I could start with the character pets – Dungeon Siege had something similar but these are more useful (and lovable). Sounds like there’s nothing revolutionary here, right? True, but there are many small new ideas along with expert refinements and tuning of the core arpg mechanics. To maximise your character’s killing power you should also look for optimal sets of talents, and then match them with appropriate gear that boosts relevant stats. True skill at this game then only partially lies in all the frenzied clicking. Alternatively you can boost an existing talent further. You can use that point to pick a new ability (big exploding shot, whirling strike, etc) or a more passive bonus (boost to swords and maces). When this occurs you grant a point to spend on talents, choosing from three unique sets for each hero. Also as you slay monsters you’ll also be gathering experience points for those all-important level ups. You’ll be on the constant lookout for gear that bestows ever-better boosts to your attributes – a sword with greater critical hit chance, a special hat to boost agility and so on. Many, many mouse clicks will be required to make your way through each level of the dungeon. Run around fighting monsters by left clicking to make a basic weapon swing, or right clicking (or using hotkeys) to use special attacks that consume your reserves of manna. I’m sure he’s fine…įighting a legion of undead dwarves, in their long lost and forgotten hallsīrief preamble over, the game will be immediately familiar to anyone who’s played action-RPGs. Seems he delved within the mines on a quest to discover the true nature of Ember, but then he never returned. Summoned by a sage named Syl, their mission is to find her mentor, a man of great learning called Olrac. Three heroes arrive at Torchlight: the Destroyer, Vanquisher and Alchemist. In fact, its creeping influence may have lead to the end of earlier civilizations, whose ruins lie below the mines. Unfortunately it also corrupts living creatures nearby be they beasts or people. This substance can be used to create amazing enchanted artefacts, and so is highly valuable. The small town of Torchlight sits above a series of tunnels where a mysterious, magical ore called Ember is mined. So then it’s fitting that the premise has a lot in common with resembles the original Diablo. The team certainly had some expertise aboard: it included the Schaefar brothers who led development of the first two Diablo games. Released in 2009 (so narrowly making it into the category), it was developed by from Runic Games. So today I’m happy to report I’ve found a new favourite of the decade, and one I can honestly say had me hooked until the end. Or have I just become conditioned to perform rote, mindless actions in the hope of minor rewards like a slightly shinier sword or a 3% better version of a magic spell. I find myself wondering if this sort of game is genuinely enjoyable. Now do it all again on the next map with slightly tougher monsters. Run through maps, kill endless swarms monsters by firing off the same few abilities over and over, gather loot. Yet after a while they inevitably become repetitive and grindy. With their simple combat mechanics they’re easy to pick up and addictive for a while that’s why I was playing DS2 in the first place and not something more complex and beardy like an Ultima or a Wizardry. I suppose that reflects the odd state of ambivalence I’ve reached, regarding these games. Yet not quite outstanding either, so you might be a little surprised to see it given to the supposed “top of the class”. Last year, upon concluding my look at Dungeon Siege 2, I decided it was probably my favourite of the Diablo-style action-RPGs from the 2000s.
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