Wednesday, 22 July 2015

PoE Awakening: initial thoughts

Path of Exile’s first expansion has been in development for a while now with access to the beta to those who wished to do so, but its retail release has just come up prompting me to go in and see what’s what.  Over the past couple years, PoE has been a game that has garnered a lot of enjoyment from me and being able to experience new maps, bosses and skills allows me to continue to find fresh pieces of content that keep me interested in the game’s overall lifespan.  Today I want to talk about my experiences; first as a player and secondly from a design perspective. 

Playtime Experience

To get the most out of this I decided to make a new character in the soft-core “Warbands” league which features randomly generated enemy groups designed via a particular element e.g. a flame war band using flame/ searing totems, fireballs and other similar skills.  I made a Scion with the old spectral throw with elemental damage (somewhat similar to buzzsaw to those playing) with some room for new gems to experiment with and quickly got back into playing a class that I enjoy right behind the Templar.  Right from act1, I was able to experience the great additions that were on offer as Nessa (the potion and misc vendor) has a second page that features a nice range of low-level skill / passive gems at a price that a newly made character can easily acquire.  Moving into the act itself, I very much appreciate the changes to the waypoints as I have found myself doing less of the ‘running around finding it’ this time around which in turn has speed up my interim gameplay and made my playtime feel much more streamlined.

When talking about the experience being streamlined, one cannot talk about it without mentioning the shift of maps as a whole through the acts.  Each act has had a map removed (Coves, Forest and connecting Sewer) where they didn’t suit any purpose but to get the player to an ‘active’ map (inactive meaning no quests or significant event) as well as significantly changing Act 2 in regards to Bandits / Vaal.  In this version, you can clear the bandit quest before you interact with the Vaal vessel as the Vaal ruins that featured before the Wetlands now go after it.  To me it feels a lot better to get the bandit quest done and then focus on the Vaal because sometimes I would get to the Wetlands and feel like I’m going backwards and forwards to achieve my goal.  In Act 3 not much has changed but having 1 less floor in the Lunaris temple makes it feel a lot better as floor 2 could drag a bit. 


The flaming lava-falls of Kaom's realm fit alongside the monsters that follow a similar characteristic.  Screenshot taken 20/7/2015


Act 4 is of course the new act and as of writing I am at the Harvest collecting the organs to meet the game’s new end-boss; Malachai, The Nightmare and hopefully succeed in a relativity short amount of time as I’m only on normal with this new Scion.  Leading up to this moment, act 4 has been very enjoyable as the enemies have made me more aware of my positioning and take more time to move out of the way of attacks and telegraphs.  Even in the first map (Aqueduct) the named ‘boss’ of the area is a large bird-like creature that body slams after a short period of flight constantly so it requires you to move around to use the available space to your advantage.  As you continue to progress through the acts, the bosses ramp this up with enemies like Kaom and Corrupted Piety engulfing large amounts of the ground in negative space (such as flames / poison / etc) giving me the feeling of being back in wow raiding with things such as the famous Helgen Dance in Naxx.  Throughout all of this I’ve had one death due to my own mistake but overall I feel like the difficultly is appropriate for the content and I look forward to trying these fights on the higher difficultly. 

The Aesthetics / Design

The corridors between arenas balance the frantic battles against its small stature.  Screenshot taken 20/7/2015


Act 4 has a brilliant mix of map design and monster design that are able to do a lot with spaces that on their own aren’t too interesting.  I say this because a number of the maps (Dried Lake, Daresso’s Dream, etc) are a collection of channels and arenas but are able to instill life into the space within the context of its setting (see this post for my thoughts on the subject).  The Dried Lake may not be much to look at, but the mix of enemies’ present give the narrative of a battlefield of time long passed all the more presence with a somewhat washed-out, grey beach alongside a couple huts.  The large monsters that are a collection of many skeletal archers are particularly great as you can see individual archers acting on their own to attack you, while being a part of a larger monster that is intent on killing you.  On top of this, the way it splinters when you kill it offloading a couple of the archers to act on their own is a nice little touch which turns an enemy that fits a basic ranged combat role into something with a bit more detail.

The Darkness of the mines hide a mass of monsters awaiting your arrival.  Screenshot taken 20/7/2015

 
On the subject of enemies, there are some great interactions throughout the act which make the maps feel more alive and combative.  To give an example, the stone men in the mines throw pieces of themselves at the player with the potential to be stunned / knocked back in a darkened environment that can make it difficult to distinguish type add to the aesthetic of a mine that has sealed to the world for a long time where corruption has taken its time to manifest in the inhabitants.  Another example can be found in Kaom’s realm, where a number of enemies attack underneath the ground through lava channels leaving a burning path for the player to either dodge or experience the effect of burning.  It fits into the background of lava flowing like water as well as getting the player ready for the later battle with Kaom which requires a lot of dodging lava fields and fireballs to get through alive.  Although these are great examples, what I feel encapsulates great design is through Daresso’s dream and the two maps that feature within it. 

Daresso's Dream and the pits make a small square space into something special.  Screenshot taken 20/7/2015


Daresso’s story of being this young lad brought into the world of battle is setup in a great way through these two maps because of the way the character narrates while you progress.  Daresso talks about his time becoming a fighter, entering the fighting pits and making his way up to the gladiatorial arenas while you progress through the same areas has allowed me to learn about his story where previously I may of quickly skipped it through dialogue.  His story is one that feels the most prominent in my mind when it comes to Path of Exile because I was able to play it and when a story can marry itself to gameplay in such a way I believe they can truly work wonders together.  The maps themselves maybe a couple arenas with connecting paths, but the arenas have character that makes it a great place to interact with.  The ‘dream’ map has these small, muddied pits that have wooden-spiked gates that trickle enemies into the space giving me the impression of a skirmish/ brawl whereas the gladiatorial arena has crowds, side entrances and trapdoors that all throw enemies into the battle as you make a name for yourself.  There are a few pillars dotted around to punctuate the arena floor, but that’s all it needs because the fight does all the talking.  Even with all this going on, the final battle with Daresso fits into his own battle for the King of Swords; having a much more intimate space as two combatants wait to see the first show doubt and strike hard. 

The gladiatorial arena is just a larger square but does a lot with the space provided.  Screenshot taken 20/7/2015 


Overall, the Awakening expansion for Path of Exile has been a great deal of fun to play which has allowed me to interact with parts of the game that I haven’t done so in the past.  The overall flow of the game feels better and the new act 4 has a great mixture of monsters, maps and boss fights to keep many a player interested up to the end credits and beyond.  I hope you give it a try and see how much is going on beyond the genre title of an Action RPG that is free without you feeling like you’re missing out if you choose not to purchase its micro transactions. 


Couple more weeks and I may try hardcore again….

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