If there is one game that is somewhat of a guilty pleasure for me, it is Diablo II. I love that game due to all the customization, equipment gathering and variations of gameplay within character classes. I love the fact that the areas are large, waiting for me to pilfer everything in sight to increase my coffers. The downside is that I have done the same thing over and over again, replaying the same segments of my life with subtle variations. And it has inspired countless games. Some are better than others. Though nothing has held my attention and admiration as well. Now there is a new game that uses it as inspiration: Torchlight for the PC.
Torchlight‘s plot is rather simple. Three different archetypes attempt to get to the source of the problem of the titular town. Earthquakes have been increasing, monsters roam its simple hallways and the miners have all but disappeared. All of this has to do with “ember,” which is some sort of strange ore pulsating with energy. Everyone from commoners to high-ranking magicians benefit from its use, pushing the economy to unseen heights. However, what is the price for its use? And what is cause for this mining town’s troubles?
You have one entrance as you explore the mine. You quickly earn the use of teleportation that can take you to the bottom of a completed area or entrance to the next area. You interact with the characters, all giving you variations on the same quest (“gather this item” or “kill this monster”) to earn experience, fame and equipment. You will kill monsters, gain levels, explore the various areas, gather and sell equipment, and customize your avatar. As I played through the game, I constantly had to bite my tongue from voicing the thought: “This feels like Diablo II, and I‘ve been here before.” Yet again, the comparison is inevitable as members of the development team originally worked on that game. Ultimately, I enjoyed myself in spite of this feeling. I could still get lost in the game’s world very easily.
Yet, let me make this completely clear: It is one of the most refined games in the genre. You point and click on monsters in order for your avatar to attack. While some skills are shared, there is still a lot of depth with each class. There are two storage chests: One for your avatar’s needs and a community chest that can be shared with ALL characters created. So if your alchemist gathers some very nice equipment for a bow or gun user, he can store it in the community chest for another character to use. Anyway, each stat improves specific weapon damage and allows more potent equipment to be worn. For example, strength improves the damage output of melee weapons. And magic doesn’t increase your character’s mana pool. It increases the damage range of magical weapons. The exception to the rule is defense, which allows your avatar to survive the depths of the mine longer and equip stronger armor.
Furthermore, there are about 25 skills or so for each character archetype. And how you develop them is completely up to you. Do you want your alchemist to specialize in summoning, defensive or offensive magic? Or do you want him to be balanced? And the warrior, how do you want to improve him? A colossus of strength, or do you want to treat him as a paladin? Or even a bow specialist? Or what about the agent? Do you focus on ranged attacks, or do you diversify her as well? Also, whenever you gain a level in fame, you also earn an extra skill point. Fame is acquired through completing quests and annihilating special monsters. And I can’t forget equipment! Some of the weapons and armor have sockets waiting to be filled with ember, increasing their original capabilities. Or scrolls to equip to cast unique spells. The customization is downright staggering. Throw in a loyal dog (or cat, if you prefer) that can aid in combat (and can transform into monsters through fish) and run back to town to sell stuff for you, and there is little reason to stop exploring the mine.
Graphically, the game is cartoony. Colors range from bright and colorful, such as the water-filled jungle hiding layers under the earth, to dark and moody such as the crypt. But this is not to say that it is hard to look at. Well, at least when there isn’t tons of carnage occurring. It is easy on the eyes. Characters move smoothly to various places. Skills and spells are flashy and cool to look at. Vendors and quest givers are easy to identify as they have their respective icons shining over their heads. And the interface is simple and clean. Thus, it works. It helps keep you absorbed into its world when you have time for it.
Sound wise, everything is in its place. Staves have a decent thud to them. Magic pulsates through the air. Creatures have their own unique battle cries. Music tends to get lost in the action, though it does complement what is going on. The thing is, it reminds me of a previously mentioned game. This is not to say that the soundtrack is bad; in fact, it is quite a joy to listen to. It is just “haunted” by that ghost. It is also important to note that there is some voice acting. Some of it is used to further along the plot, and it helps absorb the player into its story. And then there are those little lines that help sell the existence of character. I just wish there were more of them.
In conclusion, Torchlight shows everything that has been played before in the hack-’n’-slash genre. It doesn’t really push the genre forward, nor does it pull the genre into the abyss. Instead, it is a love letter to fans of the genre. Everything that is loved about the game that started it all is present. It isn’t creepy or out to disturb you. Instead, it is about being fun. There is enough content in the mines to keep anyone happy for a long time. And $20 is the perfect price to pay for it. Unless you dislike exploration, nonstop action and tons of customization, there is no reason not to pick it up at some time. If you don’t believe me, there is a nice long demo to sample. Now, please excuse me. I need to rotate my schedule around so I can fit in more Torchlight.