Torchlight Review
Going under-under-under-under-under-underground.
Version tested: PC
My cat can summon zombies. In a way, that's all I've ever wanted from a videogame - for something to come up with something absolutely, wonderfully, wilfully absurd, and let me achieve it with glorious ease. Something that only a videogame could do. Seriously, my cat summons zombies. I don't even have to tell her to. She just does it, because I've given her the spell to do it. I could summon them myself, but I just can't be bothered to add one more hotkey to my left and right mouse button repetoire. So the game does it for me, via curious cat-based necromancy.
And that's Torchlight all over - it's Diablo run through a "What If?" filter a hundred times over. All you're doing is clicking to kill things and clicking to collect things and clicking to assign stat and ability points - but what if your cat could summon zombies? What if you could fire a giant laser beam from your hands? What if you could wield two enormous wands at once? What if said cat could go sell all your unwanted loot for you? What if someone made a hackandslash RPG whose primary goal was to reward you so insanely often that you became paranoid you'd used up all your lifetime of Christmases in one fell, hyper-colourful swoop?
Torchlight's been available for just a couple of days at the time of writing, but it's been pretty much all PC gamers have wanted to talk about during that time. Understandably so - we've been teased by the bright spectre of Diablo III for so, so long now. Since, frankly, Diablo II, way back in the year 2000. In all that time, we've waited, prayed, begged for something to scratch that same overwhelmingly compulsive itch. We wanted to kill a whole lot of fantasy things very quickly, and we wanted to be given a large number of swords with complicated statistics for doing it. Pretenders have come and gone - the late Iron Lore's Titan Quest generally being considered the most successful - but nothing, really, has quite done it.

So I was all, like "BLAM!"
In the wake of Torchlight, the web's filled with guys offering variants upon "I thought I'd play it for an hour before dinner, but when I looked at the time I discovered I'd starved to death because I'd been playing it for three million and twelve years." Great stories. Great, great stories. But, banal as they might sound, they're harrowingly accurate. Torchlight is that game - the one you can't stop playing, because it's based around the two most delectable poles of videogaming: killing and collecting, and the unbreakable bond between them.
It's lately more known as the MMO formula, one oft- and understandably sneered at, but here engineered into an ever-spinning merry-go-round of cheerfully stupid fun. You kill hundreds of goblindogs and evil dwarves and dragonkin and giant spiders because you want a bigger sword/wand/hat. As soon as you have said bigger sword/wand/hat, you immediately crave another one and forge bloodily onwards. It's short-term personal reward at its finest, a perpetual carrot whose only stick is the potential to harm your relationships and exercise quotient.
Torchlight dispenses with anything that could get in the way of this sense of incessant reward. There's the aforementioned pet salesman, you ordering your cat (or dog, if you're some sort of sick, twisted deviant) to run off and flog anything you don't need while you're still mid-dungeon, returning with empty bags but a big pile of cash a couple of minutes later. It's a feature lifted wholesale from Fate, an olden RPG by one of Torchlight's main chaps, but its return here is enormously welcome, avoiding the aggravating inventory Tetris of so many of this game's more fiddly peers. Furthermore, any of TL's three character classes can use essentially any item in the game, so long as they've poured enough stat points into strenth, dexterity, magic or defence.
On this theme of no-time-wasted, most boldly but most disappointingly, the game is one, long, linked dungeon. All of Torchlight's killing and collecting happens in a multi-level dungeon beneath the titular town, theoretically plunging forever downwards, but never quite feeling like you're going anywhere. You don't need to roam the world to find anything, and you certainly can't get lost. Yeah, there are optional dungeons you can access for side-quests, but they're instantly teleported-to and recycle art assets from the main questline.
Yer proverbial double-edged sword, this. +18 vs critical indecision and all that. This insta-uber-dungeon means you're always straight to the fight, but it also emphasises the inherent hollowness of the game. You can't pretend you're in any sort of real world, fighting any sort of meaningful fight. There's a superficial sham of a narrative about some dude being possessed by some thing and presenting some danger, but it barely even tries to make you care. All it amounts to is a brief cut-scene every 10 or so levels of dungeon, before you carry right on with your fantasy genocide. Against, well, Diablo, it's a kind of relief - draping a pretence of grit and purpose around something that's only really about watching numbers get bigger is openly ludicrous in a lot of ways.
However, most of us do feel a whole lot better about this repetitive, crazy thing we're doing if someone is telling us it's ultimately for some greater good. I merrily lost double-figures of hours into Torchlight, before catching a glimpse of myself in the mirror, so to speak, and thinking "what am I doing?" It had been several hours since I could honestly say I was enjoying myself, and while it certainly hadn't lapsed into anything like dislike of the game, it was by that point only some strange, almost inhuman compulsion that was keeping me playing. "Just two more levels and I can wear that hat I found an hour ago..." Immediately, I wanted another hat.

And she was all like "UH-UH!"
But I definitely had a good time for the first, ooh, six hours. A great time. My cat can summon zombies! The spells and weapons are agreeably unhinged - everything exaggerated in size, appearance and, to a point, damage. Nothing is taken seriously. And it does sustain this past the double-figures of hours mark - come level 25,my Alchemist character was followed around by a loyal army of six imps, two golems, a floating death-crystal, the cat, the cat's three zombies, and as many skeletons as I could be bothered to temporarily hotkey into existence. It's a game that really, really wants you to kill a lot of stuff. But I did get bored. The idea of playing it again now is almost sickening to me, after the absurd binge of the last few days - but I'm quite sure I'll come back to it, most of all because developer Runic is planning to expand it from its current single-player form into a quasi-MMO, and to add a glut of modding options to further ensure every player sees and kills different things.
As it is, dungeon levels are randomly generated the first time you enter each. I didn't feel this made any meaningful difference personally, but I suspect I would have a greater sense of New! second time of playing. I'll also have a more challenging time, as I made the now-infamous mistake of playing on Medium difficulty, wherein everything's just a bit too easy. Just one difficulty level up and there would be sustained challenge, and therefore probably heightened interest at the later stages. Alas, it's not possible to change difficulty midway through (though fans have discovered a hacking method to achieve this), and I really, really, really don't want to start a whole new character after this many hours.
So, it's the best Diablolike since Diablo II, and a very real rival to the upcoming (at an unspecified point, God-blinking-dammit) Diablo III. Even though there is nothing new or truly unique about Torchlight, nothing at all, that it so confidently and prettily takes the fight to Blizzard is an enormous compliment about how well put-together this is. Yeah, it gets old pretty fast - but it's also only £15. You'll definitely get your money's worth. And that's even before the MMO stuff turns up. But, by Christ, my hands hurt, and my brain is squealing for stimulation. I've had a whale of a time, largely - but I desperately would not want to put my body through these few days of unblinking kill'n'collect again any time soon.
8 / 10
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Comments (48) Latest comment 2 years ago
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Worth every single penny
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And anyone would be bored after playing this non stop, do it in weekly chucks me thinks. Nice alternative to my main games when the GF wants to watch the telly.
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The "Inventory / Go sell all my annoying crap" pet is a great idea!
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Why? Steam is brilliant.
Edit: Great review by the way.
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It's such a diablo cloan it flits between nostalgic and satire of the genre half the time.
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I also think its funny how the guys from runic were critisizing the art direction of DIII while Torchlight looks like warcraft III happy ponyland.
At least the in-town music is great...
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The best game of its type since Diablo, IMO, (I didn't really like Diablo II for some reason).
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Not really. In Sweden we have the infamous 1$ = 1€ conversion rates, so everything is more expensive on Steam than it is in your local retailer! And I do prefer having a physical box, a thin manual and a disc for less money than a digital download for more!
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Loving this game. Utterly gorgeous and perfect for 15-minute to 1-hour bursts, which is all my schedule allows at the moment.
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Can't wait for the full on MMO edition, shame I now have to wait 2 years for it but I'm sure this'll tide me over for quite some time yet.
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click click click click
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But the Torchlight demo is free, so it doesn't matter that Steam/various publishers screws us Europeans in this regard (and release dates...)
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I stopped playing a while after I got the laser beam of doom. The whole game just got way too easy at that point.
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I do want a pet skag I can tell to sell my unwanted guns now though...
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http://www .youtube.com/watch?v=Q936lXxQPTA
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Highly recommended to anyone and everyone from me though, it's a supremely addictive and satisfying game.
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They really should have called Hard Normal because it's the difficulty it was balanced around. I can get a challenge on Normal by buying the map scrolls but they don't help with making the main quest more than a laugh about how freaking OP my level 20 equipment is in a level 10 area.
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I dread to think what the MMO would do to me...
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Sounds even more like Dungeon Siege, actually. Might be fun considering the price, as long as I remember to stop playing once I get bored. When the MMO stuff arrives, will it be a free patch, or a paid expansion? These sorts of games do tend to benefit by way of co-op play.
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Looks like it'll be a separate game with a similar model to Hellgate, from a sticky on the forums:
[link url=http://forums.runicgames.com/viewtopic.php?f=7&t=3245 ]http://fo rums.runicgames.com/viewtopic.p...[/link]
"2) Then what is this Torchlight Multiplayer I keep hearing about?
The Torchlight MMO is a separate game from the Torchlight ARPG that has already been released. It will be a free-to-play + online shop MMO game set in the Torchlight world. This will be an MMO, and thus multiplayer. This is not a multiplayer mod to the Torchlight ARPG and you will not be able to carry over your current Torchlight character into the MMO version."
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I actually liked the extra challenge of not being able to level up properly for a while, although it eventually made it clear that the enemy scaling is broken and doesn't take account of pets/gear.
If you want diablo-likeness on the cheap try it out. I played the demo for over 10 hours, until the randomly-generated dungeons started getting repetitive.
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There is nothing more here than click-click-click-etc and drinking a potion now and then (this was on very hard with hardcore mode.) There's no character customization, no meaningful character building, lack of interesting mechanics and has the feel of a Disney game. You have your basic attributes that simply increase a percentage of melee damage, spell damage, etc. Your skill trees are simple and linear and there's simply no synergy.
Basically you have 3 intended specs and one attribute you should put your points into. There's no thought behind the loot. You get straight upgrades and there is no reason to (or even possibility) to gear your character in a certain way for a certain playstyle. There's no challenge, lame story, MMO-style quests and I actually got bored while playing it. Yes, bored while playing a video game. It pretty much plays itself, only requiring your input to drink potions in time and deciding which target to attack.
Sure the game is cheap, but the production values are extremely low. The game is completely generic, offering nothing new and not even matching up to the likes of D2, TQ and the other greats of the genre. This is as vanilla as it gets. This is, to be honest, the most naked cash-grab I've seen in a while.
Replay a great classic like Darkstone instead of wasting your time with this game.
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You're confused. Hellgate London was made by the original Diablo guys (a lot of good that did the game), who were a part of Flagship Studios. This is made by the FATE guys and some of the Flagship guys who didn't work on Hellgate.
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Good point. I guess all the years since have clouded my judgement.
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Couldn't agree more.
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Seriously! I was beginning to wonder if I'd ever use my PC again, and suddenly I've got 3 great RPGs lined up! Let's hear it for a long winter.
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I think they (steam) really really dont care about money from europeans. Or Europeans just dont care about price and buy on steam anyway. Please check prices before buying from steam due to EU pricing. Lets say the amount of games bought from steam has dropped to zero for me. I look at the deals though. But now I think that their euro-hostility has just gone too far and retail has so far always beat steam at price (excluding availability and short-term deals).
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