Torchlight II Preview and Editorial
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First, Co-Optimus goes hands-on with the game:
Let me just begin with saying that I enjoyed Diablo 3, but it is missing something that Torchlight 2 has - heart. Playing it at PAX this year affirmed my excitement as we sampled a bit of Act 2 in our short time at the Runic Games booth.
Be it the writing or the art style, Torchlight 2 is dripping with charm. I feel bad for clicking on the enemies because they are wonderfully designed. The world makes you want to explore, instead of race to the next goal so you can claim your prize. Speaking of loot, there is a TON of it. You would think that you couldn't get more loot than Diablo 3 or Borderlands 2 but I was constantly sending back my pet to get rid of all the (great) items I didn't need anymore.
I was playing as the Outlander, the gunslinger who can move with ease and take down foes using pistols, rifles, shotguns, and blunderbusses. The skills that were set on the pre-designed character were cool as I could swap between entangling enemies or dishing out massive amounts of damage with rapid-fire. I don't usually play as this type of class (I was a Destroyer in the first game) but it was awesome to try something new and feel each skill was unique and made a difference on screen.
While, WhatCulture! has six reasons to be excited about it:
5. Loot, Loot, Loot!
Runic Games has an awesome infographic on their website that compares how much more of everything is in Torchlight 2. In itself, it is far too large for me to post here. There are 87% more unique items, and that is barring the extra layer of customization via enchanting. Weighing in at around 5773 total unique items, chances are, you will never see them all. You sure will want to try though. Like in the glory days of ARPG games, bosses and special monsters absolutely explode with loot when you down them. It's a rush that takes a long, long time to get old.