You can free them from cages anywhere in the game, collect them, change them and lock them in cages in the fort - that's quite nice. you lose them the next time you die.Īlso the companions something happened. Or the Lifebound Sayings: Objects get significantly better values, but are tied to your life, i.e. There are no obscure game mechanics that overly creative developers sometimes implement. There is positives: This locomotive character who constantly moves rails is kinda cool. Why, for example, can the bar with skills no longer be populated manually? Why can one-handed weapons only be combined with shields and such, but not with other one-handed weapons? Why just one weapon set? Why does the companion have so many fewer slots for upgrades? But let's leave the negative behind for a moment. There are other things that aren't entirely obvious. The Graphic is still typical Torchlight, there are not big differences. And since its official launch on October 9th, Torchlight III has too no MMOPRG more, but a single player title, even if there is still the multiplayer option. So it was heavily rebuilt and tinkered and finally relabeled as Torchlight III. And what there was to see ultimately pleased little. The whole story behind Torchlight III is uncomfortably long, the Ultra Short: Torchlight III was developed as Torchlight Frontiers, a purely multiplayer title that was delayed and delayed and delayed. When I speak of Torchlight II in the following, I also mean the variant running here synergiesMOD and Torchlight II Essentials two free mods that massively expand character classes, monsters, gameplay, maps and so on. It's a great game that I would recommend to anyone who can get by with the comic-like steampunk graphics and doesn't just want to crawl around in dark caves. Of course, not everything is perfect in Torchlight II either – but things like inventory and easy companion swapping can be pimped up wonderfully with mods. Part 2 was just a consistent improvement and thanks to the Mod Managers still playable to this day. Torchlight I from 2009: Great graphics, smooth gameplay, lots of loot, items and stats - the Torchlight foundation. It wasn't as complex as you know it from some other titles, the graphics weren't as sophisticated as Titan Quest - but the balance and gameplay were right even then. Torchlight I was basically a small, loving Diablo clone in a colorful steampunk guise and came across as a big Indy pearl. Torchlight I -> IIĪdmittedly, some of the great things from the Torchlight universe listed above were only added in part 2, for example the inventory was massively improved. Very smooth gameplay, very different bosses, large generic maps where you don't constantly get lost and last but not least, thanks to the upstream mod manager, enormously high replay value! Torchlight iii was the first game of my life where I signed up as a beta tester and then an early access player, spent money despite multiplayer only, ignored all the lousy reviews and ended up being so disappointed that I feel compelled to write. A non-annoying inventory! Good comparable items - if you like to look at stats for 10 minutes in between. A myriad of awesome spells, pets, and temporary minions. A skill and character system with just enough depth. A reasonable story without getting bored with 12 hours of cutscenes. Great graphics if you get it comical steampunk like. Torchlight was for me the best hack and slash after Titan Quest (Diablo passed me by).
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