In between huge bouts of WoW and considerable addiction to FTL, I’ve also been playing the long-awaited release of last week, Torchlight 2. The original Torchlight was a widely lauded game, and rightly so, of the Action RPG genre – which is to say a Diablo clone. Indeed, Runic Games was formed partly by exiles from the Diablo 2 team and this shows in a variety of ways. I was rather late to the TL bandwagon but I had a blast with it recently, and the polish and love of Diablo was present there too. It wasn’t a perfect game, but I would argue it had shortcomings rather than flaws, and that these shortcomings were deliberate choices made in order to ensure a polished final product. Entirely reasonable and indeed much more commendable than overstretching limited resources and doing nothing properly.
Torchlight 2 however has had the budget, built on the success of the first game, to try to overcome those shortcomings and so far I have to say it looks as though it has succeeded fairly comprehensively. It’s a far larger game, with a much greater variety of locations. It has one more class, and all four classes seem somewhat more malleable in playstyle than the previous iteration’s. I will admit that I would have liked to see more classes still, and I’ve heard reports that the game isn’t properly balanced for every playstyle (e.g. berserkers can have an especially hard time, I hear, when enemy damage starts to ramp up). There are more items, more characters, more locations, just plain old fashioned more of everything, but in my own play experience the game’s polish hasn’t suffered for for the increase in quantity.
Bearing in mind I’m not tremendously far through the game yet, everything so far seems to sparkle with both polish and love and it’s just a really good, satisfying game that lets you carve through hordes of monsters in order to get experience points and loot. It’s not a complicated concept, but it is what we humans like, so it’s not like there’s much room for complaint about it.
The game also has multiplayer, the absence of which was by far the original’s greatest and most bizarre shortfall, but I’ve not yet had the chance to mess around with it. Pike and I are planning on some playing soon though so if anything about it is striking I shall report to you all.