Click, kill, loot, level up. Click, kill, loot, level up. Loot, sell, re-equip. Rinse, repeat. Your weapons get more powerful as your enemies get more difficult, and the goalposts move, and move, and move. Click, kill, loot, level up. Itâs enough to make you wonder why we play video games in the first place.
Torchlight II, with its simple gameplay and tightly controlled loop of challenge and reward, is certainly enough to make one start questioning oneself: Itâs been twelve hours. Is this just a treadmill? Why am I spending time on this at all?
But each time I wondered that, Iâd step back and realize how much fun I was having. And then Iâd remember: I play video games because theyâre awesome.
As of this writing, my time with Torchlight II clocks in at just a hair under 30 hoursâthat includes the meaty three-act story, a ton of side quests, and a few hours of running around with alt-characters. As I started New Game+, I had killed 11,256 monsters (1638 of which exploded in gouts of blood), taken down 177 sub-bosses, looted 338 chests, caught 34 fish, gathered 231,070 gold and taken 67,272 steps. The game does not keep track of mouse-clicks, but Iâm sure that if it did, I would be way past the hundred thousand mark.
Torchlight II is, on its surface, a very simple game. You control a heroic character on a quest. Using your mouse and some hotkeys on your keyboard, you maneuver him or her through a fantasy world, undertaking missions, gathering loot and gear, and clicking on enemies until they explode. Itâs no surprise that several staffers at Runic games worked on Diablo and Diablo IIâwhere the original Torchlight felt like an homage to the original Diablo, Torchlight II feels somewhat like a modernized take on Diablo II. At its core, itâs not a complicated gameâanyone looking for strategy, contemplation, or deep tactical gameplay would be well-served to look elsewhere.
WHY: Torchlight II is a sprawling, ambitious game that does one thing very, very well. It gives you a world youâll want to explore, filled with enemies youâll love to destroy.
Torchlight II
Developer: Runic Games
Platforms: PC, Mac (Mac version coming soon)
Release Date: September 20
Type of game: Action-RPG centered around clicking on enemies in randomly generated dungeons while acquiring randomly generated loot and equipment.
What I played: Over a period of about 30 hours, completed the story on normal difficulty, mostly solo. Played several different multiplayer scenarios, and tried the game with two of the other character classes.
My Two Favorite Things
My engineerâs devastating seismic-slam/flame-hammer combo feels more satisfying than clicking has any right to.
Writing this review and realizing that against all odds, I still want to play more.
My Two Least-Favorite Things
How difficult it is to play with friends of varying levels.
Getting sick of agonizing over loot, wishing that each item showed its suggested price so I could just value them and be done with it.
Made-to-Order Back-of-Box Quotes
âI say wrench, you say greathammer. Letâs call the whole thing off.â
-Kirk Hamilton, Kotaku.com
âI smashed an Urn, and I liked it.â
-Kirk Hamilton, Kotaku.com
âDiablo who?â
-Kirk Hamilton, Kotaku.com
So, what compels us to play games like these? In the case of Torchlight II, itâs pretty simpleâthe game looks and sounds splendid, and is a joy to play. Its world is inviting and rich, colors bouncing around the screen in a deadly, candy-colored fireworks show. Ex-Diablo composer Matt Uelmenâs soundtrack is the perfect complement to the action, a blend of acoustic guitar arpeggios, industrial-metal dirge and dark fantasy caterwauling that stays out of the way without hiding. The feel of the game is spot-on as well, and it conveys a sense of easy empowermentâby the end of my first time through, my engineer was a walking bomb, capable of dropping seismic rifts with her boots before slamming her weapon into the earth, igniting all within her sizable reach.
If youâre wondering how Torchlight II stacks up against Blizzardâs recently released Diablo III, Iâve written a whole list of ways that the two games are similar, and different. But to sum it up, Iâd say that Torchlight II feels smaller and more personal, while also managing to be more ambitious, in a rambunctious sort of way. Itâs a game that doesnât care about being perfectâitâs much more concerned with showing players a good time.
https://lastchance.cc/torchlight-ii-vs-diablo-iii-the-comparison-we-had-to-5943951%3C/a%3E%3C/p%3E
Torchlight II is also a welcomely generous game. It offers a 20-25 hour quest (on normal difficulty), as well as a vast amount of replayability both in New Game+ and in its many multiplayer options, particularly given the four different character classes and myriad available character builds. And on top of that, Torchlight II is fully moddable, meaning that users can freely change everything about the game, from the graphics to the rules to the âlevel capâ of 100. Time will tell what wonders (or disappointments) this feature will bring, but if I know anything about the PC modding community, itâs that they rarely fail to impress the living crap out of me.
The story of Torchlight II takes its structural cues straight from Diablo II, in that you spend most of your time tracking down the hero of the first game, who has turned evil. The Alchemist, one of the stars of the first Torchlight, has become corrupted and set off on a killing spree across the land. Heâs trying to unleash some great evil or another and open a gate to some neatherrelam or another⊠none of itâs that important, because unless you have decided to make it a point to care about Torchlight lore, the story is just a mishmash of fantasy gobbledygook. But while the story of Torchlight II is a forgettable mess, rarely has a gameâs story had less of an impact on my overall enjoyment of it.
In part, thatâs because the world of Torchlight II is just such a pleasure to be in that I donât much care about the whys and wherefores. The world looks lush and painterly, with rich-hued flora and fauna offsetting the brighter neons of spells and powers. Itâs a simplified look, almost MMO-like in its broad shapes and low-polygon construction. Itâs warm and inviting while simultaneously foreboding and exciting. Torchlight II is a fine example understated art direction.
The world itself feels much more cohesive than the story. Enemies have a way of being connected to the environment in ways that, while not strictly ânecessaryâ for the gameplay or story, make everything feel organic and of a piece. Giant bats swarm out of mud-nests in the desert while bugs skitter forth from nests that have grown up in the corners of a cave. Werewolves lie in wait high in trees or down in cottage cellarsâeverything feels like it was here before you walked onto the scene, and like itâll be there if you leave without killing it. (As if that would happen.)
One of the first things you do in Torchlight II is choose a pet for your character. This animal will follow you around for the entire game, fighting at your side, carrying your loot, and even making runs to the store to pick up more potions while youâre in a dungeon. I almost feel as though this one inclusion says everything you need to know about Torchlight II. Yes, it will give gave you tasks and treasures, a lovely world and a grand quest in which to partake. And it will also give you a cat, or a dog, or a dragon.
Enemy design, too, is outstanding. Itâs a steampunk-fantasy via Brothers Grimm pastiche sort of deal: Giant, robotic metal centurions with huge machine guns (yep, machine guns) patrol one room, but in the next, a loping gravekeeper leads a pack of goblins. Add a touch of H.P. Lovecraft (Tentacle-face alert!) and a hint of the bizarre (Spear-wielding Fungus-men?) and youâve got a highly enjoyable bestiary. Enemies are also interesting to fight, attacking in a number of varied patterns that can be strategically countered. It can really pay dividends to learn each enemyâs tells, particularly on the higher levelsâwhile itâs possible to just potion-chug your way out of most tight spots, the game is much more doable if you watch for the enemyâs attack patterns and move out of the way at the right moment.
A quick word on cost: Here at Kotaku, weâve made a decision to avoid assuming that a certain amount of money is a lot or a little. Itâs different for everybody. That said, I simply have to mention that Torchlight II, with all its depth and generosity, costs $20. Twenty bucks. That is bananas.
https://lastchance.cc/how-we-will-review-games-5880486%3C/a%3E%3C/p%3E
As sprawling, generous and occasionally unwieldy as Torchlight II is as a single-player game, itâs doubly so as a multiplayer game. Everything in the game can be done in singleplayer or in multiplayer, and it all seems designed with a completely open-ended approach. Want to take your level 40 mage back to help out your level 7 friend? Go ahead! Want to trade some ridiculous unique high-level loot for a low-level shirt? Have fun! Want to solo the game on the same server with your friend, chatting as you fight your way through opposite ends of the map? Go ahead!
Itâs difficult to truly evaluate Torchlight IIâs multiplayer at this early stageâI can at the very least say itâs functional, and a good deal of fun to team up with friends and take down monsters. It can be tricky to match levels with someone, though, and youâll probably want to have characters set aside that you play with together. In the games Iâve played (all on pre-release code), Iâve also seen some weird bugsâenemies that stop attacking and stand still, other playersâ avatars engaging in nonstop attack loops, that sort of thing. That said, simply opening up your own server to anyone of a certain level who wants to drop in has a lot to be said for it. I plan to continue to play Torchlight II multiplayer over the coming weeks, and if anything substantive changes I will update this review. For now, multiplayer feels loaded with potential, particularly as player vs. player gets going and the modding community has some time to get their hands dirty.
For a game about crushing demons with a giant hammer, Torchlight II feels lighthearted. It moves with a spring in its step, bouncing you ever closer to that next level up, that next piece of shiny kit. Itâs a game designed around momentum, and itâs stickier than anything Iâve played in a long time. It gives the player a simple task and focuses on making that task as pleasurable as possible, then does it again, and again, and again.
Play any video game for a long enough period of time, and youâll start to wonder why youâre playing. Torchlight II, with its laser-like focus and medulla-tickling appeal, is a welcome reminder of why we play. We play to visit other worlds, to unlock incredible new power, to meet mysterious new beasts and destroy them. We play video games because theyâre awesome. Click, kill, loot, level up. Click, kill, loot, level up. More, please.