To counteract this nonsense, we have compiled a list of our favorite local multiplayer games, many of which my husband and I enjoy playing together, as well as with our two children. We sincerely hope not, because local co-op is essential for families, couples, and friends hanging out in person together (that’s still a thing), and it’s completely unrealistic for one household to buy multiples of the same system – not to mention multiples of every game – in order to play together. We want to address these issues in smart ways without accidentally making trade too rapid.Is couch co-op becoming a thing of the past? With big titles like Halo 5 and The Division opting not to include a split-screen mode, it’s making us wonder if this will become a trend. On the other, we know that there are frustrations with issues such as price fixers or players who are afk. On one hand, we don't want trade to be too easy, so that players can't rapidly trade their way into the best possible version of their character build in the first couple of days after an expansion launches. Any plans to streamline this process? CW: This is somewhat contentious issue within our community. At the same time, some may find this a bit too cumbersome. GB: What about the trading system? Personally, I like the current implementation where we get to contact other players directly, visit their hideouts, maybe even haggle here and there. We do plan to continue to add new currency item types, and of course, vendor recipes. Some small adjustments are necessary because of the new skill gem system (for example, removing Orbs of Fusing), but the broad strokes of the system will be the same.
Do you plan to adjust it in any way for the sequel? CW: Broadly speaking, we're very happy with how the currency item/crafting system works. GB: Path of Exile features a fairly unique currency and crafting system where instead of gold, players use crafting materials as currency.
So we'll make our best effort to keep things balanced and players will enjoy capitalising on the places where we have made small mistakes, until it's later adjusted and they have to find new overpowered opportunities with other classes. While having everything balanced is certainly a goal, part of the fun with Action RPGs is finding the rough edges in the balance and building a character around powerful interactions. Ascendancy classes are a core part of a character build's identity in Path of Exile, so it's very important that there is a lot of variety. How do you intend to deal with this? CW: It is certainly a daunting task, but one that we welcome. It seems like a daunting task to balance such a staggering amount of classes. GB: You will also be introducing 19 new Ascendancy Classes while keeping all the old ones. We haven't yet decided whether and how players can trade between the storylines, but it's something we'd like to facilitate. Both stories end with a map device, letting players play the same Atlas maps endgame. Can you elaborate on that? Chris Wilson: When you create a new character in Path of Exile, you'll be able to choose between the original characters in the Path of Exile storyline or one of the new characters in the Path of Exile 2 storyline.
At the same time, I'm slightly confused about how your idea of "one game, two campaigns" will actually work. GameBanshee: Path of Exile 2, together with Blizzard's Overwatch 2 by the looks of it, is aiming to redefine what a sequel is, and I for one welcome some experimentation in that particular area in this age of live games. In order to learn a thing or two about Path of Exile 2, we reached out to Grinding Gear Games co-founder Chris Wilson and asked him a few questions. This ongoing success resulted in the recent announcement of Path of Exile 2, a curious sequel that aims to expand the game with a brand new campaign and numerous mechanical changes while preserving all the content it currently has to offer. Pair that with frequent content updates and an incredibly fair free-to-play model, and you get a recipe for success. Path of Exile, Grinding Gear Games' fast-paced action-RPG known for its unique skill gem system and its overwhelmingly massive passive skill tree, is considered by some to be a worthy successor to Diablo II, the gold standard of action-RPGs.