With the double-edged sword that is Early Access, it is great seeing that it does work when used right.
It took me about 14-15 months to pull the trigger on grabbing this game, as I was not sure which end of the spectrum Grim Dawn would fall on. I am happy to say that - after being patient - this game is to me everything Early Access was called into life for.
If you are an avid ARPG fan like myself, I find it hard to make a case against buying Grim Dawn, even though it is technically unfinished. The content available presently is quite fleshed out, considering how much more there is to come. I find myself collecting an insurmountable amount of items, just so I can prepare for the next character build I have in mind. That is not to say the game makes you play alts in order to get the most out of it, rather it is a testament to how the build diversity makes you want to experiment and gets you excited to try other things. You are free to make a 'pure' build, using ony one class, or supplement it with one or more skills/passives of another class. Alter your skills' damage type to make it mesh better with your ideal build, or change the way it works entirely, making your big AoE skill a continuous basic attack. The Grim Dawn world is your oyster.
While Grim Dawn has its flaws, like any other ARPG, it absolutely nails that which it strives to be. It's grim, very much so. Many of the choices you get to make during quests have a sense of moral ambiguity. Some more or less than others, but a refreshing breeze in the genre, which often relies on simple "Kill X mob or boss" quests as you trot down the storyline. Not in Grim Dawn. Well, at least not in its entirety. Many of these quests certainy fall into the well-known standard we all experienced. Others have you decide on lives and allow you to shape the game to an extent. You can end up with more or less people in the game as you decide on whether or not to save them. You may or may not get access to a certain item if you decide to choose a particular path. It certainly allows for you to experience a slightly altered world next time around, adding to the replayability.
But what does all of this mean in the larger scope? We all look towards ARPG's for the same thing, I would think. Killing stuff, lots of it, in order to get stuff to kill more stuff faster and/or more efficiently. Grim Dawn certainly provides plenty of both. There are lots of armor sets to collect, some of which allow you to completely change your playstyle, sometimes in a way that seems counter-intuitive at first. It's in these details that the game shows its true self. The small mechanics that could change the way you think about some of the skills in the game, which you will likely only discover a good while into the game. Are you not concerned with these mechanics? That's ok, the game lends itself perfectly to those who simply want to barge through the game wreaking havoc. It's all up to you.
For those of you who are on the fence about the game, in regards to its similarities with Titan Quest, I can only say this: Grim Dawn is no less than a worthy spiritual successor to Titan Quest. It adds plenty, from a new narrative, new classes and areas, to new mechanics and playstyles. All in keeping with its roots, and building on that solid foundation that many of us look back on so fondly. This is not the same game, but it 'was' built with the same eye for detail and the same type of devotion to the genre we know from Titan Quest. It was made by people who love the game, for people who love the game. If you ask me, that's how you get a good game. Which leads to my verdict as the game stands at the time of writing this review:
A solid 8.5/10 Highly recommended for fans, certainly worthwhile still for those with a passing interest.
If they keep up the hard work, and after implementing the announced features and planned content, I might bump it up to a solid 9/10.