Torchlight II
Title: Torchlight II
Platform(s): PC
Publisher(s): Steam, Perfect World, Runic Games
Developer(s): Runic Games
Genre(s): Action Role-Playing Game
Release Date: 20/9/2011
Torchlight II
was a new experience. I had not played the original, though naturally I owned
it on Steam—that’s probably why I hadn’t played it. In a meagre attempt to be
professional I did a little research on the game (you’d think I would have done
such research before I bought it!) and discovered two rather strange things
about the series.
The first is
that apparently not only are you accompanied by an AI companion of the animal
variety that is endearing enough to be called a pet, but that this AI companion
is actually useful and something that people love about the game!
The second is
that apparently the most disappointing thing about Torchlight was the lack of
co-op...co-op, isn’t this an ARPG? Okay, sure there’s that whole co-op thing
going on in Diablo, but a lot of people play Diablo solo and it works just as
well. If not better; at least you don’t have to be online to play—oh wait,
never mind.
These
discoveries left me all the more confounded, and perhaps a little scared. It
was probably this state of fear that led me to stumble onto a server setup with
the second hardest difficulty. In game I was greeted politely by another
player, but I was treated to a solitary beginning to my Torchlight II adventure
because it took me some time to work out how to reply!
When I finally
did we got talking; he pointed out the difficulty of the game I had joined, but
said I was welcome to stay. I pointed out that thus far I was breezing through
enemies with ease. About ten minutes later I was dead; while we were chatting I
was strolling through a dungeon, easily disposing of the undead one or two at a
time and filling my inventory with items. Then suddenly, and without warning (I
wasn’t paying attention) I stumbled into a group of enemies. They got out the
lube and I stood no chance. I may as well have strolled into Sicily on a La
Piovra inspired holiday.
I told my new
friend of my misfortune and he offered to help me out; I accepted the offer,
but only on the condition that it did not cost him too much of his precious limited
BETA time, but he pointed out he’d be benefitting too with a little boost to
his exp.
Up until this
point I hadn’t paid much attention to skills; after stumbling into a hard
server I thought it would be wise to give skills a little more thought, and as
such had only been using my default attack and default skill. I followed him
through the dungeon, glaring at the undead bodies strewn about the place that
were now actually dead, as we went. It wasn’t long before we came to the site
of my brutal humiliation, and just as soon as we had arrived, vengeance had
been reaped in a beautiful explosion of skill spam; mini-bosses were sucked
into the range of AoE attacks, skeletons were shattered by a well placed skill,
and I realised very quickly that I needed to start paying attention to my own
skills.
It was here that
my journey really began; Torchlight II is all about building up your character
through skills, vital stats, and equipment. And I did it all alone; after an
update to the BETA I found myself unable to join any populated server.
Obviously we can safely assume that such occurrences will not be the case when
the game is released (it’s not published by Activision) but it’s worth noting
because...well we’re getting ahead of ourselves. Let’s get back to those
vita-statistics and abilities.
There are only
four vital-statistics which may not seem like much, but they affect a great
deal of other sub-statistics. For example, vitality not only affects your
health points, it also affects your armour, and your ability to block attacks.
On top of that you have to juggle your vital-statistics with your equipment
which can drastically affect all of your character’s stats. Equipment can not
only be enchanted, but upgraded if socket-able with gems, eyes and other esoterica
that enemies drop which give the items even more potential for stat
manipulation.
Enemies drop a
great deal of things; as I made my way through any given dungeon I usually
found enough items to fill my inventory four times over, and this is where Torchlight
II separates itself from its competition.
The fact that
your inventory can be filled so many times is not a problem (for one thing you
have two inventories: your pet can carry just as much as you) because not only
can you teleport to and from town thanks to very useful and very cheap teleport
scrolls that any character can use you can also use your pet as a pack mule
(unfortunately you can’t pick an actual mule as your pet) and send it along to
town with a shopping list of what you might need meaning that not only can you
sell the excess flotsam and blotsam that you come across, you can also buy any
potions you need; paid for with the excess items you just discovered! As
convenient as this is it does mean that you can go through each dungeon spamming
as many potions as you like because you’ll never have to worry about running
out. However, this does bring skills to the forefront which makes battles less
passive than in some ARPGs, but it also means that you don’t need to worry too
much about things like health and mana, just grab a bunch of powerful mana and
health potions, and run into a bunch of enemies healing, and restoring mana as
you go. Suddenly vitality (health) and focus (mana) don’t seem like such useful
vital-statistics! There is a penalty for sending the pet to town; you’ll have
to do without it for two minutes, and it actually is a penalty, especially when
you use your pet to tank, but you can simply wait in a safe part of the dungeon
for two minutes as you await its return.
Apart from tanking
your pet is also useful on the aggressive side of combat. It won’t prove much
use against the bosses (apart from attracting the attention of the many minions
that the bosses are likely to summon) but when strolling through the dungeon it
does a very good job of not only attracting the lesser enemies but killing them
too so that you can focus your attention on the larger mobs or mini-bosses
without having to worry about their minions.
Now before you
consider my criticism of the teleport and pet item management system too
seriously there are two things to note:
The first is
that the level cap of the BETA was 21; that’s a mere 21% of a completed
character’s levels so there’s every chance that things will get a lot harder
very fast. In fact this was already happening in the latter levels of the
closed BETA. I couldn’t just run into any mob and do my health and manna potion
spamming trick because they could muster up enough damage per second to
counteract my rather cheap strategy. On top of that my character had only
really started to come into its own; it was finally feeling like the class that
it belonged to and my stat and skill spending had started to really dictate the
way in which I had to play to be effective. The way my build grew was
incredibly satisfying; not only are all the skills visually impressive they all
serve very different purposes. What context to use which skill in then putting
it into use in an epic battle against several mini-bosses and countless minions
can be challenging even with the potion spam.
The second is
that this more relaxed play-style is actually very engaging. It comes across
far more than an MMORPG than many ARPGs: the quest vendors are simply that, and
there’re no bones about it. While the story has been spruced up with cutscenes
by Klei Entertainment the story and side quests are all very much about
throwing bosses, mini-bosses, and shiny, new gear at you as motivation to
explore and dungeon crawl.
Night comes and
goes, and the world is subtly beautiful—it looks a little like World of
Warcraft with the visual atmosphere achieved primarily through use of colour,
but has enough personality to not come across as generic. The music is quiet
and soft, and the dungeons perfectly nail a tranquil eeriness that, thanks to
the sound design, makes the fights seem all the more intense: the most jarring,
and loudest noises are those made in combat.
Perhaps because
my first exposure to Torchlight II was with another player my post-server
banishment was a lonely experience. Sadly I never got to really enjoy the co-op
with someone at a similar level to me, but there’s great potential for
chemistry in co-op combat: not only does each character have very different
strengths and weaknesses there’s a great freedom in how you can build each character
so the idea of playing through the game with someone who has created their own
unique version of their class just as you have yourself is tantalising. Heck,
even just chatting with them would have been a welcome distraction; boasting of
my victories, and complaining of my failures fitted so seamlessly into the
world of Torchlight II thanks to its minimal aesthetics and relaxed gameplay
(at least at lower levels).
That’s not to
say that the single player is any worse for the lack of other people; it’s just
a different experience. A more focused one where the eeriness of the dungeons
must be faced alone, and your trusty pet must keep you company and be more than
merely a conduit for items and a badarse in battle; it must be a friend too.