That might seem problematic, except that pets rarely get hit and you don't have to worry about healing or reviving them. You can't change the behavior of your pet, so no matter which animal you pick, it'll always attack aggressively and fires off abilities whenever possible. The inclusion of pets is certainly welcome, but some may find that their involvement makes the game too easy. That's where your pet comes into play, as you can offload loot to them and have them shuttle it back to town to sell without you. Each piece of loot occupies one square, and you have a limited number of slots to carry stuff. ![]() During multiplayer games, there's no opportunity to steal loot, so there's no race to find and unlock treasure chests first. The loot is tailored, so you won't obtain stuff meant for another class. From magic staffs to two-handed weapons and armor, there's a bevy of loot popping up at a constant cadence. The real rewards come from the dropped loot. Killing enemies gets you some XP and gold, but the payouts can feel small. Take your chosen character and go out into the field, hacking and slashing and blasting away at every foe from an isometric viewpoint. Get through all of that, and you'll find a familiar action/RPG formula at work. It can be a daunting task, considering the time sink needed. Re-specing the characters requires an item that's extremely rare in the world, so your best bet is to start over and experiment until you find the right combo. Finally, you can't unlock some of the early powers until you've made a decent amount of progress, and there's no easy way to change your chosen relic. You might think that the abilities are a small sample of what you can do, but that's actually the entirety of your abilities, so the skill tree feels small compared to Torchlight III's contemporaries - as well as the earlier entries in the series. The descriptions are vague for many abilities, with an emphasis on stats versus abilities on the field. For starters, you never see the relic abilities until you're at the confirmation screen. This is where the problems begin, as the game assumes that you're intimately familiar with Torchlight's inner mechanics. The one that's different deals with blood, as all of your attacks are made with bleeding in mind since that helps you to recover health. Most are based on elements, so using fire- or electricity-based attacks will be instantly familiar. Finally, the sharpshooter is the previously unknown fourth class and is essentially a ranger that needs to cool down occasionally to refill their ammo stash.Ĭhoosing a relic is next, and you select one of five elements that govern supplemental moves. If you're fond of kiting enemies and trying something different, this is likely your initial choice. The railmaster is only responsible for building tracks to determine the path of your automatically firing cart cannon. Unlike in the alpha, there's no need to vent built-up heat, so you can save heat-based attacks for more opportune times. The forged is a robot melee class that can wield any weapon but has a built-in gun in their chest. ![]() The dusk mage is a typical and familiar magic user that uses both light and dark magic, and the trick is to use both together for balance. Torchlight III starts with the player choosing between one of four classes, which is one more class than in the old alpha release. The approach can work if the initial premise is interesting, but the game is somewhat generic, so this narrative approach doesn't help matters. The heavy lifting in the narrative is done by audio logs for characters you'll barely associate with and quest-givers that you never bond with. You might see an arm move, but it's more of a fade between poses as opposed to actual movement. Voices play over static pictures, while camera pans fake animation. Part of that is due to the cut scenes, which feel subpar from a perceived lack of effort. It feels mean to say, but the effort expended on the narrative feels like it has gone to waste.
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