Review: Grim Dawn (7/10)
I don’t know what it is about steampunk and muzzle loader guns that attract me so, but I do love them in an RPG. Grim Dawn (available on Steam) is just such a game.
In Grim Dawn you play one of the Taken, a victim of demonic possession in a world gone to hell. Freed from your servitude at the end of a hangman’s noose, you are left with a connection to those demonic energies. This connection allows you to use Rift Gates as shortcuts to jump to and from the hubs you’ll encounter along the way of the linear story progression.
You’ll also be able to wield magical energies, as well as martial, as you level. The combination of two classes (chosen from a variety pack of 6) each with its own multipath of trees to specialize in. The customizations available are vast, and that’s got to be one the things that draws me to this game time and time again.
To date, according to Steam, I’ve logged 97 hours in the game. I still haven’t gotten out of the second chapter, or progressed beyond the mid 20s in level. That’s my fault though, too many creation choices.
The graphics are gory, the sound squishy, and the color scheme of the first areas a tad depressing. It is an apocalyptic setting however, so I urge you to look past that. With only a single body type of each gender to start with, your gear is the sole way to make you YOU. Find a weapon that suits you in all the myriad of colored-fantasy-rpg-rarities, summon your pets, carry a few potions, and by all means loot the bodies. Iron bits don’t grow on trees.
The Aetherials won’t kill themselves. Go face the Grim Dawn.