Why do the Interludes seem more replayable? Should we be concerned about the campaign?

Budget gets you a story, which is very nice the first time around. Just like in D4.
Friction gets in the way. Stuff like needing to talk to Una in town, and needing to watch the Halani gate (being closed initially despite the player knowing it), seems like it's just in the way on subsequent play-throughs. It's also exactly what Jonathan said he wanted to avoid, yet there are 5-10 cases of this crap left.

The Interlude has none of the crap. If GGG doesn't have time/willingness to reduce the crap, we're just gonna be stuck with mediocre content for replaying.

It's obviously going to be a negative effect when the glory of act 5/6 wears off and it's all way less replayable than the Interlude content. This all relates to the 'slog' problem way more than sprinting ever did, if you ask me: Break a player's flow and they're very aware of the time they spend.

I hope GGG plans for this scenario because it's painfully obvious that it's a problem for anyone who's done any speedrunning. PoE1's campaign had way less story-induced crap that breaks flow, especially prior to A6 (fuck the beacons).
Last edited by Immoteph#2974 on Jan 4, 2026, 5:24:02 AM
Last bumped on Jan 4, 2026, 7:04:54 AM
Interlute is a chore. Campaign has identity, fun, each act feels unique.

Interludes feels like poe1 campaign where every act feels the same and just make me want to spam leap slam and frostblink until its over, because whatever.
To each their own.. the campaign is like 10x better to me as the interludes.
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Interlute is a chore. Campaign has identity, fun, each act feels unique.


Only the first time. In a game which you are meant to play dozens of times. The campaign is a prolonged mess that should be bypassed somehow

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