[Review] “Torchlight II”: We have our own Diablo, with skill and pets.

Not far here the video review was. I thought that I have a couple of still unanimous thoughts.

Diablo 3 without free -thinking.

No further than a year ago, the whole game public saw, What was rolled into what a new part of Diablo came out. If suddenly you were never interested in this issue, then the game managed to simultaneously preserve the old mechanics and become completely non -canonical, introducing a lot of extremely controversial innovations. According to rumors, it was this development vector at one time that a couple of chafers (Max and Erica), who left Blizzard for the sake of their own correct ideological heir, did not like it at one time. The heir was called the name Torchlight and he was, oddly enough, Diablclon. Well, or the Diablosyn, if we take into account the history of the creation.

The theory of evolution, by the way, says that offspring is like parents, but is more adapted to the environment. Shafers reasoned that not comme venue to argue with Darwin, and therefore the first Torchlight shamelessly copied yourself, you understand what, smoothing too sharp and non-dummy corners. Similarly, Borderlands 2 Torchlight 2 is only engaged in that, which smoothes roughness, preserving the original Hack’N’Slash gameplay unchanged.

The essence of this https://slotsnogamstop.co.uk/review/winstler-casino/ gameplay probably does not make sense (said the author and, still, began explanations). There are locations that are randomly generated. There is a character on these locations (sometimes at once 8), which is determined by the class, inventory and skills. Skills, of course, need to be selectively developed, and the inventory is selectively filled. The motivation for all body movements is a third -rate plot with a completely first -rate irony. That, it would seem, and that’s all, you can finish the review. But the attentive reader had the last question: why the whole backstory with the Saferas and the direction of development Diablo 3 was needed for?

The fact that so far Blizzard thought what extravagant innovations to distort the series, Torchlight was looking for all possible ways to improve the years proven gameplay over the years.

On the left you can observe the icons of four classes, in the middle-an analogue of Barbara, on the right is a cat-pitter.

Take, for example, a pet that a player can take with him as a wanderings. Yes, the animal fights with you, gets levels, wears some objects, but the salt is not at all in this. The main purpose of the beast is that, by pressing the only key, one can, without stopping the battle, send the beast to the city – sell accumulated garbage and buy any kind of potion and scrolls. A trifle, it would seem. But, in fact, the animal is a powerful way to maintain game rhythm and dynamics. Especially given that each player in the session provides his own “space of things” – t.e. All objects and gold falling out of chests are exclusively yours, and no Jewish team member can take this physically.

If you returned to the city personally (at least for the sake of visiting the store), then a wonderful surprise awaits the hero: monsters on the main locations, excuse me, are not revived. Constantly updated dungeons are carefully scattered for a set of experience, which can pass an infinite number of times, and the main paths can be dismissed. Once and for all, in order to travel through the locations, nothing interferes and there was no artificial “delaying passage”.

The combat system, by the way, is very unusually balanced. The point is not even the distribution of skills or the number of opponents, but in the ratio of “epic / ordinary”. The conditional “boss” occurs once every 7 minutes, t.e. two or three times on the conditional floor of the basement. And on the top floor of the player, the player expects a completely epic evil, which will be three times fun to fight. The monotonous jamming of passing monsters does not even have time to really begin, as the player comes across another interesting opponent, scattering on dozens of inventory items.

Add a strip of “rage” of each class to a heap. It contains so wonderful bonuses (actually endless manna for a magician, for example) that maintaining an indicator at the maximum level becomes almost a matter of honor. So – you need to run on the location faster. So – the game becomes more dynamic. So – your pet is even more invaluable.

The only thing the developers had to abandon is the dark color scheme and gloomy style. The project is still budget, and therefore “not Crysis”-but this does not cut the eyes at all, but, on the contrary, fits perfectly into the overall extravaganza. It can only be that they can only be that they fly apart from a real ship gun in the hands of the protagonist. No more, no less.

While the official Diablo series flirted with the innovations and a parody of cloudiness, Torchlight was engaged in playing Blekjek and provoked sorceresses for himself. The main charm of the project is that this is “the same Diablo” that all the players without exception imagined it (before official announcements, of course): with a preserved mechanics, a composer beloved by a composer and a significant list of all kinds of non-critical improvements. Together with a serious duration and a cooperative of 8 people, the cost is three times less than for an official product from Blizzard, it seems just ridiculous. Run and take without hesitation.