced with leveling up passive increases that help provide the stats needed to wield better gear and keep up with the monster curve.
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The Demolitionist’s Molotov Cocktail, backed up with lightning stun balls, is a great way to thin a herd ready for some precision melee strikes with a flaming sword, for instance, with the Arcanist’s take on Magic Missile - one shot that splits when it hits a target - being excellent when faced with a room full of enemies with nowhere to run. You can button-mash through most of Act 1, but as of Act 2 it becomes more important to use them tactically. Mana - "spirit," technically - is well balanced to let you cut loose with these abilities on a constant basis, but not simply hammer the buttons at random. Magic in particular quickly steps up from a few basic sparks to screen-filling pyrotechnics, with fire-strikes turning into full explosions and what are meant to be simple lightning-based stun effects packing enough punch to not just kill enemies outright, but send them flying across the scenery as if literally dismissed as unworthy to fight for real.

On the other hand, the power curve as a whole though works superbly, with a real sense of progression even as the enemies scale up around you. You can at least set the screen to only show that loot in the first place, but that’s just leaving good money literally sitting around on the floor for no reason.

I wouldn’t have minded more straight-up junk items instead of common equipment that could either be auto-sold with a button click or just milled into currency, leaving just the worthwhile gear to take up bag space.
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Going back to town is at least painless, with a free Rift Travel spell that puts you right next to a shopkeeper and a portal back to where you just left, but it gets pretty tedious. This makes it a real pain to sort through in search of worthwhile upgrades and gear to hold onto. Here, though, those junk items are worth so little compared to the cost of even buying a basic health potion that it never feels satisfying to sell, and it’s usually usable gear like swords and shields like the one you’re currently using. Gathering loot is a cornerstone of the genre, and if killing things doesn’t produce enough tinkling swords and shields to simulate tinnitus then it’s usually not doing its job properly. My only real complaint is - and please, wait a moment before complaining or posting that Jackie Chan ‘head blown’ picture - that there’s arguably an overabundance of loot here. Just about every path is scattered with big combat engagements and dungeons.Exploring it, though, is a smooth, epic-feeling experience that regularly demands long treks through enemy territory to get to the next boss or quest objective, and just about every path is scattered with both big combat engagements and dungeons to dip into for an extra boss fight and bonus loot. There’s a reason why one of the earliest quests provides some start-up cash to buy gear with a warning that it’s the only handout you can expect during your stay. None of them are welcoming, and the surviving towns aren’t much better. The abandoned villages the crumbling walls of dungeons the sadistic experiments in Warden Krieg’s sickly green laboratory. Little environmental touches are absolutely everywhere, completely selling the idea that this is a fallen land past any chance of actually saving. Even at its darkest, it’s full of detail and texture, with plenty of variety as you hack through semi-Victorian nightmare to underground caves and insect hives, and then blink in the sunlight as the second act pushes all that aside to randomly be about cowboys instead.
