Grim Dawn is the work of Crate Entertainment, which according to their wikipedia page appears to be an off-shoot or descendant of Iron Lore, whom produced Titan Quest for THQ quite a while ago. While I've owned Titan quest for ages, the game never appealed to me. I couldn't tell you why, but for a long time

Does that even count as a pun? I'm not even sure anymore.
Regardless, Grim Dawn is an isometric view style ARPG of a proper pedigree and the usual nonsense. Fantasy world overrun with nasties from other dimension, with zombies because zombies, loot because loot and "corruption". No prophecies, though, and mostly bad-ass characters who actually survived the apocalypse.
Initially, in terms of visuals, I took Grim Dawn as being essentially in line with Path of Exile or Torchlight 2 - serviceable, but nothing too impressive. And back in September, that's about where it fell. The models are pretty good, and the game is creative enough, though there's a bit too many zombies and a little bit too much in the way of green fire. Which, if you've played any amount of WoW, you probably saw lots of. You know, fel fire? Yeah, great.
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pre-settings change shots |
Oh, and the usual bane of ARPGs, the re-used art assets? There's a bit, but there's a huge volume of different looking gear. Your character doesn't start to look cool til you're into elite difficulty, though. At the start of the game the hobo-force is strong with you. You're armed with a plank of wood and a stick, and you're wearing a sack.
Audio, though, is where the game truly excels. The voice acting for what quests are voiced isn't great, but the monster sounds of battle are fantastic. Enemies hiss, click and swear in a variety of ways, offering lots of distinction. Proc'd abilities have distinct vocal tings and so forth, adding nicely to the immersion. The music as well is just damn fantastic. It has a score in a more relaxed sense, with only a few (if any) points in the game having unique music. Instead you just have 18-25 strong tracks that play at different points as you wander the world. The tracks are moving and somber Except the boss battle track, which is just vicious sounding.
The game has four acts, but on the most part, the transitions between acts is far more subtle than any other ARPG I've played. You begin in a ruined prison, and that's your base camp until somewhere into act 3.There is a clear "boss" of act 1 that is built to, but 2-4 are softer and less focused on individual climaxes. As such, the terrain is extremely varied but also quite gradual. There's no instant shift between rain forest and then frozen tundra, it takes time to roll from harbors to rural farmland to arid wastes to rotting farmlands into logging camps and then through fortresses that guard the mountain passes and the like. Outside of the music this is my favorite part of the game, because it feels so natural and lived in. The world feels like one people planned out, and also one people actually lived in.
And then were driven from. Grim Dawn is post-apocalypse done with far more finesse and intelligence than just about every other story in the genre, which is hilarious, since it's an ARPG about getting loot. Care and skill went into GD's story.

In terms of storyline, I'm making a choice to review my impression early on, even though I got much deeper into the game. The game is actually named after an event that occurred some period of time before the game, in which another race of beings from outside reality managed to return en masse. To the human empires, this was the Grim Dawn, but to this race referred to as 'Aetherials*' it was the Glorious Dawn. The Aetherials take the place of the demons in Diablo, the myriad of foes in Path of Exile, and whatever was in Torchlight 2. The game comes off closer to Path of Exile, though more 'on the main land', but it's definitely got a post-apocalyptic feeling to it that sings something of the same song.
I honestly like this game's story more than I would expect to; I am sick and tired of grimdark and the usual blood/corpse/flaming ruins nonsense spread all over place but in this case the game mixes it up a lot. Much of your questing has little to do with the Grim Dawn beyond the tertiary. The weakening of the human empires in the region (I think there's two, but it's not clear precisely) have left several other factions of varying degrees of evil to run rampant.
*=Yeah I have no idea why they went with 'Aetherials' when it is pronounced the same as 'Ethereals' which looks a great deal better.
One thing I do wish is, well, the game has the same issue almost every post-apocalypse has. It doesn't actually look like a post-apocalypse, it looks like nine minutes after. Bodies are too fresh, there's blood everywhere, and most buildings look like a bear just ran through them. I think this is just how people portray the genre but eh.

On top of that, there's also an alternate progression grid, called "Devotions" in which you unlock stars to gain the power of constellations. Devotion progression isn't tied to your leveling, rather, you repair or restore shrines on the way through the game which rewards you with a devotion point (a star) and then unlock the constellations. Constellations generally offer stat bonuses til the end, with the last point often having some unique ability you can add to your skills.
Like I said, the game does homogenize things a little more than it should, but between six masteries and the devotions there's a lot of room for different specs of the basic fighter/caster/paladin/ranged/pet-class archetypes spread through all those trees.
Basically, it's a big world, you've got lots of skills at your disposal and lots of different undead to kill. You kill a lot of undead in this game. Like... Too many. But you have lots of different ways to do it.

On the other hand, you will often get loot too high level for you, which is oddly annoying. I started getting level 75 loot at level 65 in the middle of elite, which is about halfway through the game's three difficulty run. Although again, it scales with level.
And now we start talking about what Grim Dawn is bad at, and it's pretty bad. It's really bad. It's the itemization.

It all ties back to Diablo 2, which sold millions upon millions of copies. A majority of my friends bought it and played it, and you could find a game to roll with. Grim Dawn just feels like it imagines its that popular, so kooky overcomplicated itemization is no big deal. And you know, if you're playing it with four other people or whatever, I bet it isn't. But playing it solo, it's a real bummer. You sort through a lot of pointless garbage.
The other thing is the inventory just bloats out like crazy. You have protection potions which are sort of annoying but there's this huge inventory mini-game involving item upgrades that slowly combine together and I have no idea why they work this way. Basically they usually take three or four to combine into one complete item, all of which you can use on your gear to offer small upgrades a la gems or enchanting in other games. It's a great system, except WHY does it drop tiny partial upgrades? Just drop the full item one-third as often and stop annoying me with 56 tiny items that combine together into a huge unwieldly mess. You can use completes and partials in different crafting recipes, so again, it's just a huge mess. The game gives you like four extra bags by the end of normal, and then you keep getting more bags.
But that's ultimately the issue with this game: It just didn't know when you stop. There's no attempt at polishing everything because there's just so much. None of these systems are really bad, but they're nowhere near as good as they should be, and it takes more away from the game than it adds. Inversely the game's crafting system is legitimately good and offers you a lot of help in gearing up or options to keep loot interesting.
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LOOK AT ALL THE WORDS |
The game's other flaws, as far as ARPGs go, are pretty light. There's a weird obsession with floor damage and enemies leaving damage on the floor that lingers far too long. It interacts poorly with the constitution system, which replaces chain-chugging potions with an "out of combat" healing that depletes a very deep pool as you go. Damage over time effects and lingering floor damage can keep this from triggering, which can be a little odd if you're not paying attention. Constitution in general isn't quite where it should be. You eat food or devour "vital essence" to restore it, but your after the fight healing often triggers after you've eaten food that enemies have dropped. What ends up happening is the bar refills your health and depletes your constitution and leaves it at less than full. Makes me twitch every time.

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