![]() While this does mean that you’ll be weaving in and out of combat more, it makes for a much more engaging experience, as these attacks are more than capable of slaying a hero at less than full health. Their exclusive mechanics can be highly integral to the effectiveness of their damage output, so it’s likely you’ll be focusing more on using skills than basic attacks, anyway.Īttack animations root the player character to a specific spot, which is important due to the major change from Torchlight II to Torchlight III – particularly dangerous enemy attacks are much more telegraphed, with an area-of-effect marker on the field of battle. The character archetypes featured here are all vastly different-looking from your standard fantasy fare, but they represent some classic RPG tropes in the form of your mage, tank, summoner, and sneaky/ranged characters. Still, in a game where you’ll be swarmed by hordes of lesser creatures, you might want to opt for a faster attack speed so that you aren’t completely overwhelmed. You’ll be swapping out all sorts of equipment for the four new character archetypes, and while weaponry can be equipped across the board, each type has its own attack speed and power, giving a clear balance and both contextual weight and/or complexity to the items. There are structures that are so inherently beneficial to the player experience, I’d be surprised if most bases didn’t feature them. But aside from offering an alternative to visiting hubs for specific tasks, these base camps are only a fun source of player expression to a certain extent. The amount of aesthetic customization present in base zones is startling, with almost every unassuming element – mossy stones that might have been mistaken for a ground texture, for example – able to be manipulated and placed in these interactive areas. These can be turned into various structures that can provide benefits to the player in many ways: redistributing character build points, for example, or refining new materials for equipment and other base structures. ![]() ![]() So what is there to enjoy outside of the usual?īase-building is a huge element of this new Torchlight title, with many interactive elements scattered throughout environments that can be used to harvest raw materials. There is some variation to be had, as you won’t always be exploring a specific dungeon but instead combing environments for specific landmarks or special enemies to take down. It sounds rather cut-and-dry, but that’s more or less the gist of things. The gameplay loop of Torchlight III is the same as usual – take on a quest from a local NPC from a neighboring hub area, set out into the field to complete it, plumb the depths of whatever dungeon stands in your way, and grab the loot from both the environment and the quest distributor before setting out once more. Ultimately, this third installment is indeed prettier, but does it offer enough new additions to warrant another romp? Gameplay Though I was curious to see where the Torchlight franchise would head, the development of this third installment has been wrought with twists and turns. These are issues I encountered while playing through Torchlight II, a well-regarded entry in this subgenre that plays very similarly to a certain monolithic Blizzard property. Similarly, gameplay can often lack tactile response, as the frequent use of skills can diminish their impact while producing predictable results. Many loot-based RPGs offer hours of replayability with various classes and difficulty levels, but their lore can be obscure and tedious to sift through, especially for a multiplayer-centered experience. If watching a treasure chest explode into various rewards with colored auras doesn’t offer you that daily dosage of dopamine, then it’s unlikely this genre has much more to offer.
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