Earlier this month, Grinding Gear Games invited media to attend an Early Access Preview event in Los Angeles to test out the much-anticipated ARPG, Path of Exile 2.
While the game itself opens into early access on December 6, this event gave journalists and influencers an opportunity to get an exclusive look at some of the new classes and systems coming to the sequel.
Part of the event included a media Q&A with Path of Exile 2‘s Game Director, Jonathan Rogers. The topics covered a range from the game’s focus on cultural richness, accessibility for newcomers and veterans alike, as well as the team’s desire to deliver a refined player experience across platforms and skill levels.
Question 1:
I noticed during the demonstration there were a lot of Mesoamerican-inspired creatures, architecture, and overall design. Is there a reason for this particular focus?
Jonathan Rogers:
Yes, that’s intentional. The Vaal civilization in the game is inspired by Mesoamerican cultures. We wanted to ensure this influence was reflected in the creatures and architecture you see, particularly in the content of Act 3. It’s a deliberate choice, as we’ve been looking to integrate more cultural inspirations in meaningful ways.
We also aim to create designs that are both visually intriguing and as socially accurate as possible. In Act 3, for instance, many creatures reflect a Mesoamerican aesthetic with unique motifs, like face imagery, that make them distinct.
For the different acts:
- Act 1 draws from Gothic-style inspiration.
- Act 2 features more Middle Eastern influences.
- Act 3, as mentioned, leans heavily on Mesoamerican elements.
- Act 4 incorporates inspiration from Indian cultures.
This variety makes for a rich tapestry of design, and the research behind it has been very fulfilling.
Question 2:
At Summer Game Fest, I noticed that Path of Exile 2 felt different, more accessible, while still catering to long-time fans. Can you speak to the design philosophy behind that?
J. Rogers:
Absolutely. We wanted to make Path of Exile 2 more accessible to new players without alienating the hardcore fans who love the depth of the original. This dual approach—balancing accessibility and depth—was a key focus for us.
For example, the combat is easier to get into, akin to traditional action games, but there’s still a ton of complexity for dedicated players, like crafting systems and endgame content. The goal was to create a welcoming entry point while retaining the depth that longtime fans expect.
Question 3:
How does co-op progression work? If someone joins my game midway, can they still progress with me?
J. Rogers:
Yes, but it’s a bit nuanced. If a player joins your game partway through the storyline, they can progress alongside you. However, if they’re ahead in the story, they may need to backtrack to earlier points to help you.
We’ve also introduced a feature that allows higher-level players to temporarily scale down to match lower-level friends, ensuring the experience feels balanced without breaking gameplay. Players can toggle this option on or off.
Question 4:
For devices like the Steam Deck or ROG Ally, are there plans to optimize the game?
J. Rogers:
Yes, but it’s still in development. We’ve been testing on those platforms, and while we’re working through some issues, our goal is to provide a great experience on all devices. It’s a priority for us.
Question 5:
Will co-op players need to create their own account to play?
J. Rogers:
No, that’s optional. You can play using two characters on one account without creating a separate login. We’ve made it flexible so players can quickly dive into co-op without unnecessary steps.
Question 6:
What’s the tutorial experience like for new players?
J. Rogers:
We’ve designed tutorials to gradually introduce mechanics as players progress through the early areas. Instead of overwhelming new players, the complexity ramps up over time, ensuring they can learn as they play.
By the time they’ve completed the campaign, they’ll likely have a strong grasp of the core systems, but the game is also built for replayability. Each playthrough will reveal more depth as players become familiar with the mechanics.
Question 7:
What about early access on consoles? Will it be available?
J. Rogers:
Yes, Path of Exile 2 will be in early access on consoles. However, early access is still a relatively new concept for console platforms, so there are some technical and logistical hurdles we’re working through. Cross-play and cross-progression will also be supported.
Question 8:
Will Path of Exile 2 maintain the “fair start” philosophy, where no advantages carry over between leagues?
J. Rogers:
Absolutely. This has always been a cornerstone of Path of Exile. Each league starts fresh to ensure all players are on an even playing field, and we’re committed to maintaining this approach.
Question 9:
What were the biggest challenges in developing a sequel to a successful game?
J. Rogers:
One of the hardest parts was addressing the expectations of our hardcore community. Any changes we make can feel like a point of friction, and we’re always aware of how vocal our player base is.
We’ve worked hard to ensure Path of Exile 2 caters to both new and existing players. For example, we had to design a robust endgame that meets the expectations of long-time fans while also creating an approachable campaign for newcomers.
Question 10:
How do you handle cultural inspirations that are visually vibrant but might not fit the dark tone of the game?
J. Rogers:
It’s all about balance. We use lighting and visual contrast to ensure even brighter areas feel thematically consistent. While staying true to cultural influences, we adapt elements to fit the overarching tone of the game.
Question 11:
How has the development process been for console controls?
J. Rogers:
It’s been a challenge. Console controls require specific design considerations, like auto-targeting for certain skills. For example, Glacial Cascade needs to lock onto frozen targets on consoles, whereas PC players can click on a specific location.
We’ve also conducted extensive testing to ensure the console experience feels natural and intuitive. This process took a lot of iteration, but we think it’s been worth it.
Question 12:
Can players freely swap skills during combat?
J. Rogers:
Not exactly. What you saw in the demonstration was the player adjusting their aura reservations, not changing skills on the fly. While you can make some adjustments during gameplay, respecs and major changes aren’t designed to be done mid-combat.
Question 13:
Final question: Will there be cinematic cutscenes available at launch?
J. Rogers:
The cinematic trailers will be released alongside the full game, not during early access. However, there are additional cinematics later in the campaign that we’re very excited about, as they allow us to explore story elements that wouldn’t be possible through normal gameplay.
Be sure to stay tuned for more coverage on Path of Exile 2, including gameplay videos from the Early Access event.