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What we’ve been playing – Loot fountains, Indy delights, and layers of game trifle

4th January

Hello and Happy New Year! Did you have a nice break? I hope so.

This is our regular feature where we write a little bit about some of the games we’ve been playing, in this case, over the festive break. This time, we gorged on loot in Diablo 4 and Path of Exile 2, we were pleasantly surprised nay delighted by Indiana Jones, and dug into the trifle-like layers of genius that make up Animal Well.

Catch up with the older editions of this column in our What We’ve Been Playing archive.

Diablo 4: Vessel of Hatred, PS5

I’ve been ping-ponging between Diablo 4 and Path of Exile 2 during the Christmas break – I’ve been filling my ARPG cup, you could say. What surprised me, doing this, is how complimentary the games can be. Path of Exile 2 is frugal. It doesn’t give up anything easily. You inch through zones and then try multiple times to beat bosses, and when you do, they don’t give you much, the stingy bastards. Path of Exile 2 certainly doesn’t shower you in rewards like Diablo 4 does.

Treasure Goblins everywhere!Watch on YouTube

Never was this more apparent than during Diablo 4’s festive Slay Ride to Hell celebration, which spawned Treasure Goblins around the map seemingly everywhere – those scurrying Santa-like carriers of bottomless bags of loot. The spawns were particularly potent in the new Vessel of Hatred expansion zone, Nahantu, which it turns out I hadn’t been to yet because I hadn’t played the expansion yet. Cue, then, the perfect storm for me: catching up on a year of loot changes and expansion content, while also being drenched in fountains of loot along the way.

It did get old eventually, but not before I’d romped through the standard character levels with the new Spirit Warrior class and redeemed literal bags full of some of the best loot in the game. I even had time to re-equip a few other characters. It’s an embarrassment of riches that couldn’t be further away from the Scrooge-like approach of Path of Exile 2, and I loved Diablo for it – I gorged on it.

Now, though, I’m back to Path of Exile 2, as if to purge the excess of Diablo. It’s fitting for January, I feel.

-Bertie

Animal Well, PC (Steam Deck)

This video features the maker of Animal Well: Billy Basso.Watch on YouTube

I swallowed the Animal Well pill along with my Christmas dinner this holiday season and cor, what an absolute gem of a game. I know it’s been said a million times already, but Developer Billy Basso has cooked up something really very special with this debut, and Metroidvania likers owe it to themselves to get this played if they haven’t already. This is an ingenious interpretation of the genre, not just in the way it changes the rules around traversal and discovery (swapping double jumps for frisbees and bubble wands, for example, and dashes for yo-yos and spinning tops), but also because it’s just so gosh-darned clever. It does that thing that a lot of my favourite games do, in that it plops you into a world and then simply gestures towards the open door, leaving you to discover it for yourself with next to no guidance whatsoever. It’s so, so thrilling, and the kind of game that occupies every waking thought while you’re playing it.

Case in point: I loved discovering all the different ‘layers’ of Animal Well the more I played it. The first one is the six-odd hour jaunt you’ll experience to simply get to the bottom of the well, completing the main thrust of its story quest and conquering its ‘final’ boss. The second layer, however, is where Animal Well really comes alive, which is a 64-strong egg hunt that actually lets you leave the well altogether, leading to what I’d consider its proper ending. This is what I was able to finish over the holidays, expanding my playtime closer to 20 hours. But there’s also a third layer that riffs on all manner of Tunic/Fez/ARG-style ‘deep’ secrets involving hidden bunnies, bar codes, community puzzles that – hands up – are probably beyond me (or rather, beyond the amount of available head space I have for that kind of stuff alongside also having a job).

But man alive, that egg hunt layer was properly great, if only because the tools and gadgets you need to obtain to find them all go way beyond what’s required to beat the first layer of Animal Well. It really fires up your mind about what’s possible in this strange environment, and what other secrets might have been hiding in plain sight all along. And some of those eggs are so well hidden! An absolutely insane achievement for a solo developer, and very deserving of its spot in our Top 50 Games of 2024.

Katharine

Indiana Jones and the Great Circle, Xbox Series X

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What a joy it’s been discovering Indiana Jones and the Great Circle, Eurogamer’s 2024 Game of the Year. I’ll happily admit to some initial scepticism about it. Indiana Jones is a franchise that has not always been well looked after, and while MachineGames is undoubtedly a talented developer, it is not known for handling licensed action adventure games. How wrong I was! I’m having more fun than I’ve had with pretty much any other game launched last year.

But it goes beyond Indy simply being a fun game to play. MachineGames consistently demonstrates an understanding of the essence of Indy – his half-mumbled deductions, mildly snarky humour, and the subtle movements and facial animation that make me feel like I’m watching a fresh performance mo-capped by Harrison Ford himself.

Then there’s the attention to detail. Surely I wasn’t the only one who teased out the arrival of the game’s first villain even longer by reading up on all the fossil exhibits in the college library? And hopefully I’m not the only one to notice MachineGames finally solving something that irks me in so many games I play: that you explore a cave/dungeon/some catacombs supposedly left undisturbed for hundreds of years, except for the fact that all the candles are still burning.

Indiana Jones, I should have known some day you’d come walking back through my door with a brilliant new chapter. I just didn’t expect it to be this.

-Tom

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What we’ve been unwrapping – Christmas Day edition

25th December

Hello! Welcome back to our regular feature where we write a little bit about some of the games we’ve been playing over the past few days. This week it’s all about Christmas presents and video game memories we associate with the festive season – what we’ve unwrapped, gifted, or otherwise been somehow involved with at Christmas time over the years.

Catch up with the older editions of this column in our What We’ve Been Playing archive.

A pop star and Need For Speed: Underground 2, PS2

NFS: Underground 2 has been modded to look nothing like the original game.Watch on YouTube

I don’t think I have any amazing Christmas memories that are tied to video games I received. Most of my video game gifts as a child were on my birthday, just a couple of months earlier, but I do have a couple of lovely memories of giving the gift of video games.

My son, cursed to be obsessed with video games like his father (me), was surprised with a Switch and a bunch of games five years ago. In classic video game tradition we did the whole “And one more thing” reveal, and he was obviously over the moon. Lucky so and so.

Of more interest to you, reader, though, is likely the time I gave a copy of Need for Speed: Underground 2 on PS2 to a cousin who would go on to be a UK chart-topping pop star in the early 2010s. I say cousin… the family relationship is a little more complicated than that, but I’m going with it.

Happy Christmas, everyone! Let me know if you have given a present to someone famous.

-Tom O

Can you beat the joy of Zelda at Christmas?

An illustration for Zelda game Majora's Mask, with hero Link standing close to the viewer holding Majora's Mask over half of their face.

I haven’t asked for any games this year – the curse of being a games journalist is that there’s usually precious few gaps in your library by year-end – but I will likely be playing varying degrees of NYT Sudoku this holiday, as well as finally tackling Star Wars Outlaws. For reasons even I’m not wholly sure about, that’s the big blockbuster from this year that’s calling out to me the most at the moment. Not Dragon Age. Not Silent Hill 2. It’s Star Wars, of all things. Though with a lot of travelling between families this week, I will likely load up my Steam Deck with a bunch of great indie games I’ve missed this year as well. Top of the pile? UFO 50.

I haven’t even given many games as presents this year – just Unicorn Overlord for my younger brother, as he’s already decked out with most of this year’s major RPG fare, which is his go-to genre these days. If there was a new Zelda or Xenoblade just out, those might have been good presents for my two older brothers – and yes, Echoes of Wisdom was in contention at one point. Then I discovered my younger brother already has it, so there’s a very good chance they’ll have just borrowed his copy instead due to our ancient family law of never ever double-buying anything (which I willfully ignore all the damn time, mostly because I just live much further away from all of them).

I do love getting a big Nintendo game for Christmas, though, and Zelda games at Christmas has always a bit of a personal treat for me – apart from the time I got Twilight Princess for the Wii for Christmas, but no actual Wii to play it on because I didn’t ask my parents to pre-order one in time and so had to wait three more months before I finally had a Wii to call my own and play the damn thing. The less said about that, the better, really. But I still can’t forget the sheer joy and excitement I felt unwrapping Majora’s Mask in the Christmas of 2000. It wasn’t just that it had a special gold cartridge. It was because it was all mine – a present for me, and not something I had to borrow from my brothers. Most of our other console games up until that point were all shared between us, but Majora’s Mask was finally something I could call my own – something they had to borrow from me this time, if they wanted to play it (which they didn’t really, in the end, as my older brothers were off to university at that point). But cor, I really did love that little gold cartridge. Steam credit just doesn’t have quite the same ring to it, does it?

-Katharine

A Christmas Dream(cast)

The first time I saw Sonic in full 3D on a Dreamcast I was astounded. Though I grew up on the original Sonic Mega Drive games, I shifted to Nintendo for the N64 and fell in love with Zelda instead. But once the Dreamcast was released my heart was all a flutter as my beloved blue blur was chased by an orca whale, running around vibrant, rollercoaster-like levels in proper realistic graphics, not just a side-scrolling pixel.

I never actually owned a Dreamcast, though. I had friends who did and I distinctly remember Soul Calibur sessions after school, taking turns on Crazy Taxi, and one particular all-nighter at a house party playing Sonic Adventure from start to finish. Yet once the GameCube was announced – and subsequently swept up a load of previously Dreamcast-exclusive games (Sonic Adventure 2 and Skies of Arcadia specifically) – the dream was cast aside.

That’s why my partner and I have decided to gift ourselves a Dreamcast this year – the one console neither of us have owned. And then we’re going to scour second hand shops for all those iconic titles. I can finally play the likes of Shenmue and Jet Set Radio. I can kick his arse at Power Stone. I’ll have an excuse to play Skies of Arcadia again. And, no doubt, I’ll play Sonic Adventure once more and remember how it’s a bit crap actually but I still love it regardless. Christmas is all about nostalgia, after all. Which games should I catch up on?

-Ed

A flaming hot Christmas (Spyro 2: Season of Flame – Game Boy Advance SP)

Unwrapping the Spyro 2: Season of Flame cartridge for my shiny pink Game Boy Advance SP is a vivid memory I have of a christmas in the early 2000’s. My sibling and I sat on the floor underneath the tree unwrapping presents to christmas music while my very tired mum (that we got up at the crack of dawn) sat on the sofa excitedly watching our reactions to each gift we were fortunate enough to get. Then, it happened, I had Spyro 2: Season of Flame in my little hands – one of my first Game Boy games. I still remember ripping the paper off and seeing the iconic purple dragon adorning the case.

To this day, if I’m in need of a comfort game that’s not Stardew Valley or Animal Crossing, I’ll always hop back to Season of Flame. The gist was to hop across realms through portals to get back the missing Fireflies and having to navigate different themed areas. Candy Lane in Celestial Plains was themed around sweet treats, Moon Fondue in Starry Planes felt like you were on another world with the green sponge-like rocks around you, and (my personal favourite) Tiki Tropics in Sunny Plains where you feel like you’re battling your foes in paradise.

It was a pivotal game in my childhood as it was also one of the first ones I finished. I vividly remember the moment I clocked you could use different breath types to stop enemies: Ice Breath to freeze Rhynocs to make it easier to charge them, Lightning breath to bring machinery to life, and it wouldn’t be Spyro without flames! My little mind was blown that Spyro could now do all these things.

Also, this could have easily been my first experience with playing different characters in a game’s universe. There were levels where you could play as a Kangaroo called Sheila, Captain Bird, and Agent 9 (whose levels were ones that really tested my patience – and still do.) At this time, being able to play as anyone other than the main character blew my little mind and was the coolest thing on the planet.

But, the above are just the minor reasons this game has stuck in my memories since getting it all those Christmases ago.

The reason this Season of Flame is such a fond christmas memory is that, as I was only young, I did find some of the levels tricky and I just remember sitting beside my sibling after christmas dinner while they taught me what to do. From using Spyro’s glide and hover ability to get to platforms far away or how to outsmart the Rhynoc playing ice hockey, these are just a few of multiple moments my older sibling helped me get through. Learning to beat the game was, indeed, awesome but having that time just sitting together and being shown what to do to someone who was, frankly, the coolest person ever, has played a huge part in my video game journey and taste has been one of my favourite gaming christmas memories to date – and I’m playing it again this year!

-Marie

That’s us done of the year, but we’ve got plenty of Game of the Year articles to come. Please do share your video games at Christmas stories in the comments, and we hope you’ve had a great holiday.

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What we’ve been playing – Open-world dress up, plant puzzles, and festive levels

21st December

Hello! Welcome back to our regular feature where we write a little bit about some of the games we’ve been playing over the past few days. This week, we love a nice festive level, tackle some plant-based puzzles, and explore a brilliant open world while wearing some tremendous outfits.

Catch up with the older editions of this column in our What We’ve Been Playing archive.

Astro Bot, PS5

Astro Bot looks up at a large golden gift with hearts in his eyes
Image credit: Team Asobi

Look, I’ve got so many games on my list that I’m keen to play, but when Astro Bot got a free winter/holiday themed level I had to play that immediately. It’s, as expected, rather lovely. I wrote a completely original song, not at all based on an existing Christmas classic, to celebrate its release.

DualSense rings, are you listening,
What a pain, Retro Rampage
A beautiful sight,
Puzzle Piece tonight,
Walking in an Astro wonderland.

Gone away is the Deckster,
Here to stay is my blister
Damn that time trial,
Live in denial,
Walking in an Astro wonderland.

-Tom O

Botany Manor, Xbox Series X

A double-page from the Herbarium in Botany Manor, showing a plant called Windmill Wort, with petals bent to catch the wind.
Image credit: Balloon Studios/Whitethorn Games/Eurogamer

Welcome to the last weeks of December, aka: the weeks where we play ‘Let’s mop up all the millions of great games we missed from earlier in the year’. I’ll be honest, readers, despite playing loads of games from January to March this year, and then another truckload in these latter months from September onwards, I’ve got a great big gaping hole of games I’ve missed from the spring and summer months – something I’ve been trying to rectify with some rapid-fire quickplays lately to see what grabs my attention and what doesn’t.

One game I wolfed down in a single evening recently was Botany Manor, a sedate puzzle game about growing all sorts of weird and wonderful plants inside a picturesque Somerset stately home. These aren’t your typical roses and daffodils, though. Rather, these rare and exotic strains will only bloom under very specific circumstances – the right room temperature, say, or having its soil juiced up to a particular pH by crushing certain apple varieties into it. My favourite was the Wolfglove, which only bursts into life when you recreate specific sounds and wind speeds inside an old tower to mimic the environment of its mountainous home.

It’s very artfully done, and the puzzle of working out what conditions you need to induce require a fair bit of brain power to suss out, putting together clues and information from notes, letters and observations you’ll find strewn about the desks, bins and tables of the manor. I was expecting it to be another one of these cosy game pushovers where all the thinking is done for you, but I was pleasantly surprised by the rigour of its cerebral challenges. Plus, it’s just a wonderful space to noodle about in, its bright and vibrant colour palette and seemingly interrupted spate of picnics and discarded deckchairs bringing touches of The Witness to it. It’s a very jolly time, if a little summery for such a wintry, end of year playthrough.

-Katharine

Infinity Nikki, PS5

Despite playing a lot of open-world games (welcome to guides writing), there’s not many that I genuinely enjoy exploring. I may get sucked into ticking-off side quests for a short while, but there’s a reason the last Ubisoft game I completed was Assassin’s Creed 2: open worlds just seem so big, and scary, and boring a lot of the time. But when a game understands what its audience wants, an open-world isn’t a challenge anymore – it’s an invitation.

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Infinity Nikki invites us to find hot air balloons, bubble blowers, magical hopscotch, and giant bird-like Sky Monarchs, which you can ride on the back of to take in the fairytale sights of Miraland. There are also adorable fairy-like Faewish Spirits to help, cute animals to pet, and thousands of pieces of clothes to customise your Nikki with, to fit whatever style you’d like to see her in while exploring.

It’s massive, yes, but Infinity Nikki’s world seems like it’s designed in service to how happy and joyous it can make you feel, not how much it can pack in to keep you distracted. It’s not perfect – there are bugs at launch, and the standard open-world trappings like collectibles are still present, but for the most part, Infinity Nikki is about as upbeat and cheerful as it gets in video games. Not what I was expecting from a series with its roots in the mobile dress-up genre, that’s for sure!

-Jessica

Don’t get too festive in the comments just yet. We’ve got a Christmas special edition of What We’ve Been Playing going live on Christmas Day morning. See you then.

Dragon Age: The Veilguard, PS5

A close-up of the iconic Solas character from Dragon Age: The Veilguard - by turns the antagonist or a friend, depending on how you interpret his actions. He is a slender elven male character with a bald head. He has strong features and a sultry glare.
Image credit: Eurogamer / EA BioWare

I’ll admit I’ve never been the biggest Dragon Age fan, though as a lover of fantasy RPGs and Mass Effect, on paper the series is right up my street. I’ve played Origins and Inquisition, but they always felt a step behind their big sci-fi brother and, beyond some fun characterful moments with companions, felt generic compared to others of the genre.

Veilguard has changed my view a little. Its streamlined gameplay is more akin to Mass Effect but better and more focused for it, while the new visual style helps to give the game its own identity. With its rounded characters, flamboyant hair tech, and soft lighting, I feel like I’m playing a Pixar fantasy in a L’Oreal advert, with some truly spectacular environments too. It looks great!

It’s been years, though, since I played Inquisition and without deep lore knowledge the story of Veilguard felt nonsensical and its characters not as immediately likeable. And beyond its dated quest design, it was the repetitive combat that frustrated me above all. I played as a mage and spent most of my time dodging enemies rather than attacking: between constant aggro, enemy animations that seem perfectly timed to interrupt your spell-flinging, and a lock-on that constantly removes itself when interrupted by the environment, I was near catatonic with rage by the game’s end.

And yet (!), somehow I felt compelled to see it through. For the most part I found Dragon Age: The Veilguard to be mindless and monotonous, but I think that’s actually what I needed right now. After a long year of plenty of lengthy, complex and challenging RPGs, I was keen to lounge on the sofa and sink into something a little more relaxing. The check-list missions, button-bashing combat, and follow the marker quests proved surprisingly engrossing. Right now, that’s good enough.

-Ed

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What we’ve been playing – advent calendars, tricksy trials, and ages of dragons

13th December

Hello! Welcome back to our regular feature where we write a little bit about some of the games we’ve been playing over the past few days. This week, we admire temporary rule-changes in a game, we play a real-life advent calendar somehow, and we push to the end of a long fantasy adventure.

Catch up with the older editions of this column in our What We’ve Been Playing archive.

Dragon Age: The Veilguard, Xbox Series X

This week I’ve been looking at my Xbox version of Spotify Wrapped – the thing that lets you see how much time you’ve spent playing games this year and which games you played the most – and while my favourites weren’t too much of a surprise (an egregious amount of Fortnite and another 90 hours of Baldur’s Gate 3, standard) I was taken aback by the amount of time I’d already put into Dragon Age: The Veilguard.

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To be clear, I have not yet finished The Veilguard. I fully intend to, and maybe next week when I have some time off I finally will, but right now, going by Eurogamer’s handy list of main missions, I think I’m only probably around half-way. And I’m already at 45 hours. Have I really spent nearly two days playing? I mean I guess so – I’ve put in an hour or so a night for a lot of the past month. But what have I actually been doing? Is everyone else taking this long?

I think I’m playing The Veilguard slowly, not just in the short length of my play sessions squeezed around life’s other bits and bobs, but also physically in how I move around its world. I do fast travel, obviously, because actually going through the Crossroads and finding the right Eluvian portal to each area would be ridiculous. But when I do find myself walking through those areas, I am actually walking, compared to so many other games where I feel compelled to run.

The Veilguard is beautiful, and its large areas are smartly designed to funnel players to specific places while maintaining a sense of freedom. This isn’t open-world, or whatever Inquisition was, where you can run up a hill and find nothing much worth your time when you get there. The Veilguard’s areas feel curated, their limited spaces enhanced by a great view whenever you’re on the way to something specific.

Plus, of course, I’m doing all the sidequests. I have a fairly good idea where the game is heading – I can see the faction reputation bars that need filling and I am something of a completionist, especially when it comes to BioWare games. So, yes, 45 hours in and probably another 45 to go. But that’s fine – I’m enjoying my walking! I don’t really want it to end.

-Tom

Path of Exile 2, PC

In I go. Wish me luck? | Image credit: Eurogamer / Grinding Gear Games

I’m smitten by Path of Exile 2 (as you’ll no doubt have gathered from my Path of Exile 2 early access review). There’s so much good thinking across the game. Something I’m currently alternating between loving and being frustrated by are the Trials of the Sekhemas, which are trials you must complete in order to earn your ascendancy – your class specialisation – because they show so much of what the game is about.

Number one: they have a cool setting. The Trials are housed in a mysterious temple that’s carved into a dark canyon, the braziers of which light up as you walk past, as all furnishings in cool temples are wont to do. There’s little to no explanation of how it works when you get there, which is maybe an early access thing or maybe a Path of Exile 2 thing – it’s hard to tell (I’m totally okay with it being the latter). You just talk to an equally mysterious NPC – who you recently fought in battle – and head in. It’s eerie, it’s dark, it’s foreboding.

Number two: the Trials change the rules, and I adore this. ARPGs can become switch-off games when things get too repetitive, so finding a way to mix things up works really well.

There’s loads of information in this Path of Exile 2 trailer.Watch on YouTube

The Trials flip the game into a kind of Roguelike where you have to complete alternating trial-types across a series of rooms, that you plot your route through on an adjoining map, all of it culminating with a boss fight at the end. But here, instead of losing only health in the normal way, you also lose Honour, which is a resource specific to the Trials. And should your Honour reach zero, you will fail. It doesn’t matter if you have a full health bar – you will fail and have to start again.

Therefore, you have to be much more careful and respectful of enemies. You can’t rely on recharging shields or health potions to get you through; once Honour depletes, it’s very hard to top back up, and you’ll need as much of it as possible to take on the boss at the end.

I still haven’t beaten the first trial – these things scale right up into the endgame by the way. It’s taken me numerous runs to really understand how it works and how best to approach each room and what the boons (buffs) do and what the afflictions (debuffs) do, and something about being a melee character makes the final boss encounter really tricky. But I’m getting closer – it’s slow going but I’m getting there.

But I’m enjoying it – that’s the key thing. I’m learning, and that’s what Path of Exile 2 is about. I’ve been forced to learn more about how enemies work and where I’m taking damage – damage I didn’t even used to notice. In essence, the game has found a way to teach me more, and I love that.

-Bertie

Advent calendar, cardboard

I am a small elf, working hard to get everything ready for Christmas – I can’t let everyone on the Nice List down. But, oh no! In a bid to get things just so, I accidentally locked myself inside a cupboard in Santa’s Workshop, and now I must find my way back out again before Christmas Day.

A photo of Eurogamer reporter Victoria Kennedy holding up her escape room advent calendar. She's wearing a Santa hat and there's a Christmas tree behind her.
Image credit: Eurogamer

This is the premise of my advent calendar this year. It is an escape room, and every day I must solve a puzzle which will lead me to the next door (and a rewarding square of chocolate). There are no numbers on the outside of the advent calendar, which adds an extra thrill to the puzzle solving process. The only way to know if I have solved the puzzle correctly is by opening a door and seeing if the number on the inside lines up with the date.

So far, the puzzles have seen me cutting up one door and rearranging the pieces to form a word, which led to the next door. Another puzzle saw me flipping the whole calendar over and using a previously removed door as a compass of sorts, which then pointed to some flags that related to different letters of the alphabet. When I found all of the letters, they spelled out a word which led me back to the front of the calendar, and to the correct door. I definitely felt like I had earned my chocolate that day.

This year’s advent calendar is easily my favourite advent calendar to date. It even trumps last year’s coffee one, which is something I never thought I would say. Now, if you will excuse me, I have a rather curious image of a checkers board that needs my attention. Byeee!

-Victoria

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Path of Exile 2 early access review – the Souls of isometric ARPGs

Soulslike thrills combine with sky-high production values to make Path of Exile 2 a hugely impressive package, even in early access.

Path of Exile 2 is hard – there’s no getting around this simple truth. It’s a truth you need to understand before you play the game in order to get the most out of it, and to accept it, if you like. Like the Souls series, this is a game about relishing the challenge and overcoming seemingly impossible odds to move forwards. Through perseverance and trial and error, you will succeed, and you will feel all the more incredible for it.

I say this upfront because it’s clear that some players out there are a bit confused by what Path of Exile 2 is about. On PC, barely an hour goes by in the game’s general chat without somebody upending their proverbial table and declaring they’ve had enough. “That’s it, I quit! This game is s***!” they say, and then storm away from their keyboard, probably to return quietly an hour later. Chat’s favourite response? “Skill issue.” (I think you can tell a lot about a community and a game from its general chat.)

Their apparent surprise at the difficulty surprises me, not least because Path of Exile 1 is already a known quantity on this front, but you also have to pay to get Path of Exile 2’s early access period, so they’ve actively had to buy their way in – it’s not free-to-play yet like it eventually will be when it leaves early access. These players have deliberately made a choice. So where does the confusion come from? Diablo 4, it seems. People are flooding in from Blizzard’s ARPG expecting an experience like it – and it’s a path I myself have followed, too.

This is a great and long look at the systems that will keep you busy long into Path of Exile 2’s life. It also gives a great overview of the game in general.Watch on YouTube

They’re not wrong to do it: Path of Exile 2 and Diablo 4 look very similar and generally play the same way. They’re both action role-playing games played from a similar isometric perspective, and they involve smashing your way through hordes of enemies, looting them, levelling up, and doing it all again. Glance quickly at them and they could easily be the same game. But, importantly, their hearts are different.

In recent Diablos, Blizzard has spent time and effort thinking about how to open the game up to newcomers, which is why Diablo 4 has an easy, standard difficulty and then gives you the option of turning it up (and up and up) if you want to. In Path of Exile 2, you don’t get that choice – there’s one strict difficulty and it cannot be budged – so if you come up against a boss you can’t kill or a challenge you can’t overcome, you can’t modify its difficulty down. Somehow, you’ll have to find a way through, and usually this involves dying. I’ve died upwards of 70 times since playing on the public launch servers, something I embarrassedly told chat recently, to which the chat replied “oh that’s nothing”, and death counts of 250 upwards rolled in. Path of Exile maker Grinding Gear Games sensed an opportunity in Blizzard’s change of heart and leant into it.

The other side of that difficulty is tremendous reward – heart-thumping adrenaline as the boss you’ve tussled with for seven or eight attempts finally approaches their demise. It’s the heart-in-the-mouth excitement as I thump my monk’s killing blow ability, hoping it’ll land before I end up face first on the floor. Hard-earned progress and satisfaction: that’s what you get. And with only one difficulty level, it means everyone in the game experiences everything in roughly the same way (the variable being you and your character), so when someone flips their proverbial table in chat, everyone else there knows what they’re talking about. As daunting as the difficulty sounds, then, think of it instead as the sun in a solar system, around which everything revolves. It’s what sparks life in every area of the game, and it’s an incredibly powerful motivating force.

Half a dozen characters stand on a scaffold, nooses around their necks, awaiting the drop. It's Path of Exile 2's character select screen.
A screenshot from Path of Exile 2, showing the hideous Executioner boss doing what they're named after - executing someone by chopping off their head.
The scaffold scene here is the game’s inspired character select screen, whereby you choose your character. The others hang and you escape. Note the Executioner standing behind the characters – it’s the same Executioner I’m about to face in this other screenshot later on. It’s nice how the game’s story loops back like that. | Image credit: Eurogamer / Grinding Gear Games

To backtrack a tiny bit: Path of Exile 2 is the sequel to Path of Exile 1, the free-to-play ARPG that grew from very humble beginnings and became many people’s pick of the genre for its unparalleled complexity and ability to keep people busy for hundreds and hundreds of hours. That’s all still very much present and correct here – you need only take one look at the 1500 nodes on the Passives skill tree to see what I mean (they do not fit on one screen) – and there’s even more complexity now in support gems that enhance your ability gems, so you can further modify them. There are character classes in the game, but it also gives you near complete freedom to bend them any which way you will, towards spellcasting or melee, and your knowledge of how to build them is constantly expanding.

The celebrated complexity remains then, but with Path of Exile 2 co-existing alongside Path of Exile 1 – a nice idea, especially as they share a cosmetics shop – there’s also a freedom for the sequel to be something different and not be beholden to doing the same thing again. To that degree, it’s a slightly slower experience. There’s a more tentative feel to exploring the world rather than romping around recklessly through it. Here, you edge forwards so as not to aggravate too many hidden enemies nearby. The game is fond of hiding enemies in relatively plain sight: bones that reform into skeletons; rocks that become crab things; statues that come to life; golems that erupt from the ground or walls. Should they surround you, and they will, then their physical presence means you might find it impossible to get away.

A large and grotesque boss character stands slumped against a door as if in despair.
A character stands in a desert scene surrounded by the detritus of fallen enemies.
A small character on a circular platform fights a huge titan-sized colossus.
It’s a tricky game to do justice in screenshots. Scenes look small and ineffective when they’re not in motion, when you can’t feel the isolation of them, or sense the presence of large foes around you. This Colossus felt 10 times as big in my memory. | Image credit: Eurogamer / Grinding Gear Games

It actually reminds me a lot of the original Diablo games, which were quick to punish overconfidence. Come to think of it, there’s a lot about those earlier Diablo games in Path of Exile 2’s DNA. You have a tiny inventory you have to hand-organise and empty often, and it’s a screen by screen experience rather than a seamless open world. And even though locations are large – large forests, large canyons, large caves – there’s always a sense of claustrophobia to them, of tight confines, of 640×480 resolution hemmed-in-ness, if that makes sense. There are lots of bottlenecks, lots of potential hazards by design.

The mood of the game reminds me of old Diablos, too, not only because it’s morose and dark – it has the best opening: all of the character classes aligned on a hangman’s scaffold, ready to swing – but also in how oppressive the difficulty makes it feel. Diablo 1 feels scarier than Diablo 4 because you’re scared of dying, I think, and it’s the same in Path of Exile 2. Incidentally, there’s no punishment for dying in the game, and checkpoints are placed liberally around maps, and immediately before boss encounters. The biggest inconvenience is having to wade through some trash or in-between enemies again.

It all makes for a nervy experience – a leant-forwards one rather than a sat back one. Not always, I should add – there are moments where you will find the glorious golden sweet-spot in your build and begin your romp through environments and even through bosses – a feeling you will relish and revel in. There are also moments where you’ll farm or grind, returning to areas with a slightly lower level of monster so you can more easily rob them of their rewards. Usually, though, certainly when you’re pushing forwards into uncharted territory, you’ll be on the edge of your seat.

Bertie's monk character in Path of Exile 2.
You can find spectacular unique items with fancy effects, but they’re few and far between. Mostly, you will look muted and a bit drab, which I quite like. Although this is juxtaposed against some frankly ludicrous outfits you can by from the game’s store. They jar with the austere tone of the game somewhat (though I was sorely tempted by the crustacean outfit, I have to say.) | Image credit: Eurogamer / Grinding Gear Games

What makes all of this sing, what prevents this from ever feeling unduly unfair or frustrating, is the skill with which it’s been built. You can really feel the decade of experience Grinding Gear Games has built up making Path of Exile 1, not to mention the resources it acquired from the success it’s enjoyed. Superficially, Path of Exile 2 is gorgeous – intricately detailed and elegant, and wonderfully dour and muted to look at, in a kind of Rembrandty-brown way. Think of a ‘Starks in the North’ kind of colour palette from A Game of Thrones (against which the faerie wings bought from the cosmetics shop somewhat clash, but I appreciate they have to be stand-out enough for people to want to get. I bought a rock pet that sprouts spindly legs and arms on a whim, and that rushes around ridiculously behind me).

Some of the game’s spectacles made me “wow” out loud, too. Typically, it’s the bosses, the game’s centrepieces. A towering Colossus looming over me like a titan come to life made me gawp, as did the gruesome sight of a hulking executioner lopping off someone’s head in front of me – that then rolled down onto a huge pile of bloody heads – before the fight began. There’s such drama to these encounters, witnessed in little speeches they give you before they leap into battle, or in the ways they taunt you as you fight. Rarely are they ever just oversized damage sponges you’ll forget the moment you move on; they are enemies with character and encounters with nuance, and your repeat attempts will sear the memory of them into your mind. No one will forget the Count at the end of Act 1 in a hurry.

The only endgame content I’ve had a chance to try is the Trial of the Sekhemas, which presents a kind of Roguelike challenge of a series of rooms, with a boss at the end, that you have to clear in order to get access to your Ascendancy powers – your class specialisation. But like everything in the game, it’s hard, and it requires getting to grips with some unique rules in order to prevail. | Image credit: Eurogamer / Grinding Gear Games

But it’s not all about boss fights: there’s plenty to be said for the menagerie you’ll meet in between, and not only the twisted sense of imagination that’s brought them to life, but also the consideration with which enemy types have been put together. I’ve got a love-hate relationship with a skeletal sorcerer who reanimates colossal skeletons, which literally throw themselves at your feet, doing huge damage if you don’t roll out of the way. Leave the skeletal sorcerer unchecked and they’ll reanimate these bones indefinitely, but getting to them in all the chaos can be hard, which presents you with a very real problem. The game is full of thinking like this – the accrued knowledge of how people play these games and how best to challenge them.

The zones themselves are visually impressive, too. Grim, cloying forests and pestilence-ridden, flaming farmlands give way to an expansive desert with craggy canyons and hidden caverns in Act 2, and a spectacular town-like caravan pulled by a legion of emaciated slaves, which serves as your hub. It’s a large, large game, even in early access. There’s an Act 3 I haven’t quite been able to get to yet, and once the game hits 1.0, there will be Acts 4-6 to wade through as well. Until then, you’ll have the option to rerun Acts 1-3 on Cruel difficulty, before the expansive endgame begins in a whole new zone of its own. The community reckoning is that it takes around 25 hours to clear Acts 1-3, a further 25 to re-run it, if not more, and then another 50 and upwards to get into the endgame – but given the general difficulty of the campaign, this can vary wildly. In other words, there’s a substantial amount here, and it’s an impressive package.

A Path of Exile 2 screenshot showing some of the passive skills for the Sorceress
You’ll be getting use out of your enormous passive skill trees if you decide to take on Path of Exile 2’s endgame challenges. | Image credit: Grinding Gear Games/Eurogamer

A more pertinent question might be should you jump in now? It’s already polished and, barring a few server issues during the game’s public early access launch at the end of last week, a solid and stable experience, and there are no glaring issues with how the game works that should give you pause. But there are, naturally, some kinks and tuning issues, and there’s a general lack of final-polish and explanation (the lack of which can be quite endearing) that I’m sure will be added in the six months at least that Grinding Gear Games intends to keep it in early access (with active development obviously continuing for years thereafter, too, just like it’s done for its predecessor).

One particular annoyance for me was controller support, which is present and generally works, but becomes irritating when you need to select specific things during the heat of battle, because of automatic targeting. You can turn some of this off and play around with the settings, but there’s no escaping that it feels suboptimal compared to WASD mouse and keyboard controls. I haven’t tried this on console, but I assume that it’s the same there.

The safe bet, then, would be to wait for it all to be ironed out, and until you can try it for free as a free-to-play game. But there is something to be said for not missing out on the rush to play something for the first time, and the collective sense of community excitement that comes from that, as people figure things out and work out which bosses will become infamous and which builds will be considered overpowered. This is an online experience and I can feel it nudging me towards the other players to trade for loot – it’s stingy with drop rates – and to occasionally ask for help. But it’s nice to have other people around – it’s nice not to do this in isolation. Share your pain here and the community winces with you (or says “skill issue”).

Path of Exile 2 is hard, then, and it’s not Diablo 4 – and you need to know that before you dive in. But it is a bit like Diablo in the ways that matter. Much like Baldur’s Gate 3 did with BioWare’s old RPG series, Path of Exile 2 has found a way to reincarnate Blizzard’s old ARPG series for a new audience – and made something wholly its own in the process. Path of Exile 2 is a juggernaut, and worthy of all the plaudits it will no doubt get in the months and years to come.

A copy of Path of Exile 2 was provided for review by developer Grinding Gear Games.

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Path of Exile 2 early access review-in-progress – coming for Diablo 4’s lunch in style

As much as Path of Exile 1 was lauded for its seemingly bottomless character customisation and its ability to keep voracious action role-playing game players fed, mentally, for months on end, there was no denying it could be a pain to get into. Playing it could feel like giving someone made entirely of elbows a hug. You’d get used to it in time – you’d even come to find the feeling comforting – but there’s no question the series could use an update. Path of Exile 1 is over a decade old; it’s time for something new.

That something – Path of Exile 2 – is finally here, at least in early access, and understandably there’s tremendous excitement for it. A decade of success has turned its predecessor from being a nobody to a title contender. But where there’s increased excitement, there’s also increased expectations, and the sequel will be measured by a different yardstick – a Diablo 4 yardstick, perhaps. Say what you will about Diablo’s merits, but its production values and new player onboarding are second to none. Will Path of Exile 2 compete?

Spoiler, yes, but a quick caveat: this is an early access release so Path of Exile 2 isn’t finished, and Grinding Gear Games has said it will take at least six more months of development to finish it, if not more (these things usually end up taking longer than expected). Nevertheless, this is far from a sketchy early access release. The experience I’ve had, albeit on quiet, press-intended pre-release servers – which have now been wiped as Grinding Gear prepares for the public early access stampede – has been rock solid. There were a couple of inexplicable quits-to-desktop, but they were tiny hiccups in what has otherwise been a smooth and sturdy experience (though we’ll have to wait and see how the public servers fare over the weekend to see if this sentiment holds true).

The early access release trailer for Path of Exile 2. There’s an understated beauty to it. Watch on YouTube

Those elbows of Path of Exile 1 are broadly gone – or they’re so soft now it’s more like hugging a lumpy duvet than an elbowy… goblin. The game plays much more like you’d expect a modern game to: you move with WASD keys and mouse-around to aim, and there’s full controller support, though it’s still not seamless switching between the two – you still need to quit out to the main menu to alternate. Similarly, the game’s more unusual systems remain, such as the way abilities belong to equipment rather than the character. But they’re much better organised now so it’s clearer how they work and what you’ve got to do. The onboarding is smoother, too, and while I’m sure there’s another onboarding pass to do before the game’s full release, it’s already welcoming enough should you be intrigued to give it a go (we have some Path of Exile 2 tips to help you if you do).

It helps that the game looks very smart now, of course – you can really feel the additional money and time and people Grinding Gear Games has had available while making the sequel. Environments and characters are rich with detail, and the animation is superb. It’s in little touches that you feel it, like freezing someone and seeing spokes of ice form behind them – as if underlining the momentum of the blast, a bit like seeing a wave frozen in extreme weather. Or it’s in moments of well-observed movement, such as when my monk dashes forwards, palm outstretched, to steal living essence from floundering foes – smack! There’s heft behind each blow, crunch and connection, and I love that as a player – the moment to moment feel of Path of Exile 2 is great. Luxurious. Expensive.

Look, it’s hard to take screenshots and play the game, OK? | Image credit: Eurogamer / Grinding Gear Games

It’s this framework that provides the ideal platform for the game’s best stuff – the series’ best stuff – to come through. Path of Exile is known for challenging players – it’s not unlike the Souls series in that regard – and the sequel revels in this. Even in the game’s opening areas, packs of enemies are quick to surround you and take you down if you underestimate them – or if you overestimate yourself. Similarly, bosses are tough and uncompromising. Again, even as soon as the first boss you meet, you’ll be given a tough lesson in dodge-rolling and attack-pattern recognition – a lesson in ‘this is how the game does bosses’. But there’s more to it than just unflinching difficulty: there’s a sense of pleasure in the challenge, both on your side and the developer’s. Enemy composition probes your composition, looking for weaknesses and gaps, and bosses are the game’s centrepieces, chock full of imagination and personality.

One boss ran away from me, which I didn’t expect and it made me laugh. Then when I chased them down, they transformed, we fought, and they ran away again! This time though, they ripped a huge bell from some scenery to mash me with during the third and final phase of the battle – brilliant, unexpected stuff. Another boss housed in a mausoleum unexpectedly summoned the spirit of their lover from a different mausoleum to help them, then when I went to the other mausoleum, the boss there did the same thing in reverse. Connection, story – something to help the encounters stick in the memory rather than drift by in the endless flow of combat.

Look at that skill tree! | Image credit: Eurogamer / Grinding Gear Games

There’s charm even in the rote enemies who shamble around the in-between parts of the game. I’m currently very fond of a gangly enemy in the graveyard area who lugs around a huge stone plinth, or tombstone, to whack me with. I can feel the effort involved as they drag it across the grassy lawn, churning up the earth. Elsewhere, there are cultists and hags and rabid dogs and spiny burrowing creatures – it’s a varied menagerie you’re confronted with and I like how they all fit with the dark tone of the game. And while I have absolutely no idea what’s going on in the story – I’m not ashamed to admit it! – I’ve grown genuinely intrigued by the characters I’ve met in the game. They’re unassuming and gently handled so as not to interrupt you or grandstand you with exposition. Instead, it’s bit by bit – they inch into view, with an elegance and sorrow I really admire, which feels like a strange thing to say. It all speaks to an expertise and confidence I think you can feel pulsing through the experience, even early on.

The depth is still dizzying – you need only tab through the active-ability lists to see how many are available to you. As a monk, I’m not bound only to quarterstaff abilities – I can venture into spells just as easily, or other kinds of weaponry, doubling or tripling (or more) my possibilities. And the passive skill list is as outrageously extravagant as it ever was in the first game; it will make your eyes pop the first time you see it. It’s so large it doesn’t fit onto one screen, even zoomed right out – there must be several hundred passive skills there. For a theorycrafter such as I like to think I am, it’s heaven.

Image credit: Eurogamer / Grinding Gear Games

What impresses me more about the approach to abilities in the game is the way Path of Exile 2 wants me to use all of them in overlapping ways. There’s no waste, so to speak, no superfluous thing. I was just adding abilities willy-nilly to begin with, only to realise later they all work, in some small way, together. A palm-strike attack will kill an enemy who is glowing blue, for instance, but it will also steal essence that will power up another ability elsewhere. They’re little things to keep you active, keep you leant forwards, and stop you drifting away – to stop this becoming a kind of Cookie Clicker experience.

This is a long way of saying that initially, I’m very impressed. Path of Exile 2 is flexing its blockbuster chops here, and showing it’s worthy of all the expectation heaped upon it, and capable of confronting the biggest action RPG titans head-on. Of course, there’s much more to unpack here, and much more to see – which I’ll be digging into next week with a more fully-formed early access review. But I already feel confident in saying that if you’ve ever been on the fence about Path of Exile, umming and ahhing about whether to jump in, then your opportunity has come.

A copy of Path of Exile 2 was provided for review by developer Grinding Gear Games.

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What we’ve been playing – sequel prep, nostalgic horror, and birds

30th November

Hello! Welcome back to our regular feature where we write a little bit about some of the games we’ve been playing over the past few days. This week, we cram ahead of what could be one of this year’s biggest sequel releases, we draw attention to an excellent nostalgia-drenched horror game, and, um, birds – lots of birds.

Catch up with the older editions of this column in our What We’ve Been Playing archive.

Path of Exile, PC

I’ve been doing a bit of Path of Exile swatting ahead of the imminent early access arrival of the sequel, Path of Exile 2, and it’s striking how old the first game feels. I don’t say that to throw any kind of shade: POE1 has done tremendous things in the action RPG genre, and it was a small project that grew and grew – it didn’t arrive with the fanfare or production values POE2 does. But playing it after playing something like Diablo 4, which has extraordinary production values of its own, definitely highlights how much time has passed. POE1 is so awkward by comparison.

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You can’t, for instance, seamlessly swap between mouse and keyboard controls and a controller, which I think you can do in almost any game now as standard. You have to quit to the main menu and then specify the control method you want to use instead. You can’t independently move a character around with WASD keys while you use the mouse to click and attack, either, which feels really restrictive and weird. And look, I get it, these are elbowy bits that fade into insignificance as you embrace the eccentricities dozens of hours in, but they still contribute to a feeling of how timely a sequel now is.

It’s a fascinating prospect, POE2, it’s got everything going for it – a developer in red-hot form and with resources, and with enormous good will from its playerbase. And it’s got interesting ideas like having POE1 and POE2 live side by side and share a cosmetics store, so one doesn’t override or cannibalise the other. Will this mean POE2 will feel more secure in being different, or will it still be beholden in design to POE1?

Perhaps more importantly, will a newer Path of Exile game do a better job of onboarding a 2024 audience than Path of Exile 1 currently does? It has to, right – how can it not? And if it does, what will that mean for the millions of Diablo 4 players kicking around looking for something new to do? POE has been chomping at Diablo’s heels for years now, will POE2 be the moment it gobbles it up?

-Bertie

Tormenture, PC

Ian plays Tormenture.Watch on YouTube

I love nostalgia. If I could, I’d grind nostalgia into a fine powder and snort it from the top of my ZX Spectrum +3’s disk drive. Unfortunately, nostalgia lacks a physical form so I can’t actually do that. Instead I consume my nostalgia like normal people do, by reading things like Retro Gamer or watching episodes of Bad Influence on YouTube.

Or. Orrr… I’ll get my fix by playing games like Tormenture, a sadly underappreciated gem from Spanish developers Croxel Studios, that combines retro gaming memories and 80s nostalgia and then mixes them with a modern and excitingly fresh take on the horror genre.

Simply put, Tormenture is a game within a game. When you load it up, you’re met with gameplay that’s a direct homage to Adventure on the Atari 2600 – a yellow castle, a small square to control, and little to no clue as to how to proceed. This is all covered by a lovely layer of simulated CRT scanlines because, after you work out the first few puzzles you’re confronted with, the camera pulls out of the TV to reveal you’re actually playing (in first-person) as a child sat crossed legged on the floor, in a small 80’s bedroom.

That room is full of nostalgia, too. There’s a Speak and Spell, a Guess Who, a tape player, and all of these things play into the game in surprisingly creepy ways. To say more about the events that unfold would risk spoiling the game for you but, vibe-wise, think Stranger Things meets Zelda, with a delightful dose of Tunic-style “oh shit! I get it now!” discovery sprinkled liberally on top.

What I really like about Tormenture is how its puzzles, and their solutions, keep on surprising throughout the six hours or so it takes to finish it. It’s genuinely unsettling at times, too, using the dual-layers of game-within-a-game and game-outside-a-game to create an atmosphere that captures perfectly the feeling of being up past your bedtime and playing a terrifying horror in full knowledge your parents could walk in at any time and give you a bollocking – although in the world of Tormenture, your parents would be the last of your worries…

Tormenture is on sale on Steam right now too, by the way – 25 percent off until December the 4th – so if you’re a fan of horror and nostalgia, go treat yourself, because this looks like it might otherwise slip under the radar.

-Ian ‘jorts’ Higton

30 Birds, PC

Gawgeous.Watch on YouTube

I’ve been playing lots of short indie games this week, but my favourite has hands down been the gorgeous 30 Birds. Steeped in Persian culture and mythology, it’s a window into a world we don’t often get to see very much in games these days (Prince of Persia aside, of course), but more than that, it’s just so bloomin’ gorgeous to look at, too. Set on a world of actual paper lanterns where characters curl and peel round the edges of each panel, every scene is sumptuously realised, and there are splashes of colour absolutely everywhere. It’s one of the most evocative worlds I’ve had the pleasure to be in all year, and the plot of the game is equally charming as well.

After the godlike phoenix Simurgh gets captured by a man known only as The Scientist, this gentle mystery adventure sees a young detective called Zig become embroiled on a quest to find the 30 birds of the game’s title so they can prepare a ritual to bring Simurgh back to safety. It’s a wonderfully freeform kind of story, letting you loose to visit its four main lantern districts however you see fit. There are some light puzzles to engage in before you can win over the bird in question once you find them, but most of these little mini-episodes are just brilliantly daft and idiosyncratic in their own right. They’re not so much puzzles as strange little interludes that add just a bit more texture to the world’s wider canvas.

It’s a real little treat of a game, and at just five or so hours, it’s also something you can easily polish off in a weekend and say, ‘Cor (or should that be ‘Caw’?), that was really quite lovely, wasn’t it?’ So I implore you go and play 30 Birds. I promise you won’t regret it.

Katharine