I read it wrong at first and thought it was an actual irl theme park based on mars attacks, which would be a strange ip to choose for such an endeavor but I would still welcome it
Although the demo showed me this was more of a puzzle game than a strategy game (not big on that), the writing was so great and I love the aesthetic and the world concept. Should be a lot of fun.
Neat. I played the dev’s last game (Heat signature) and thought it was way too complicated, but this looks a lot more up my alley. Being able to rewind your turn is really nice, too.
Yeah, I distinctly remember rage-quitting Heat Signature. There’s an indie fascination with putting deeper, more complicated consequences on failure that just does NOT work out when players are still trying to understand how the game even works.
Been playing it a few hours. So far the tactical part feels very similar to Fights in Tight Spaces but more forgiving. Puzzly, lots of interactions with environment.
The writing is really well done and the humor and tone are wonderful in the way only brits can do it.
There is something about an out-of-work elite strike team having to rely on public transport and using the lead wizard’s mom’s apartment for HQ while they are still taking everything seriously.
Director of the game, Jonathan Rogers (who isn’t in this video), has outright cited Elden Ring as inspiration for the design of combat for Path of Exile 2, and this video reiterates that.
For devoted exiles, this promo doesn’t reveal anything new, but it is happening in front of a larger audience. I’m looking forward to more class reveals.
I really hope they keep the power creep in check. Everything they’ve shown looks great, but if player power is even a fraction of what it is in PoE1, it’ll just be a neat bit of trivia that if you intentionally hold DPS and let bosses live they all do unique things.
I don’t know how much you’ve been following the game, but we do know the combat is slower and more intentional in 2, with monsters telegraphing their attacks and a greater need to combo multiple skills together. Skills are designed to be more narrow and situational, given you can have more than two six-links now.
Gameplay we’ve seen shows white mobs being seriously dangerous and flasks no longer recharge when killing them. Streamers who have been invited to the preview events in GGG’s marketing tour have stated the game feels harder.
Jonathan says he still wants to let people make crazy and powerful builds, but these changes suggest they’re killing off the one-button facerolling PoE 1 is known for.
Exactly. I give it 50/50 odds that this video is something people will look back on and laugh about how much effort went into bosses that were functionally removed from the game, much like PoE1 boss mechanic guides. I genuinely want to be wrong here, but the game I want PoE2 to be, and the game GGG wants to make, is something the community is viciously opposed to. The PoE community absolutely despises anything resembling gameplay.
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