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Torchlight II for Mac photo
Torchlight II for Mac

Years later, Torchlight II is almost ready for Mac


Releasing Monday, February 2
Jan 29
// Jordan Devore
You mean to tell me 2012's action-RPG Torchlight II isn't already available for Mac? Oh. I see. Well, props to Runic Games for not abandoning the task, then. Maybe I'll play it on my next flight. The Mac version of Torchligh...
Torchlight 2 photo
Torchlight 2

Torchlight II reaches two million copies sold


Runic CEO Max Schafer is excited
Jul 25
// Chris Carter
Runic CEO Max Schafer has announced today that Torchlight II has reached two million sales -- nice! In addition to a few celebratory comments on sales, Shafer adds, "I'd just like to say a big thank you to all the players who...
Torchlight II mods photo
Torchlight II mods

Torchlight II mod tools have been released!


Steam Workshop integration is music to my ears
Apr 01
// Patrick Hancock
After what feels like forever, the Torchlight II mod tools, nicknamed GUTS, have finally been released. In order to access the GUTS editor, simply go to your install folder and open up the "Editor" executable. Since modd...
Torchlight II mod photo
Torchlight II mod

Torchlight II mod adds another class and way more


More monsters, items, and quests!
Jan 30
// Patrick Hancock
The SynergiesMOD for Torchlight II is ridiculous. Here, just look at all that it adds: 108 Elite monsters, 6 Rare dragons, 28 Raid dungeons, 11 unique World Bosses, 4 Sets of Legendary Armor, 16 new Tier-1 Legendary Wea...

Review: Torchlight II

Sep 24 // Aerox
Torchlight II (PC)Developer: Runic GamesPublisher: Perfect WorldRelease: September 20, 2012 MSRP: $19.99 It's been a few years since the end of the first Torchlight, and, surprise surprise, the world is in danger again. A corrupted Alchemist (likely the playable character from the original game) has destroyed the town of Torchlight, stolen Ordrak's Heart, and it's up to you to chase him around the world and stop him before he drains the energy out of the Elemental Guardians that keep balance in the world. How will you save the world? You will click. On everything. You will click on a bunch of monsters, and you'll click on some chests and some urns, and you'll click on all the massive amount of loot that spews forth from everything you touch, and sometimes you'll even mis-click on a poorly placed UI element. You'll happily click away, you'll have a lot of fun doing it, and you'll suddenly look up and realize you've been clicking non-stop for three hours and you didn't realize how late it was and you really should go to bed but there's another dungeon you need to click your way through so maybe you'll just do one more quest and then you'll finally stop clicking and go to bed. Maybe. Your primary method of slaughtering enemies will be with your class skills, and Torchlight II's skill system will be familiar to those who've played the original game, although it's gotten some minor tweaks. Each of the four playable classes still has three skill trees, with each tree containing seven active skills and three passives. At each level, you get five attribute points to place into one of the main attributes (strength, dexterity, focus, and vitality), and one skill point to place in one of your skill trees. Unlike the original game, there are no skills shared among all the classes anymore -- each class has a unique set of 30 abilities. As long as you meet the level requirements for a skill (which naturally increase as you train a specific skill), you can put a point into it, regardless of how many previous points you have in skills that come before it or in the overall tree. It's pretty straightforward, and on the whole each class's skills seem varied and, for the most part, useful. Even the early skills can hold their own as long as you keep investing points into them (my Embermage beat the game almost entirely using Prismatic Bolt, the first skill in his Storm tree). Unfortunately, there's not a lot of room to experiment -- you can only refund the last three skill points you spent, and the cost to do so is rather high. One to three points in a skill is, I found, not enough to really get a feel for how the skill will perform at later levels. I often found myself hoarding points or just investing in passives -- I was hesitant to commit, out of a fear of having to restart my character because of bad skill choices. Another new mechanic is the addition of the Charge bar -- a meter that fills when you're murdering things and decays when you're not, conferring class-dependent bonuses. Embermages receive 12 seconds of mana-free casting and a damage burst when their bar is filled, while Outlanders receive small boosts to a variety of stats depending on how full their bar is. Engineers get charge "points" that make certain skills and abilities more powerful, and Berserkers get guaranteed critical hits for six seconds whenever their bar is maxed. It's an interesting mechanic that not only adds depth to each class, but also encourages you to move forward and keep murdering things. You'll fight your way through four acts (really three acts and a short final dungeon), each with its own feel and theme. The locales are nicely detailed and feel varied, and I never found myself getting bored of an area before I was on to the next, even when full clearing the area. Full clearing is something you'll want to do -- missing a sidequest or a dungeon can quickly put you behind the level curve, and you'll either have to go back and find what you missed or rerun previous areas to catch up before you can progress. The most notable new feature in the game is multiplayer -- something fans of the original game had been clamoring for. While the multiplayer system is primitive, consisting simply of a friends list, a list of games around your level range, and no chat lobby, it gets the job done, and as expected, Torchlight II is great to play with your friends. Any loot that drops in-game is unique to your character, so you don't have to worry about ninjalooters or fighting over the unique item that just dropped. It's a good thing, too, since you'll see a lot of uniques drop. Loot is plentiful, and as your work your way through the game you'll be showered in upgrades, which follow the standard loot rarity rating of common - magic - rare - unique - legendary. Whereas Diablo III was criticized for the scarcity of powerful items and upgrades, Torchlight II almost suffers from the opposite issue, with uniques dropping at a pace of roughly one every half-hour or so. I hesitate to call it a "problem," especially since trading is tough/non-existent given the lack of a chat lobby in multiplayer, but I will admit to being a bit annoyed after getting three of the exact same unique helmets in the span of thirty minutes. I've yet to find a legendary though -- the most powerful, rarest items that only show up starting at level 50 -- so even though I ended my first playthrough with something like 35 unique items, there's still better, more exclusive loot to aim for. And it's easy to want to aim for better loot after completing the game, since Torchlight II gives you a few options to keep things fresh. There's a standard New Game+ mode, allowing you to begin again with everything starting at Level 50, and there's also the Mapworks, which enables you to spend gold to purchase maps that allow you to enter various random dungeons, each with their own level range and special modifiers that mix things up. These complaints are relatively minor, though, especially in light of the game as a whole. It's addictive, it's got character, and it's really, really cheap for the product you're getting. I can guarantee you'll notice some problems as you play through it, and you'll probably wish the UI had a bit more polish and that the multiplayer system was a bit more robust, but you'll find these issues don't detract much from the overall experience. When you consider that the mod tools are already available, and what we saw with the first game, it's likely many of these issues will be modded out somewhere down the line. If you're a fan of hack 'n slashes, loot fests, or dungeon crawlers, definitely pick up Torchlight II. It's absolutely worth your time and money, and should hold your attention for quite a while. There are portions of the game that could certainly use a little bit of polish, but it's unlikely these problems will turn you off from the game entirely. Grab the game, grab some friends, and get to clicking. Did I mention it's only $20?
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Torchlight II was, unfortunately, subject to a number of delays. Originally set for release back in 2011, it's only now become available for purchase. I'm happy to say the wait was worth it. It's a bit rough around the edges,...

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Torchlight II's OST will set you back all of $0


Sep 18
// Tony Ponce
Looking forward to Torchlight II's release in a couple of days? How about the game's soundtrack, composed by Matt Uelmen of Diablo and Diablo II fame? Originally, the OST was released back in June in limited quantities, as Ja...

Exclusive: Torchlight II OST highlights with Matt Uelmen

Sep 05 // Jayson Napolitano
"Enclave Night"[embed]231498:44413[/embed]This is the "night" theme from the opening town in Torchlight II. This particular mix (which is unique, but close to the in-game mix) starts with the classical guitar placed in a way that should be familiar to adventurers who have faced the curse of ember at least once before.As I listen to this now, I realize how much of an impression the early-nineties ambient movement made on me. Those whispering synth textures (mostly courtesy of Spectrasonics' spectacular Omnisphere, featured on hundreds of soundtracks in the past year or two) remind me more than a little of albums like "U. F. Orb" from that era, and other similar works. It seems to fit the mood of the Estherians - despite being enslaved by rifle-toting bandits, stalked by armored ten-foot bears and rumors of some turning into something resembling calamari, they seem to have a genuinely placid and even condescending demeanor."Wasteland"[embed]231498:44414[/embed]Here's a unique teaser mix of a few tracks from the deserts and salty barrens of Act 2. I couldn't resist being somewhat literal minded and using shakers, maracas, and the such, along with a few of the usual suspects in terms of near-asian instruments. But the real influence in the left-hand piano stabs is obviously the action soundtrack king of the era I was born into, Lalo Schifrin. His background in Latin instrumental music was the perfect means to redefine action music, and I'd like to think I subconsciously absorbed a little of it."Dungeons"[embed]231498:44415[/embed]And, one last unique mix, including a couple of minutes from some of the very last interiors in the game in the last half which didn't make it onto the promotional soundtrack CD. The medley begins with some live string glissandi effects from my session in Bratislava, which made for a good fit in a mysterious level involving a journal and infected dog somewhere in the frigid snows of Act 1. The track transitions through material from the corrupted temples also featured in that act, and ends with some of the noisier and more pounding music I made from dungeons near the climax of the game. The usual suspects - drums, screams and heavily distorted instruments - make their customary appearance. Does the sad fate of the pooch in the Ice Cavern portend some truly monstrous, Lovecraftian horror awaiting?
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Torchlight II's release is right around the corner, and after hearing how well it's coming together from our hands-on at PAX last week, I've been anxiously waiting to hear composer Matt Uelmen's music in-game. We already revi...

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PAX: 30 minutes of Torchlight II left me craving for more


One last look at the action-RPG before launch
Sep 03
// Jordan Devore
Confession: I never did finish the original Torchlight. For whatever reason, the game failed to grab me -- maybe it was the pacing, the lack of co-op support, or something else entirely. Whatever the case might be, I'll fini...
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Torchlight 2 finally dated for September 20


Three more weeks!
Aug 31
// Jim Sterling
Runic Games has finally announced Torchlight 2's release date, lighting fires in the souls of those hoping it'll be better than Diablo III. You'll be able to shoot your guns and swing your swords in Torchlight's beautiful wor...
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iOS MMO shamelessly rips off Torchlight


Jul 17
// Jim Sterling
Armed Heroes, a mobile MMORPG, is the latest game on iTunes to be caught shamelessly stealing stuff from other studios. The victim this time is Torchlight, with Runic Games' Travis Baldree calling out the thieving party -- EG...

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