Diablo 3
I'd swore I would never buy this game, and really didn't like the demo, but...I was in kinda a dark place and the battle chest (base + expansion, not the dlc) was 50% off a few weeks ago, so I shrugged and went for it.
The cliche you hear is that - if this game were called anything but Diablo 3 (follow-up to the beloved D2), it would have been more widely accepted. I'd say yes and no.
At least in its current state, it's not a bad game, and for $15 (normal price is $30) , it's well polished and with a lot of content.
You do have to be connected, but there are so few people playing that the chat/etc. doesn't pop much. I have no idea if there's still a cash shop or not - I never looked. Occasionally some items do pop for sale in gen chat.
Anyway, (for $15) it's not as bad as many people, including myself, made it out to be. And there are a few decent aspects either conceived or stolen from other games (bonus xp for chain kills, bypassing the underwhelming main quest to level by running short mini-quests).
It's still got quite a few flaws, however, and without the Diablo aesthetic and backstory, it's not entirely clear what the game would have to carry it. Even by ARPG standards, there's really not much RPG at all - you don't even choose which stats to boost as you level, they auto-boost for you by set amounts - and rides very heavy on the A.
In terms of the A, it seems a mixed bag. It's hindered a bit by the fact that each character gets 6 active skills (RMB/LMB, key 1-4) at any time from a small handful of options, and each of those can by modified in about 5 ways. Trouble is, there aren't really great ways to sort through it, or playtest it, so if you're like me, if you aren't inclined to research - a game with a declining player base where most of the builds are out of date, mind you - extensively, you'll probably just haphazardly pick and hope it works, with not much to compare it to.
Another big problem is the balance is really borked. There's regular difficulty, then hard, then expert, then master, then something that's supposed to sound more impressive than master after that. But even hard is...pretty sleepy. And nothing seems to really do any damage except arcane which for some reason seems to do way more damage than anything else. Even as a cloth caster with no shield, having 5-6 melee pounding on me was generally NBD. So I managed to die exactly twice, and one of those because I was literally not even paying attention, just mindlessly LMB clicking across the screen. The irony being that character had a 3 second ability to be completely immune to damage, which I had never, ever used through 60 levels, and the icons for the abilities are pretty bland and forgettable, so forgot I had it available.
And died. Without using a healing potion. Or damage immunity. Either of which would have kept me alive if I had had to care enough at any point prior to bother learning how to play or putting in any effort at all. On "Hard" difficulty.
It's also a bit frustrating that this game is built around "end-game" and yet, the end-game feels pretty repetitive. You can either keep doing the thing you spent hours doing to level to 70, or you can switch to trying to top leaderboards in a different set of instances ("Greater Rifts"). But you have to alternate the Greater Rifts with running the baseline ("Nephalem") instance to get another key to run the hard instance, and after tier 12, you can only raise 1 hard level per run. So even if you never die, to clear from GR13 to GR20 you're not just running 8 rifts, you're running 16, for some inane reason. It's not even subscription based, it's just a way to drag out the content that exists, seemingly.
Talk about a stupid time suck. The game also sets a pretty low gate for bank tabs and character slots (not that you would need to play 12 characters anyway, but the limit on bank tabs is def. annoying. And as mentioned, the main story line is forgettable and really doesn't need to be played through more than once.
On the plus side a few of the builds are at least moderately fun to play, just don't expect the game to help you figure out what works and what doesn't - you'll either need to experiment or research online. So I feel like I got my $15 worth.
Anyway, despite all that, if you can get it cheap, and you don't mind being online, this is an often-uninspiring, but certainly well-polished and smooth ARPG (certainly contrasts with Vikings: Wolves of Midgard, which feels more daring and creative in most aspects, but was very unpolished). If you can tinker and find a build you enjoy, some classes are worth the time. Others still feel pretty meh.
I give it a C for effort, B- for fun, and at this point it's at least very well polished. But yeah, I'm glad I didn't spend $50 (or even the current $30) on it.