Review: Path of Exile
This week, after a long hiatus I returned to Path of Exile. My main computer gaming pastime of late, Total War: Warhammer, is still building up to a major and I am content to give it a rest until then.
Path of Exile is a free to play action rpg that has been out for several years. The game that most people would compare it to is Diablo (more like 2 than 3). Regular updates and a strong community keep it fresh.
Path of Exile plays like a typical isometric action RPG. Your character will fight hordes of enemies and nasty bosses for levels and loot. Compared to Diablo 3 the graphics are less impressive, but also less gaudy, and when the action starts much, much easier to follow than the explosion of special effects that define a high level confrontation in Diablo 3. It is much easier to follow what is going on in Path of Exile and the no nonsense approach to graphics means that special touches like an impressive boss or unusual item stand out. I also like that the combat is more tactical, with nods to positioning and ability use and less about dodging ground effects.
Path of Exile is a game that does not hold your hand. It is possible to make characters that are far better than others. The game’s skill web makes the skill trees of Diablo 2 look like shrubs and the skill choices of Diablo 3 seem like preschool.
Each of those tiny nodes is a single skill point. Most are small bonuses, but can radically change your character over time, while some nodes can completely change the style of play. There are also ascendancy classes.
While the sheer variety may seem daunting, it is fairly intuitive once you understand how to read it ad the community are always, always talking about builds. The endless theorycrafting helps promote the game.
Melee (STR/Marauder) is supposedly among the weaker built types, but I have no trouble in single player on the first such character I made.
Not that anyone who likes the game would ever stop at just one character, the possibilities of that skill tree are a great lure.
At first glance the item system in Path of Exile is nothing special. The usual rares and artifacts make their appearances. Slots are in as well, though in Path of Exile this is where you get your active abilities from. In is interesting to note, however, that none of the shops use currency, but rather trade in useful commodities like identify scrolls and orbs that reroll the properties of magic weapons. There is real depth in the item system and it certainly holds the game together.
The dungeons and environments are well designed. My favourite is the labyrinth where you get your ascendancy class; a randomized set of trials with challenging traps and interesting, varying mechanics in the boss fights, all with a tight story about an emperor with no heir trying to find someone worthy.
Speaking of story, the world building in Path of Exile is unlike any of its competitors, steeped with western archetypes and what seems to be some sort of Maori warrior lore and crazy ruined empires than run on blood, gems, and the dreams of gods (and men of infinite ambition). If the story of Diablo is Dante’s Inferno cross with a world war, Path of Exile is more comparable to Vance, Moorcock, and the Malazan series. It is dark and brooding, but teeming with life and ambition. All of that grandness though is brought down to earth by interesting characters and a simple motivation: you have been cast out, exiled and left for dead, but you lived and now it is time for revenge.
Best part is the micro-transactions are not prohibitive at all. No pay to win, or pay to remove obstacles to play here.
Good game.


