Diablo IV
Wonderful to play, exhausting to own. The seasons giveth and the storefront taketh away.
The deepest character-building system in any action RPG, now slower, harder and considerably more beautiful.
Path of Exile has always been the ARPG for people who found Diablo shallow, and the sequel doubles down. The passive skill tree is a constellation of well over a thousand nodes. Skills come from gems that socket into gear and are modified by support gems. Ascendancy classes branch further. The number of viable character builds is not large; it is effectively unbounded, and the community's build-planning tools are load-bearing infrastructure.
What is new in the sequel is pace. The original evolved into a game about clearing screens in a fraction of a second; Path of Exile 2 pulls that back toward deliberate, dodge-rolling, weighty combat where individual monsters matter. It is a better game for it and a more demanding one, and a meaningful slice of the original's playerbase actively dislikes the change — Grinding Gear has continued running both.
Trading is player-to-player, currency is crafting materials rather than gold, and the seasonal league structure resets the economy regularly. That produces a genuinely functioning market with price discovery, arbitrage and crafting economics. It also means a chunk of the game is conducted through third-party trade sites, which is a friction point Grinding Gear has never resolved on principle.
The caveat that matters: this is still early access. Balance passes have been substantial, content is arriving in stages, and characters have been affected by resets. Extraordinary at what it does, but do not treat the current state as final.
Wonderful to play, exhausting to own. The seasons giveth and the storefront taketh away.
The most generous free-to-play game ever made, and one of the hardest to start playing.
A genuine strategic masterwork and the most generous free-to-play deal in existence. It will take a year of your life to be bad at it.