

It isn’t difficulty I ran into as an issue, per se. You aren’t going to get slaughtered or anything, and it’s easy enough to stock up on potions. My biggest issue here is that the single player balance feels… way off. Otherwise you’re just dumping materials into crafting things to place around your space, and unless you just naturally gravitate to this sort of thing there isn’t much incentive to do so. That gives you passive bonuses, such as fire resistance, a percentage boost to loot quality, or extra gold drops.

Other players can check out your Fort in multiplayer, and there are a few items you can set up to feed. You can’t exactly interact with things, or manipulate the camera much. It’s always nice to have a customizable space, but it doesn’t really feel like a good fit here. I’m less enthused by the whole Fort thing. I wasn’t very far in the game before I had an Alpaca who dabbled in Necromancy, and that’s just a great thing to be able to say. The pet feels like a real contributor to the adventure, and not just a pack mule for running items back to town. There are tons of different animals and color variants you can find, and the skills all going into a universal pool is great for personalization. It feels like the non-standard element with the most polish, or the most effective execution. I’m really into what’s going on with the pets in Torchlight III. You can still customize your character’s look, and choose a pet to take with you from the jump. But the look and feel remains aesthetically creative, from the steampunky robot tank Forged class to the Railmaster, which has a big hammerand literally summons trains. Each class performs familiar functions, because you can only get so cute with mechanics in a game like this. The classes are just as creative as ever, if not more so than before. You choose between single or multiplayer, create a character, and get to grinding and looting until you can’t take it anymore. There’s no local co-op for obvious reasons, but otherwise this is a Torchlight game in as straightforward a manner as the others. Regardless of what happened, the game we have now is about as traditional as it gets. But it’s obvious it didn’t come together as a project, and the fanbase seemed to settle in on Torchlight being more traditional than its creators intended. I’m not here to rag on the Torchlight Frontiers project that was an idea that made sense at the time, and frankly fell in line with the Torchlight team’s ultimate goal of ending up at MMO-like territory. Related: First Look at Custom Forts In Torchlight III That said I’m also a little worn out, and don’t see myself jazzed to devour everything here. I’ve certainly enjoyed my time with Torchlight III over a number of hours, and have plenty more content to explore. But it’s also apparent this game was not always Torchlight III as it is now, and that previous sense of polish isn’t on the same level as the last one.
#DOES TORCHLIGHT 3 HAVE LOCAL CO OP SERIES#
When the sequel hit around the same time as Diablo III, it cemented the series as a competitor rather than a “clone.” Then… some weird stuff happened, and somehow Torchlight III came out on the other side.Īll things considered, Torchlight III is a pretty solid experience with a lot of personality and interesting ideas. But it’s also because Torchlight arrived with its own vibe: a bright and deep color palette, unique class options, and an overall level of polish the competition hadn’t mustered. Part of that can probably be attributed to how directly a “spiritual successor” it is, adhering to the familiar Diablo elements without getting too wacky.

Of all the Diablo-like derivative works out there, Torchlight has been one of the most successful.
