Monday, 18 May 2015

Returning to Path of Exile: Hardcore League, Knowledge and Architecture

So my last couple weeks have been a bit all over the place….

I originally planned to continue my Building in Starbound mini-series but I’ve come up against a couple things that I feel are important.  First of all, I don’t have that many resources available to me, especially with the recent update I’ve had to get back to my Homebase to work from my foundations.  It’s been a bit all over the place so I felt that I couldn’t really do something to the quality I was looking for with it.  I did look into using my older Terraria save, but there are a couple functions that I much prefer in Starbound such as augmenting existing blocks into something else e.g. glass block with frame for a window. 

There has also been the factor of some things I’ve found quite interesting recently and of course it’s much easier to write about something you’re enjoying rather than half-arsing it.  I do want to return to it in the future but I think I should spend some time re-educating myself about the practice of drawing building features before trying to replicate it in a virtual world.  In the mean-time, I have topics outline for the next couple weeks so should get back on schedule quickly. 

Without further to do, let’s talk about Path of Exile….

My first character from PoE.  Rather under-powered in comparison to my current play-through.  Screenshot taken 17/5/2015


I originally played PoE early 2013 coming off of playing Torchlight and getting a lot of enjoyment out of it.  ARPG’s had never been a genre I had played in the past, but by this point it was becoming a genre I could see myself playing for years to come.  I played a Templar which is a character that can naturally fit between the physical strength and magical caster to which I took a tanky ‘sword and board’ approach with elemental melee attacks.  I got a lot of enjoyment out of it, but it lost my interest in the later levels as it started to take a decent amount of time to clear mobs and I kinda wasn’t as tanky as I once thought.  Since then, I have become more aware of the game’s mechanics and with the announcement of the expansion the game has perked my interest once again.  This time however, I wanted to take a different approach. 

My current Templar with much higher dps while still keeping similar hp.  Screenshot taken 17/5/2015


I watched videos on the game from YouTubers such as ZiggyD, trawled the wiki and used the PoEBuilder to see how one can tailor a character and after playing through a couple new characters in ‘softcore’ I decided to go for it and make a character in the ongoing (or previous depending when you read this) Hardcore 1 month league.  I made a Templar again, but this time I looked to use projectile magic with buffs and totem summon with a nice mixture of stats for both defence and offense.  I was aware of the resistance reduction during the difficulties so planned accordingly, focused strongly on a core set of skills rather than lots of different ones and built regeneration to make sure that I wouldn’t be held back too often in terms of efficiency.  At the time of writing this, I’m half way into act 2 on Cruel difficulty and although I’ve had a couple close calls (~5% hp or less) I’m still holding on.  To the well versed PoE player, this isn’t anything special, but for me this means a lot as it took something to want to play in a mode where everything’s on the line.  Being cautious in the hardcore league has made my take on certain situations a bit slower, but as a by-product of this I have been able to take in the surroundings and see how much is going on as you traverse the landscape.  One such place was the Lunaris Temple with particular mention of level 3. 

Gold detail, smooth decor and sewers of blood throughout the lower Lunaris Temple.  Screenshot taken 17/5/2015


Lunaris is a place of contrast at heart within the bleakness of Wraeclast.  With grand walkways and golden motifs wrapped in quality cloths accenting the bold colours it gives the impression of a once powerful empire holding residence.  As you descend thou, you see Piety’s work (the boss of this location) created from a swarm of bodies and the blood runs dark red throughout its sewer system that perfectly back-up the array of miscreated beings that look to attack you as you progress through the area.  The gold and cloth are still there, it’s just being saturated by the blood creating a contrast that makes a piece of architecture seem so bleak and disgraceful have its own beauty.  This contrast is a narrative of architecture that has taken the building materials, the cladding and the décor and made something new of it.  Darkness, grit and grey can seem boring in many games but in the right hands (like with architecture) so much can still be done with its aesthetic.

Finer things in life within the Lunaris Temple.  Screenshot taken 17/5/2015


Being someone who finds Brutalism a fascinating time of architectural design, I very much hold this opinion that this bleakness can inspire and morph into something special.  Brutalism is often regarded as concrete monstrosities due to their concrete construction and greyish look, but through human interaction it has its own appeal.  Places like the Barbican Centre in London encapsulate this by being grey and concrete while adding different levels of high-rise, gardens, water and larger form walkways than your average tower block. 

Barbican Centre, London.  Photograph taken 14/02/2010


That being said, I wanted to find a piece of real-world architecture that encapsulates the Lunaris level 3 map and I feel that this does it…

A bone chandelier at the Sedlec Ossuary.  Image from Wikipedia 18/5/2015


The Sedlec Ossuary in the Czech Republic is a piece of architecture that makes bleakness and morbidity beautiful as it creates art through its bone collection.  Its chandelier, candelabra’s fixtures and various other items are all made from bones of the dead to around 40,000 remains (if Wikipedia is to be believed, unfortunately I’m not sure on the number myself I thought it was closer to 20,000).  On the surface, this place may seem outrageous or morbid, but its architecture has gone beyond its walls and created a narrative from it, much like Lunaris.  It’s in the nature of the ARPG to focus on the mob pulls and skill affects, but if you find yourself running through PoE anytime soon, take a second to look at the environment and think about what it portrays about what you’re doing and where you may be going.  I hope you found this interesting and good luck to those who choose to take the jump into a hardcore mode for the first time.

Let’s hope my Templar stays alive up to the end of Cruel at least.  -60% resistances is gonna be a bit of a bastard to deal with….



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