![]() ![]() But few of the Fort's additions serve any practical purpose, instead offering the kind of cosmetic reward that many free to play games indulge in to keep players invested. All characters on an account share a Fort, and you can access other players' forts in multiplayer. The Fort system has players setting up a customizable home base. It's a system that emulates the feel of a mobile game's log-in bonus more than anything more substantially rewarding. Here it presents random loot and cosmetic items for a player's Fort (more on that in a minute). In past games, raising a character's Fame high enough granted additional skill points. As players defeat unique or elite monsters, their Fame grows. The Fame system originated in past Torchlight games. Torchlight has two other notable systems, each feeling like vestigial organs leftover from its time as a free-to-play MMO. The dungeons I ventured into were mostly one long corridor with one or two dramatic bends in it, and the boss fights I played through all took place in identical chambers. While the overland areas are sprawling enough, the dungeons feel bite-sized, and their designs are uninspired. Most of Torchlight III involves exploring an outdoor area, discovering an underground dungeon, clearing that dungeon, and then continuing to the next outdoor zone. Each class has two different skill trees for players to apply points to as they level. How many ARPGs let you play as a sentient steampunk robot or have a pet magic train? In practice, they all fit snugly into the archetypes you'd expect, serving as either brawler, tank, long-distance DPS, or crowd control. Superficially, these classes appear a far cry from fantasy RPG standards. Players begin the game by choosing between four classes - Dusk Mage, Forged, Railmaster, or Sharpshooter. It's basic stuff that pretty quickly fades into the background. With the Ember Empire in decline, the Netherim plot their return, and the world needs heroes to defend against the invasion. Torchlight III's story begins hundreds of years after Torchlight II. Where the others emulate Diablo's demonically dark atmosphere, Torchlight's world is cartoonish and steampunk, closer to Blizzard's other RPG juggernaut, World of Warcraft. What most sets Torchlight III apart from those games is its aesthetic. Diablo III is still going strong, and games like Path of Exile and Grim Dawn have offered innovations to those looking for a more old-school experience. The game won't find the same ARPG-shaped hole in the gaming market that its predecessors did. Echtra Games, the new studio founded by Max Schaefer, developed Torchlight III under license from publisher Perfect World. In 2012, Torchlight II was the true-to-its roots alternative to Blizzard's evolved Diablo III. In 2009, Torchlight was the long-awaited spiritual successor to Diablo II. Runic Games, founded by Travis Baldree and Diablo designers Max Schaefer and Erich Schaefer, developed the first two Torchlight games. What's worse, the game has little innovation to offer to a video game genre that's more crowded and competitive than it was when Torchlight II debuted eight years ago. Unfortunately, Torchlight III sill wears its free-to-play roots awkwardly. Instead, eight months before release, the game switched titles and returned to Torchlight's traditional action RPG roots. ![]() ![]() Torchlight Frontiers was to finally fulfill the original Torchlight developers' goal of making an MMORPG. Torchlight III, the game formerly known as Torchlight Frontiers, hacks and slashes its way to PC and consoles as a drastically different game then what it set out to become. ![]()
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