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diablo 3, warcraft 3, dota, dead by daylight
Grim Dawn (and Don't Starve) are action RPGs. Meaning, everything moves in real time (correct me if I'm wrong). BTW, being able to "pause" ala Baldur's Gate doesn't count as turn-based; I can do the same thing with real RTS games, it is still basically real time. And it ticks me off when a traditional game menu function since the days of Atari is now touted as an innovative "feature".
I don't compare these games purely on dynamic alone as it's not fair to do so. One is a Lovecraftian dungeon crawler, one is a dank and dark ARP, one is a survival trip.
Disagree with Dixon as one of the reasons it's fresh is that it went back to a static format unlike the expected 'procedural' methods of the present kings of ARP. It is focused more on its story and adds random elements in other ways // doesn't feel the need to shove randomization down your neck.
In return, it has the customization edge some might crave when dealing with Diablo, and in competition with PoE in terms of complexity/depth seeing as classes aren't just 'clean templates', they are all fleshed out, AND you can merge two together to make your own hybrid. Then there's the star system and all the mind-boggling build-making stuff, making it like PoE in terms of crafting that perfect character, but not without sacrificing class talents.
This, along with the difficulty settings, multiple expansions and various modes, make it more fun than people initially expect. On the outside, it just looks like a rough, static indie ARP, but it goes way beyond that. Was pleasantly surprised when I bought it, though I admit I find it difficult to go back to it when I have so much time invested in other similar titles, but it's always on the back of my mind.
Don't Starve... Tried it donkeys years ago and didn't like it. The style and format where great but the game itself doesn't stick with me like DD does, mostly because I tend to fall out of favour with survival titles.
Darkest Dungeon - its own entity entirely, crafted in a very memorable way (look, sound, design). It should technically be unloved (being another 'play for punishment' title in both design and reputation), but it does it all in such a delicious lovecraftian way and makes you want to scratch the surface even deeper. Granted, it's all a bit basic once you've 'seen the light', but so are most games when you look at each cog under a microscope rather than the clockwork.
Either way, when I bought this title I did not expect to pump almost 1k hours into it, not by a long-shot.