Thursday, 11 October 2012

Torchlight II


I had pre-ordered Torchlight II (Runic Games©) a few months ago, after seeing what Blizzard had done to my beloved Diablo series of action RPG’s. I’ve always been a firm believer that if you want to protest, you should buy a competitor’s product. How about buying a product from the team that brought us Diablo one and two in the first place, practically inventing the action RPG? That sounded good to me.

It didn’t disappoint.


The first thing that struck me about the game was its graphics. I’d seen the art style before in Torchlight, but the visuals look so much more crisp and refined than they did in the original. Not only is it a pretty look, but it makes it easy to see what’s going on in those larger, more hectic battles. You’re ushered into the game via a story-book sequence that pits the two of the first game’s heroes against the bad guy, Ordrak, and explains why they aren’t the playable characters this time around. It’s worth a watch, and gets all of that story nonsense out of the way so that you can get to hacking, shooting and bashing your way through the progression system.
Surprisingly, Runic chose not to deviate too heavily from the tried & tested progression system in other RPG’s. You gain one or two skill points each level that you can spend on skills. Putting enough points into a skill will unlock its ‘tier bonus’, which gives it an additional perk, making it a more useful skill than if it had gained X% damage alone.
There are four classes to choose from:
  •       The Berserker: Uses the spirits of animals to enhance his general combat strength. Generally played as a melee class.
  •        The Engineer: Uses tools and gadgets to both support his team mates and inflict heavy damage. Used as both a melee or a ranged class
  •       The Outlander: An explorer. Think of a rifle-toting scout with magical capabilities. Usually ranged
  •     The Embermage: Fire, Ice and Lightning. All we’re missing is brimstone. Not a unique class, but still interesting given how great the particle effects look. Usually ranged.

I chose to roll with the Berserker, who builds Fury with each hit. Once the Fury bar fills up, you have a limited time in which you both move faster and are guaranteed critical hits. Using a greatsword or hammer while in this mode would allow me to one-shot the tightly clumped groups of goblin-like creatures. In tougher fights, I would deal with the lesser minions to build up my Fury, and then swing wildly at the boss before backing off again. Each class has a mechanic like this that spices up the combat, and changes the way you play on the fly. It gets you closer to the core of what this type of game is about… smashing things to bits.


Another thing that Torchlight II does well is its secret areas and challenges. Upon killing a ‘phase wolf’, a portal opened that I blindly stumbled through. I was met with a three-part challenge to kill waves of monsters, and the final prize was a screen full of loot. This was not an isolated thing, though. A puzzle in a bandit cave yielded another stash of goodies, and I would continually find giant golden crabs that dropped keys that I needed to unlock golden chests. The game really does reward you for exploring, rather than the old map exploration system that was more like a scratch card; scrubbing away until you found what you needed, and then leaving the rest untouched.

What’s more? The game is playable both in multiplayer LAN and offline single player mode, as well as the expected hot-join multiplayer. No relying on servers to hold their own, and no restrictions to your gameplay experience.

Where does it fall short? If you were looking for a game that overhauls the action RPG, you’re looking in the wrong place with Torchlight II. Also, you can only get it through Steam, and some people don’t like using Valve’s service. Other than that, you’re getting a polished, fast paced, beautifully crafted action RPG with mod support (to come soon) and generous multiplayer features, all for less than £20.