
Unfortunately, it’s also a lot less user-friendly than Diablo III-there’s no way to immediately tell, for example, how your item will affect core traits like damage per second and armor rating. It’s a hardcore numbers-gamers kind of game, with vast statistics screens showing your characters’ every ability and adjustment. If you are into loot, and numbers, then you will love Torchlight II. A quote and thanks to Muriel for the tip: If you want more, Kirk Hamilton has also posted a bunch of his first Torchlight 2 observations in a piece at Kotaku, and he formats the entire thing as a comparison to Diablo III. The item levels also felt right with decent items dropping just a few levels above your own level which means you had a good stock to pick from as you leveled up, and of they were of all varieties. We are probably around half way through Act 2 at the moment confirming Max’ comments about a full playthrough taking around 24 hours of actual play time.Īs we were dashing through this evening, the item variety on drops was excellent, a real mix with some great items dropping in places you might not expect which is great for item hunters. In around five hoursof gameplay with two players we both leveled to around 25 and that’s with skipping over some of the side quests on Act 1 to push ahead into Act 2. The pets play a huge part in keeping the game flowing, very rarely was I finding myself on another trip back to town, it just flowed brilliantly. The speed of gameplay is outstanding, you are simply driven to keep playing. I have to say that on first impressions of this ‘preview’ build, this is one hell of an ARPG. You can see some of Rush’s first thoughts in a post here. I haven’t had much time for it yet, though Rush and Tim have been playing away and even live streaming, via our Torchlight 2 site.

As I mentioned on the podcast, Runic Games hooked us up with several review/media copies of Torchlight 2 to test out over the weekend.
