Path of Exile 2: Exclusive Early Access to Development Assessment Now Open
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As essential as Path of Exile 1 was praised for its seemingly limitless character customization and its ability to keep avid action role-playing gamers engaged, mentally, for months on end, it was undeniable that it could be a challenge to get into. Playing it could genuinely feel like attempting to embrace someone entirely made of elbows. You would eventually adjust to it over time – you might even come to find it somewhat comforting – but there’s no question the franchise could benefit from an update. Path of Exile 1 is over ten years old; it’s time for something fresh.
That freshness – Path of Exile 2 – is finally here, at least in early access, and understandably there’s considerable excitement surrounding it. A decade of success has transformed its predecessor from an underdog to a title contender. However, where there’s heightened enthusiasm, there are also raised expectations, and the sequel is likely to be assessed by a definite standard – a Diablo 4 benchmark, perhaps. Say what you will about Diablo’s merits, but its production values and new player onboarding are unmatched. Will Path of Exile 2 stand the test?
Answer: yes, but with a brief caveat: this is an early access release, so Path of Exile 2 isn’t fully polished, and Grinding Gear Games has indicated that it will take at least six more months of development to reach completion, if not longer (these things often end up taking more time than expected). However, this is far from a shaky early access launch. The experience I’ve had, albeit on quiet, press-exclusive pre-release servers – which have now been wiped as Grinding Gear prepares for the upcoming public early access rush – has been incredibly stable. There have been a few inexplicable crashes to desktop, but they were minor interruptions in what has otherwise been a smooth and solid experience (although we will have to wait and see how the public servers perform over the weekend to determine if this sentiment remains accurate).
It also helps that the game looks extraordinarily polished now – you can truly feel the increased time, budget, and talent that Grinding Gear Games has put into creating the sequel. Environments and characters are rich with detail, and the animation is stunning. It’s in the small details that you can truly feel it, like freezing an enemy and watching shards of ice form behind them – emphasizing the force of the spell, much like witnessing a wave freeze mid-crash. Or it’s in the well-timed actions, such as when my monk dashes forward, palm extended, to extract life force from struggling foes – smack! There’s weight behind each strike, crunch, and collision, and I genuinely appreciate that as a player – the day-to-day feel of Path of Exile 2 is fantastic. Luxurious. Expensive.
It’s this structure that provides the perfect foundation for the game’s most exceptional aspects – the series’ most remarkable qualities – to shine through. Path of Exile is known for challenging players – it’s similar to the Souls series in that respect – and the sequel revels in this. Even in the game’s initial areas, groups of enemies are quick to surround you and take you down if you underestimate them – or if you overestimate your abilities. Similarly, bosses are demanding and relentless. Right from the first boss you encounter, you’ll likely receive a tough lesson in dodging and learning attack patterns – a lesson in ‘this is how the game handles bosses.’ But it’s more than just unrelenting difficulty: there’s a sense of pleasure in the challenge, every…
“`in your aspect and the creator’s. Adversary composition inspects your setup, searching for vulnerabilities and gaps, while managers serve as the game’s main attractions, brimming with creativity and character.
One boss sprinted away from me, which I didn’t anticipate, and it made me chuckle. After I pursued them down, they regrouped, we battled, and once more, they fled! This time, however, they yanked a massive bell from the surroundings to strike me with during the third and final phase of the encounter – clever, unexpected moments. Another boss located in a mausoleum abruptly summoned the spirit of their beloved from a different mausoleum to assist them, and then when I ventured to the other mausoleum, the boss there repeated the same action in reverse. Connection, narrative – something to make the battles memorable rather than fade away in the endless stream of conflict.
There’s charm even among the common foes that shuffle through the game’s transitional areas. I’m particularly fond of a lanky enemy in the graveyard who lugs around a large stone pillar, or tombstone, to attack me with. I can almost perceive the effort involved as they labor to drag it across the grassy ground, disturbing the soil. In various other places, there are cultists, witches, wild dogs, and spiky burrowing creatures – it’s a diverse menagerie you may encounter, and I appreciate how they all harmonize with the dark ambiance of the game. While I honestly have no clue what’s unfolding in the narrative – I’m not ashamed to admit it! – I’ve become genuinely intrigued by the characters I’ve encountered in the game. They are simple and delicately presented so as not to overwhelm you with exposition. Instead, it unfolds gradually – they appear to gaze at you with a grace and melancholy that I truly appreciate, which feels like a rare aspect to convey. All of this contributes to a feeling of depth and confidence that I believe you will be able to sense pulsing through the experience, even from the start.
The complexity remains mind-boggling – you