
Path of Exile is an action role playing game and a proud Diablo II clone. At almost ten years old, Path of Exile has ballooned from its original three acts. It now groans under the weight of ten acts, different game modes, seasons and crafting. It is “free to play” but, thankfully, not “pay to win”.
Path of Exile is not the typical game type I play or review. I prefer role playing or adventure games with dialog, characters, settings and stories that I can analyse and deconstruct. However, as an old-time Diablo player and with Diablo IV on the horizon, it was time to hark back to a genre that I sank many hours into years ago.
For those unfamiliar with the Diablo formula, Path of Exile‘s setting is a magical fantasy world consisting of connected, randomly-generated maps. You control a single character’s movements and abilities via a fixed, isometric camera. You kill monsters and upgrade gear, occasionally levelling up, allowing you to defeat more powerful monsters and equip better gear. You play online to mitigate cheating and allow optional interactions with other players.
Path of Exile follows not just the Diablo formula but its style. Few games will match that haunting musical motif and unmistakable gothic vibes from the town of Tristam back in Diablo I. However, Path of Exile comes close, whether it be the claustrophobic shadows revealing maze-like passages or the pseudo-Christian iconography.
That said, Path of Exile is also distinct from Diablo. Different upgrade items are used as currency instead of gold. Potions refill with damage dealt instead of being consumed on use. Abilities, represented as gems socketed in items, can be easily swapped out. The number, type and connections for item gem sockets are almost as significant as the item’s various enhancements and bonuses.
I initially approached Path of Exile as I would an RPG. I took my time to explore each randomly generated map, making sure I missed nothing. I collected and sold all the dropped gear. I spoke to each NPC and absorbed the lore. I often spent too long in lower-level areas, trying to ensure I could handle whatever the game threw at me next.
However, there are better ways to approach Path of Exile. Like most RPGs, many will say Path of Exile is a power fantasy about defeating endless swarms of creatures while saving the world. That is only superficially true. Death is a temporary setback outside hardcode mode, respawning you a short distance away without losing life or equipment. Quests are few, and bosses serve only to gate progression. The names of NPCs and the various opponents matter little. Most gear dropped is trash.
Instead, Path of Exile is closer to a factory game like Satisfactory or Factorio. You construct a factory (your character) to convert raw materials (gear, abilities and skills) into increasingly complex processed goods (better damage and survivability). In both game types, players are motivated by speed and efficiency and enjoy tinkering with new tactics to eke out increasingly small improvements.
The only actual failure state in Path of Exile is a character that cannot progress due to poor skill and gear choices. While you can refund some individual skills purchased via level-ups or some quest rewards, the designers intentionally made rebuilding difficult, if not impossible. Perhaps better factory game analogies are those less forgiving of early mistakes, like Frostpunk or Ixiom.
Path of Exile also suffers from many of Diablo‘s inherent problems. Items are randomly generated and dropped liberally, often filling the screen with useless gear. Creatures, spell effects, and darkness can devolve fights into indistinguishable chaos, making important details hard to discern. The game does not explain its mechanics, relying on experimentation or third-party guides. Its randomly generated maps provide some exploration opportunities but do not increase replayability.
Path of Exile also often introduces side content in the early or midgame, like Delves or Heists. This timing means players can only progress through them a little, and their rewards are unclear. It sometimes requires metagame thinking to distinguish them from the main quest.
These problems make Path of Exile challenging for new players. For example, the passive skill tree and the number of interacting mechanics are meme-worthily huge. The choices can paralyse novice players. Creating an underpowered character whose progression grinds to a halt midgame is easy.
However, that challenge is just the way that hardcore players like it. Path of Exile is a game unapologetically designed for players that enjoy creating new characters, spending ever-decreasing hours to speed them through the game and test them against the end-game challenges. The designers aimed at those who enjoy spending hours farming rare drops to find that minor upgrade.
You can still play Path of Exile as a power fantasy, at least until the last few acts, and it is worth the price, considering it is free. The game can be fun for a quick, meditative play session or longer, such as when starting a new character.
However, Path of Exile is due for an overhaul. Its systems need streamlining, and its plot is straining under the weight of numerous expansions. Path of Exile II, currently in development, will likely address these.