Reviews from

in the past


I love class systems, building my character however I want, being able to synergize several effects into one devastating result, and having this all in action game system. Well... be careful for what you wish for.

Ok ok, it's not as bad as that comment may imply. This game is... Diablo. It's a isometric action RPG with random loot drops, tens of hundreds of hours of increasing difficulties to allow for stronger loot to appear, facing against hundreds of enemies a minute (I got an achievement for killing 25,000 enemies, it's that crazy), as well having four-player co-op. Hell it even shares a designer who actually worked on Diablo itself. This whole game, as well as its expansions, were created by a relatively small team, about 13 people or so. That's honestly really impressive considering how content filled this game is.
You have six classes in the base game, and three more added with DLC. Unlike in Diablo (as far as I'm aware, I've not played them) you can multiclass once you reach level 10. That doesn't take long to reach, and when that happens your options get borderline overwhelming. Each class is distinct enough from one another, and with how earning class skills works in Grim Dawn you need to carefully distribute points earned from leveling up. So maybe you only want the second class for a few specific skills and stat ups, or maybe you'd rather distribute points more evenly. Do you want a lot of different types of skills, or only have a select few but invest more points in the existing ones to make them stronger? But you also have attribute points to distribute which gives basic stat ups to your character, however higher level equipment is locked via attribute stats. You could simply increase that stats you need, but perhaps your armor will make the difference depending on the random modifiers they have. Is your armor not enough? Then add components to them which gives small bonuses including brand new skills exclusive to equipment and added components only. Still not enough?! Find and restore devotion shrines to add points into one massive, yet open ended skill tree that, yet again, can earn you exclusive abilities and stat ups.
This is why I said "...be careful for what you wish for". It is so much to take in, not helping how one piece of equipment can have a laundry list of modifiers. It can be difficult comparing different types of equipment to the point that they have an in-game search system where, say, you want more fire damage equipped; so simply type in "fire" and it'll narrow down the list. It's a really helpful tool, but you're still doing a lot of comparing since it may have more fire damage, but it has less armor or maybe your helmet you have on now gives you a fireball spell. There's so much time spend on menus, doubly so if you're as compulsive as I am when it comes to wanting to do as much damage as possible but then "Oh this benefits my lightning spell but now my chaos attack is weaker. Oh god what do I do?"
What you do is say "fuck it". You got to fight the urge to be as perfectly optimized as possible. It's a game based on randomness, at least in terms of equipment. The challenges aren't designed around one build, it's designed for every build. I started to relax more when I came to grips with that. Maybe I'd have an easier time if I continued to pay stricter attention to what I was wearing, but veteran difficulty is perfectly fine with a "good enough" attitude. I then came to realize something else about Grim Dawn, it is a fantastic "podcast game". The act of fighting is simple, but you won't make it far if you aren't moving your character out of harms way. You have to do just enough maneuvering that it isn't a mindless game, but it's no fighting game that requires your undivided attention. It became nice to wind down with Grim Dawn after work while listening to a video in the background.
To go into some of my last scattered thoughts on this game: it actually doesn't do random dungeons for the most part. At least for its main campaign. It came as a surprise since I've heard that random dungeons is a staple for the Diablo franchise. I'm honestly unsure if that's a point in Grim Dawn's favor or not. In case you were curious, I rocked a dual pistol build where my character was upgrading their shooting skills till it got to the point that every shot had, like, five separate 15% to 60% chances of a different effect occurring ranging from lighting to knockdowns to splitting into fragments to piercing straight through enemies. Sometimes they happen all at once. And lastly, don't be like me and not knowing that there's a storage area where you can have a universal box that is shared by all your characters. This helps a lot when making a new character as you can provide some starter gear, maybe give them components or materials, or maybe you found rifle that is useless for your solider but your demolitionist would more then appreciate it.

So to summarize: it sure is a loot-based RPG. I'm definitely more of a Monster Hunter person when it comes to how to create a compelling loot system while not going too crazy with a shopping list of modifiers. Then again, I can't create a army of skeletons, rotting flesh golems and demons in Monster Hunter now can I

Do you hate Blizzard? Is PoE too overwhelming? Then this game might be be for you. So much content, skills, classes, skills to dabble with and a complete game at that all for the price of 3$ (If it goes on sale).

I forgot to review this because I was like "I haven't played enough to form any thoughts about it." Turns out, I have over 10 hours in it and I guess I just don't have anything interesting to say about it.
My friend loves this game, can't get enough of it, has started 3 different characters just to play more of it, I was like "hey man don't burn out before we all get to play together" and he was like "I promise that would never happen." Then Helldivers 2 came out and they ditched the campaign even though we were gonna wait to play HD2 all together and they didn't even tell me they'd bought it. That doesn't really matter, but maybe it says something about the half life on this game, as it doesn't really seem like my friend has made it past the 11 hour mark on any of his 3 campaigns even though he says its one of his favorite games of all time. I can collect that the progression reaches a plateau around this point, when the loot becomes little more than an inconvenience, and all you're doing anymore is spamming hotkeys to decimate crowds of enemies until you get to level up again.

Currently the best ARPG imo. Maybe POE2 will trump it


On of the best ARPG's on the market, a lot of content, many class combinations. A very good experience for people who like grinding, collecting equipment, improving their character.

Dare I say; better than Diablo!

Nunca tive contato aprofundado com os primeiros diablo, o meu primeiro foi o 3 , comecei a jogar no xbox do meu tio que tinha pegado o jogo emprestado de um amigo, é o tanto que o jogo tinha me prendido foi absurdo, eu tinha minha apaixonado pelo seu estilo de jogo, nunca tinha visto nada parecido, mas infelizmente fui obrigado a parar de joga-lo , então tinha um desejo de conseguir jogar novamente , mas o seu preço para pc chegava longe de eu conseguir compra-lo , tentei baixar pirata , mas não tinha nenhum link funcional ou nada do tipo, então fui procurando jogos parecidos por anos e nunca achava nada que me remetesse aquele game que me apaixonei a primeira vista, até que recentemente eu descobrir grim dawn, muitos diziam que era sequencia espiritual do 2 , que era melhor que o 3 , então não podia perde a oportunidade, coloquei na lista de desejos e esperei uma promo, quando chegou o momento eu peguei e já de inicio conseguiu me pegar também e eu joguei por boas e varias horas, mas infelizmente tive que parar por um tempo de jogar e o game ficou um bom tempo no meu backlogd, então resolvi pega-lo de vez e jogar até terminar, foi o que eu fiz, mesmo após muito tempo de hiato quando voltei e me acostumei a joga-lo novamente eu já fiquei preso, explorando todos os cantos do mapa que não tinha sido explorado, deixando completinho sendo uma sensação muito boa,até chegar no boss final, joguei o game inteiro no veterano, mas no final simplesmente estava tomando hit kill , meu personagem não passava de um peso de papel, coloquei no normal para ver se o desafio conseguira se balancear um pouco, já que meu personagem não estava bem buildado e nem nada do tipo, foi o mesmo personagem de anos atrás que eu apenas jogava, mas a discrepância de dificuldade é absurda o boss que eu estava sofrendo , foi facilmente vencido sem precisar se mover em segundos, o que me broxou um pouco, então para compensar resolvi voltar pro veterano e fazer um outro boss, é foi divertido fica minha recomendação se tu deseja um desafio maior jogue no veterano, no geral é um bom arpg, que se tu se dedicar consegue te prender bem e te levar por várias horas , sendo para min o ponto mais negativo e o que corroborou a demora para ser terminado e a separação da classe necromante em uma dlc, não sou de compra jogos esperei um bom tempo para pega-lo em promoção e quando fui começar não tinha a classe que eu mais almejava, mas ainda consegui fazer uma classe que me diverti bastante, não chegou na sensação que senti quando joguei diablo na época, mas de inicio foi próxima, uma pena que teve vários empecilhos que afetou minha experiência, agora me despeço de grim dawn, é um jogo com possibilidades de replay, mas que não me motivou tanto a esse ponto, conquanto conseguiu ser um bom game no que eu vivi com ele.

Maxing out resistances in Diablo 2 wasn't interesting enough so the makers of this Titan Quest mod opted to spice things up by adding green fire and red lightning. Every item tooltip reads like an essay to help distract the player from the fact that, just like most attempts at aping D2, every skill feels and sounds about as powerful as hot air while they make monsters with no death rattles limply ragdoll or poof into red mist, which is understandably easy to overlook if one finds spreadsheets entertaining. Plenty of epic deep lore to dig through regarding the fall of the steampunk empire and the ten thousand different deities but not a single character as fun or memorable as the likes of Geglash, whom all my fellow d2jsp users remember fondly I'm sure.

Desde siempre los Action RPG me han aburrido muy rápido, y pensé simplemente que el género no era para mí. Pero Grim Dawn me ha gustado tanto que me ha hecho replantearme esto. Vaya viciadón que me he pegado.

Es el mejor Action RPG que he jugado, y uno de los juegos más adictivos también. Pensar en una build, ponerla en práctica poco a poco, ver cómo avanzas mientras te esfuerzas, ilusionándote por recibir loot con una stat que te sirve... todo el viaje ha sido la hostia.

En algunos otros juegos del estilo a mitad de la campaña se quedan a medio fuelle. Ya nada de lo que loteas te sirve, la rotación se vuelve aburrida, no hay muchas más habilidades que aprender y queda poco incentivo para jugar. Pero con Grim Dawn hasta que no he acabado el último ápice de contenido que tenía no he podido parar.

Creo que lo que más me ha hecho quedarme ha sido el diseño de clases y progresión de las mismas. Las habilidades se compenetran muy bien entre ellas, y siempre he querido pillar ese punto extra en mi árbol de clase para esa nueva habilidad o algún punto más de devoción para pillar un stat que me servía. Nunca he "acabado" mi build, y siempre había algo en lo que avanzar para mejorarla. Igual con mi equipo: siempre podía caerme algo bueno que me daba simplemente mejores stats o algún proc o habilidad extra. Si consigues encontrar una build que te guste mucho (como fue mi caso) vas a pasártelo increíble.

Como único punto negativo tengo que hablar del mapa y algunas partes de la interfaz. Si quieres completar una misión no ves qué npc es hasta estar cerca de éste, al igual que con mazmorras u otro tipo de lugares. No veas la de vueltas que he dado por esta tontería, y no entiendo por qué no lo han cambiado ya. Igual con la descripción de las habilidades: nunca sé si son activas, pasivas, si me dan el efecto siempre o cuando las activo... casi hasta el punto de que hasta que no la pruebo yo mismo no sé qué coño hacen.

Pero por todo lo demás me parece un juegazo, y que estoy seguro de que cada x tiempo voy a revisitarlo con una build nueva y volver a tirar una semana por la borda haciéndome polvo.

I don't know what score to give to this so far.
About 3h in and I still feel like something is missing.
Perhaps it's just not my type of game

Excepcional ARPG, profundo y variado, pero con una repetitividad que en un punto se vuelve motivo para abandonarlo, en mi caso durante una segunda run en elite.

Me parece que la experiencia de la primera run es increíble, llegando a rivalizar con mi ARPG favorito, Titan Quest. Todavía falta una expansión, pero ya estoy deseando ver qué pueden lograr con una secuela.

Simple the best loot based ARPG you can play right now.

very cool diablo-like game.

[Just a few thoughts after coming back to this again a few years after my initial playthrough. This is less about the content of the game, and more on the co-op experience, which is what I played for.]

My original opinion of the game is that it was a solid, classic-style ARPG with some interesting experimental expansions on the formula the dev team originally established with Titan Quest. Unfortunately my experience at the time was marred by a fatal flaw in the multiplayer: loot level was set to the average of all players in the lobby, thereby making co-op between players at mismatched levels a practice in frustration as one half of the party gets stuff they can't use and the other half gets stuff they won't use.

This was a problem I felt acutely having recently graduated college at the time and having all of my friends on different schedules. One missed session for a player (me) meant all proceeding sessions would be fruitless, painful endeavors stuck behind the power curve. Sure, if I played solo maybe I could catch up, but there was a reason I was the one missing sessions.

So despite all of the elements of the game I liked, my memory of the game was only pain for years.

Recently I got the urge to give it another go. The game has been updating for years, got a few major expansions, and I made sure my co-op partner this time was disciplined to only play their character with me so we could keep exact pace through the whole base campaign.

And hey, would you look at that, when you're at the right point in the power curve, the game is a lot of fun. A little stiff feeling, but satisfying overall.

For kicks and giggles, we had a few friends join for the finale with overlevelled characters. While our builds were min-maxed well enough that it caused no issue with combat balance, I noticed something rather disappointing given that the game is still being maintained.

"Oh look, I can't use any of the gear drops now. Yaaaaayyyy...."

This is not a unique problem, historically, in the ARPG space. From Diablo II to Borderlands 2, party levelling had always been one of the most common pain points with trying to play co-op in those games. But while those titles we made it work beause that was the best we had, I can't excuse Grim Dawn as it came out in 2016 when the solutions to this problem had already been found and implemented. Destiny being the shining example for this particular area of design.

Yet even 7 years of active development later, Grim Dawn shows no sign of budging. They have instanced loot and other modernized elements, but co-op quest progression is still janked up and loot levelling is still an active detriment to the experience.

So if you plan to play singleplayer or have a very disciplined co-op group, this is a good hit of classic ARPG fun. But, I cannot recommend this game for casual sessions. The game will shoot itself in the foot then shoot you for asking.

A really great ARPG. Does not have the production values of a Diablo, but there is more depth here and a whole lot of love for the genre. The music is nice and fitting the atmosphere. The biggest surprise for me was how well thought out the world is in its design as well as in its lore. I have red every note I found and do not regret it.

A solid action RPG with some good fundamentals but lacking in compelling narrative or atmosphere to really make me want to finish it. What I appreciated the most is that the game is really focused on a single player experience. Only in an era where Diablo is now basically an MMO and these games have been replaced by shlooters would I be nostalgic for the bygone days of scores and scores of Diablo clones to play.

One of the best ARPGs you can play, it's basically Path of Exile but you're antisocial and don't want any of the mmo-ish elements of that game, the class fusing mechanic makes experimentation really fun and makes you think about the game and what your next build is gonna look like even when you're not playing. My only problem with this game is that being on such and old engine really limits how crazy the devs can get with the classes and their skills.

Extremely fun game. I haven't really played ARPGs other than Diablo and I'm happy this was the first one I've completed.

I like the part where you click a guy and proc on hit effects

Super fun, super ambiance, beaucoup de possibilités de build. Le feeling des combats est top, il manque peut-être un peu de lisibilité et de pouvoir mieux comprendre la cause de la mort.

Mais sinon c'est vraiment bien.

It's the first ARPG game I have ever played and I'm somewhat ambivalent about this game.

Positives:
[+] Has a nice dark lore
[+] The most immersive game I have ever played
[+] Lots of enemy & boss variations
[+] Can choose any two class among the six classes
[+] Huge skill tree
[+] Difficulty feels balanced in veteran mode (Not easy, not too hard... just the way I want a game to be)
[+] Teleportation from anywhere
[+] Can rotate and zoom camera
[+] Painless auto save

Negatives:
[-] I feel like the game does not punish enough for dying. So most of the time I'm reckless and don't even care whether I die or not, I can teleport there in no time anyways.
[-] Locations and enemies are filled with so much textures and details, sometimes my eyes hurt. Nothing is conspicuous.
[-] Had problems memorizing locations and NPCs names. An obstacle between me and my enjoyment of the story.
[-] Soundtrack becomes repetitious and irritating after certain time
[-] Multiplayer is painful and does not always work.
[-] After 20 or so hours it felt a little repetitive.

Overall, it was a good experience.

Pretty good on the whole, but I have a bone to pick with the map design. It isn't procgen, but it feels like it most of the time, which ruins the whole point of having fixed maps.

The graphics are quite nice and some of the lore text was pretty interesting to read... I guess there's a bit more action in the game, but it was still mostly mind-numbingly easy on 'Normal' difficulty, and I am not wont to play through it again. Pretty boring, and even playing it with a friend just made me worry about wasting my friend's time and energy... then I played some without them and completely ruined our co-operative playthrough, as the enemies all scaled above them and they simply could not contribute to our co-operative playthrough anymore.

It's okay, I guess.


Leaving this at shelved since I plan to play this with friends, but I think I've had enough of my solo run-through.

There's a few things I do genuinely enjoy about Grim Dawn, such as the solid atmosphere, choices having a tangible impact on events, and the (at its core) solid combat. However, it's marred by a lot of things that hurt the enjoyment too much for me to continue.

By far the worst offender is just how repetitive the game can feel. There were very few moments that genuinely surprised me (the Act 1 boss being a notable surprise thanks to a great track), meaning a lot of the game felt like the same thing with a new coat of paint. 16 hours into this playthrough with that feeling tends to erode the enjoyment a bit.

It isn't helped by combat that uses enemy levels to increase difficulty far more often than interesting attacks. Instead of having interesting attacks I need to adapt to, a lot of it comes down to simply not being hit or else I get quickly melted. All the while, enemies can take incredibly long to kill. There were a lot of times where I was forced to abuse an enemy's max distance it could travel from its spawn point just to down it.

And as much as this is ironic given my praise for the Act 1 boss, the lack of music variety ruins a lot of the atmosphere for me. After a few hours I put on my own music which, even when finding somewhat fitting music (sidenote, Ruined King's soundtrack fits pretty well and is a jammer in general), detracts from the experience I think the team was going for.

I think there's a good ARPG for the right people here thanks to some nice and in-depth number crunching, but I just don't think it's for me. Maybe my experience with friends will change my opinion (and if so, I'll gladly edit this review), but we'll see.

Maybe it's because I played this game after Last Epoch, but this ARPG doesn't feel right. Not so very much into the game, and I'm incredibly bored. I was hoping for a bit more action, but I got the same as the remastered version of Diablo 2. Not bad, no, but certainly not what I was hoping for. The grinding, the loot, the design and the bosses feels pretty outdated to me. I appreciate the effort and the support the dev seems to put into this game, yeah, but definitively not for everyone.

I just realized where my frustration came. It is the many items I got and the poor explanation given on how to use them (If there was any explanation). Sure, you can figure it out in time, but if you're like me, you'll want a rewarding and explanatory journey.

The game is too soulless and the map is too big to be interesting. The combat is very bad and the story is not good. All this makes it hard to explore the huge map in front of you and do the same boring missions because the game repetitive in a very bad way. After playing for about 5-6 hours, I was no longer interested in developing the character nor exploring the map. You need to have no other purpose in life to give it hundreds of hours of your time, as the game expects you to do.

Diablo com velho oeste. Esse jogo é um bom "feijão com arroz" pra quem gosta do gênero, mas o que me impressionou é a quantidade de builds pro seu personagem, existe multiclasse, permitindo umas 20 combinações e as "constelações" tem MTA coisa também.