Diablo 1 had a little of this. I played as a Rogue, and not getting hit by enemies was one of the keys to survival. So positioning was key. And I remember there was one enemy who would charge you like a rhinosaurus, and you had to get out of the way and he would go past you. In Diablo 1, if you died, you had to reload a saved game, since it was game over.
Diablo 2 had some positional elements with the Amazon, but eventually you’d find yourself in tight dungeons where you found yourself surrounded, and then dead. And since I only played that game hardcore, it meant a permanently dead character. Luckily I finally found the solution to that. The Amazon had a skill called Valkyrie, which was essential in single player. So even though I love playing ranged character for that positional gameplay, you have to have a plan on what to do when the designers put you in that position where you’re overwhelmed.
In Diablo 3, I didn’t really get into it until I tried it on the consoles. When you play with the controller (which you can’t do on the PC), you can use the right stick to dodge, and the act of pushing the character into position and using skills using the buttons and triggers is immensely more satisfying than clicking a mousebutton or a keyboard shortcut.
In Grim Dawn, the adrenaline-pounding action is mostly achieved though sound effects and animations. It reminds me a lot of the new DOOM. Even though in the new DOOM, you’re just just moving your mouse and clicking the mouse buttons, the sound effects and the action you see on the screen, the way enemies get thrown back from the effect of your shotgun, the way the headshots make the enemy’s head explode, or the way you grab a weak enemy, throw them to the ground and stomp on their head to squish it make you forget that you’re just clicking a mouse button. Similarly in Grim Dawn, they’ve got these fantastic booming sound effects and animations. When you do a forcewave, and all your compounding +physical damage bonuses add up to mean that your forcewave actually kills things in its wake, it is so satisfying to see a distortion wave leave your character and annihilate the enemies caught in the blast as they get thrown back, the skin coming off their body as they melt away. Also, in order to survive, I did have to do some positional gameplay. There’s some pretty strong enemies that will last a long time, so if you just stand there and do your moves, you will die. Luckily I have some good damage over time effects with Internal Trauma damage. So I can do all my moves, and then before the boss does their big move, back off and run away and let the damage over time do its things. Running away and trying to stay away from the boss isn’t as satisfying with the physical action of little mouse-clicks as you try to click on a safer spot. I do wish Grim Dawn had controller support, it would be an even better game for it. But they’ve done enough with the physics and animations and best of all the sound effects that I feel the bloody satisfaction of the kill just like I do in DOOM. So for me, that satisfaction is what drives me forward, and really makes me want to make my character an even better killing machine. Because the less you have to click, and the faster the enemies die, the more satisfying and brutal the kill.