

#Outriders review embargo upgrade#
I worry that the 25 new tiers of the Apocalypse grind are going to feel like too much of a slog for its own sake in this new endgame, as even getting through the first 15 tiers, slowly upgrading each gear slot, often by just farming materials to upgrade your favorites multiple times, gets old.

I get it was probably too much of a resource investment for a fully new class, but I would have been excited to play around with one all the same, and it does feel like a void here. Instead, we get “Pax trees” which are new, micro skill trees that help power creep your character upward in the new content, but fundamentally, won’t really change how you play. I do wish this expansion, like its Diablo equivalents, came with a new class.

All the new gear does look promising, but it’s going to be a while until I can really tell what’s great and what’s just okay. I played around with one new Pyromancer set that chains thermal bombs and a weapon that creates a damaging AOE field on the ground. I have experienced more of the new legendary loot and gear sets through the marketing campaigns than physically getting the gear on my characters.
#Outriders review embargo full#
So I can’t really get a full sense of how farming this will feel until it’s live with the entire remaining population of Outriders online. Even if solo death here isn’t instant failure like it was in Expeditions, it certainly does not feel like the way this mode was meant to be played. You are going to have to lean hard on matchmaking here, which opens up potential problems, like finding players playing at your difficulty level (with 25 new levels added) and then navigating this labyrinth that involves making actual decisions about where to go next, and I can see that being a problem with randoms who want to take a bunch of detours and those who don’t. This is what concerns me about the Trials of Tarya Gratar, given the state of Outriders. Then, once I finally beat that, I found there was still a lot more to go, and I ran into another wall, a miniboss who blanked the entire arena with AOE moves and my glass cannon Pyromancer was just shredded by him. Very, very clearly it would have been something that was better with two teammates. I thought I was at the end when I got to a segment that involves dodging constant AOE spam from a central boss as you fight freezing melee enemies and lowering five different pillars to make the boss vulnerable. Even if you’re not trying to climb the new Apocalypse Rank ladder, 25 new difficulty levels that will get you better gear with better chances for good bonus perks, even doing it “normal” as a solo player was brutal. The risk is that you only have a limited number of lives, so if you take a detour and fall, you’ll have a harder time getting through the rest of the encounters.Īs someone who absolutely tore through both the endgame of vanilla Outriders and the expansion campaign here, things get hard quickly here. There are paths you can take to go straight through to the end, which will contain enemy encounters mixed with mini boss and boss segments, but there are also optional side encounters which will give you opportunities for targeted loot farms for specific items. The Trials of Tarya Gratar is one massive zone that you can navigate however you want. I won’t go into the details of what you’ll find there, story-wise, but it’s easily the most fascinating lore of the campaign, and I maintain Outriders does actually have a really good story and has done a great job with worldbuilding.Īs for the activity itself, that’s where things get interesting, and Outriders finally breaks away from Diablo, and really, most games in this genre by doing something wholly unique. There is a mysterious gate that no one except the “Father” of the Pax has ever been past, and through there, he is said to have gone insane after unraveling the mysteries of the planet. What’s interesting is that the story, the central mystery of the Pax and the planet, continues on into the endgame itself, the new Trials of Tarya Gratar.
