Torchlight 3, the tried and tested


Torchlight 3, the tried and tested


Index A little happy launch A new way of living Certainties and Doubts For years we have been following the development, not a little troubled, of Torchlight 3 constantly. The first two chapters of this Diablo-style hack 'n' slash, on the other hand, have managed to break through our little black heart and have earned hundreds of hours of gameplay so much was the care taken in animation and design. However, the Torchlight series has never been considered just a shameless clone of the Blizzard brand, but rather a new and comic vision of a genre in which it is really difficult to stand out and if we think then that in the last years of hack 'n' slash of very few came out of it, it was reasonable to expect so much from this third chapter.

But things got bad when, at the announcement, the lead designer revealed to the world a change in the series, with a move to free to play that would have somehow shuffled the cards on the table. With the passing of the years, and a deafening silence around the production, the idea that something was not exactly going in the right direction was insinuating even among the most passionate players and then confirmed it a few months ago with a sensational back-front. Torchlight III was therefore returning to the original path, with an apparently optimal but also extremely dangerous solution.

An unhappy launch Torchlight III arrived on Steam almost suddenly and despite a subdued communication it has been stormed by many players. Too many for servers that, as it was reasonable to expect, have not withstood the shock wave in the least. The first few days were therefore a disaster between lag and disconnections and only in the last hours, after working on the servers, things are slowly returning to normal.

it Is a usual process for online games, and justifiable further given the state of the early access of the production, but this has not stopped hordes of angry users of butchering the game with negative reviews, without even having explored thoroughly. Torchlight III finds himself having to go back to a situation shaky, exacerbated by a review bombing can break the legs of anyone.

Yet it was necessary to not stop at the first minutes of the game, delve into a title that will be enjoyed over the long term and dig in the customization of the classes, the statistics of the objects and many of the other innovations that this third chapter promises to give. Let's start from the four playable classes, which follow trivially roles that have already been seen in the series, not without a twist, interesting. On the mage of the dusk, and on the marksman, there are not many words to spend, are two standard characters strong, the clichés of the genre, also in the field of talents and skills. To stand out, however, is the class of the Forged, a simple robot tank at first glance but that hides inside a cannon capable of turning it into a hybrid rather fun to use, the only class to be able to vary the style of the game very quickly. We have left for last the Mastrorotaia, the hero the most extravagant seen in a hack 'n' slash. We speak here of a leader armed with a heavy hammer with a small train in the following: acting for the screen you can build automatically of the track and the locomotive will follow you by shooting at anything that moves. You can then, with the advance of the levels, add rail cars, and various types of armaments to further diversify your skills. What Torchlight 3 would seem to be missing at the moment is a more complex structure of the branches of the talents, anchored for now, the sun, seven abilities and specializations, really too little for a game of this kind.

The biggest problem, therefore, is not to be able to diversify too much the build, going to find the classes built-in that cut, unfortunately, when compared to the proposals of direct competitors. Try to put a piece of the many other elements of gameplay , such as the slot of the enchantment on objects and artifacts and various power ups to unlock on the inside of the fort.

A new way of living The Fort is one of the key elements of this new iteration, a kind of housing that is internal to the game that allows the further development of the various classes, giving passive bonuses, new abilities, and even tools for the crafting and sale of the equipment. It is not a new idea in an absolute manner, but it is quite rare to find it in a game of this kind, and sincerely is perhaps the main reason that is pushing us to continue to play Torchlight III in spite of the obvious limitations in the gameplay. Every single player is given a strong, shared between all of his characters, which can be freely customize by collecting resources in the dungeon (rocks, minerals, and trees will always be well marked on the minimap ), and finding the schemes for the construction of new objects. Some of these are cosmetic and adorn the fortress while others have a direct influence on the statistics. Some of the altars, for example, increase the resistance to fire, others to poison and so on and to level them up (and even changing the aesthetic in a while) you'll have to give souls the specifications of slain enemies, or destroy any part of the equipment.

On the management of the system drop we still have some reserve because of the lack of the satisfaction of being overwhelmed by weapons and magic armor, with a drop rate during the early stages of the game lower than usual and, in the end, a little satisfying. On this same line moves the combat system, animations are often not beautiful to see and a variety of enemies still less than exciting. The problems that surely will be fixed with the passage of time, giving only a long look at the roadmap that Echtra Inc. he has already put on the plate. Before you get to spend thirty Euros is required to gain access to the early access, however, would be the case, think of it well, because if it is true that everything can be justified given the few days of the life of the product, on the other hand, we must put on the scale to a production that, at the time, is not worth such an outlay of money. The choice of temporary according to developers not to provide a mode of offline play has definitely complicated the whole thing and some elements of the game, such as the root hub is shared between all the players, give the idea of a bad copy and paste, losing identity to the project in general. Even the dungeons were not able to win until the end, often too short and a little inspired graphically, Torchlight and Torchlight II were, in short, of all the other pasta and the lack of Runic Games the control feels how.

After a huge revolution inside the project, Torchlight III is not left unscathed. There are several things that do not work, and the concept of always online is still in a predominant way. We are talking about a title in early access, and we expect that in the coming months, some of the issues to be resolved, we can not deny that among the things that still need a little convincing sketch of the combat and the customization of the build, two fundamental elements of a hack 'n' slash. Torchlight is lacking in physics and in animation, and has before him a long road to be able to earn the trust of the many gamers at the time disappointed. There is definitely good but it is said that as vista is able to emerge from the amount of items mediocre at the present time.

CERTAINTIES The new classes are original to The fort is a nice addition The style has remained unchanged DOUBTS The structure is still rooted Animations and physics were mediocre with Little variety in builds at the moment




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