The sound in the early access version had a number of small mixing issues, and some of that is better in the launch version. All of the graphical effects come through to the console versions, and even though the frame rate target is reduced, it mostly holds up even when there are tons of guys and effects on-screen.Īlthough each class has default weapons, you can also get really crazy and equip non-standard gear. Although it might seem like a “basic-looking” game at first glance, it’s full of excellent particle effects, animations, and important visual player feedback that make it both fun to play and impressive to watch. It has a bold, colorful, cartoon art style that feels like a hand-painted wood diorama. Presentation-wise, III is the best-looking of the franchise. The console ports have received some small patches already, so the same iterative development pedigree that Echtra has shown on PC during early access seems to be continuing. I thought the console releases would slip into next year. In spite of these small issues, it’s still amazing that the console version is even out considering the state of the game on PC four months ago. The classic skill tree system is now back! Sort of! PC screenshot taken by the author. I’ve also had a few minor sound glitches, and sometimes when I use a portal a couple of times in a row, my pet companion disappears and I have to re-select them in my fort. The console versions seem roughly comparable to each other, and sadly, both of them target 30 frames-per-second performance without any resolution options to hit the 60 FPS level of Torchlight II’s console port. I’ve played an extensive amount of it throughout its PC development, and I’ve played about a third of the game on both the Xbox One X and PS4 Pro. Still, the game feels a little lighter on content than its cheaper predecessor. The main campaign’s three acts should take you around ten hours to beat depending on difficulty, and after that there are also random “mapworks” challenges, and an endgame random dungeon system to tackle. This is a game all about fun action and loot rewards. Their voice clips will continue to play audio-log style so you won’t even miss out on what they have to say. There are some short basically-animated cutscenes throughout the game and you can run away from most of the quest givers mid-dialogue. Torchlight III doesn’t waste too much time on story. Xbox One X screenshot taken by the author. The Dusk Mage feels the most ornate to me, with its dual magic affinity system encouraging players to use a balance of light and dark spells in equal measure for maximum damage output. The robot is the most fun to pick up and play from the beginning, because it’s equally effective in melee range and from a distance, thanks to its powerful weapon abilities and large chest cannon. There’s a ranged Sharpshooter, the melee-focused Railmaster, the jack-of-all-trades Forged robot, and the complex Dusk Mage. Players choose from one of four classes in Torchlight III, and each one offers something different. Most importantly, thanks to a million small tweaks, this game now feels like a fun action RPG, with the satisfying player feedback, large enemy encounters, and constant movement/attack/skill loop that some of the best examples of the genre have to offer. Performance is faster all around, with improved framerates and much faster load times. The skill tree system has been redesigned, bringing it more in line with the classic system featured in the earlier games. The feel of the game is much snappier regardless of mode, and in a brilliant move, difficulty choice now affects movement speed of the enemies. The game now has a true singleplayer mode that doesn’t require a constant server connection, alongside co-op multiplayer. The list of changes made is gargantuan, so I’ll just hit some of my personal highlights.
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