Wednesday, January 23, 2013

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Eudemons Online continues to expand its mythical universe with an all-new expansion, Cult of the Shadowed Sun! This latest expansion will be focusing on the brand new class, the dark and mysterious Necromancer!

The Vampire class from the previous expansion proved to be a successful class with the addition of exciting and bloody skills. Vampires soon became the most popular class in the Eudemons world. However, the art team has designed the Necromancer in quite a unique way, and we’re sure that everyone will love it!

Double Status
Necromancer is good at black magic, and controlling the powers of death. With their remarkable summoning skills, Necromancers can switch between Necro status and Wizard status. Physical damage will be reduced in Necro status, while in Wizard status, magic attack power will be highly improved!

Necro Creatures
Eudemons Online is well known in the MMO genre for its fun Pet System, so it can be expected that some original and creative Eudemons will be added to the world in the new expansion. Through communication with the deceased, a Necromancer can easily summon their spirits in battle. Choose the Necromancer, and you’ll never venture out alone!

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Necro Spirits are permanently converged with the Necromancer, and the attributes can only be improved through sacrifice. However,cheap diablo 3 gold eu, there are no minor Eudemon Restrictions,blade soul gold, which makes it easy to grow them fast!

As the Necromancer comes, the level cap for all classes will be upgraded. The new Cancer server and the limited Dragon Mount will also be available for this grand expansion.

New challenges are coming! Will you stand strong and awaken the living dead to serve your will? Check out the gameplay trailer below, and we’ll see you in-game on Dec. 28th, 2012!

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Monday, January 21, 2013

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Throughout the past couple of months I have been chased, beaten, robbed, murdered and taunted. A simple task such as travelling a dozen metres into the woods has left me emotionally scarred as a result of the numerous online-brigands constantly pursuing me. In reality I have become a quivering wreck: a short journey to the local shops is spent with panicking eyes, a twitchy mood, and equipped with a small blunt weapon just in case someone takes fancy of my jeans or indeed, my trainers - If someone so much as eyes my jacket, there will be panic swings.

Developed by Aventurine over the course of many years, Darkfall is of that ever illusive breed of MMORPG which isn't afraid to wear its decade-old influences upon its sleeves. Within this title we find a brutal, paranoia-inducing, thrilling ride that takes the essence of the sandbox game and lets it run rampant within a world of open PvP. If you're a fan of Ultima Online, Planetside and Dark Age of Camelot -I think you might just consider reading on with fervent excitement.


Kicking it Old School

Beginning your life within Darkfall is no different than other MMORPGs. Finding your way to the character selection screen, players can choose from six races typical of the genre; the choices being Humans, Dwarves, Elves, Orks, Mahirim (Wolf-Men) and Alfar (Dark Elves). What is interesting with these initial choices is the inbuilt alignment and alliance system that comes with each class. While it is not essential to stick to the certain race groups: Humans, Dwarves, and Elves can find common allies - while Orks and Mahirim are known for their furry friendship; the Alfar being the lone operative of the game. The result of all these genetic shenanigans is that players have enemies baying for blood from day one.

Aside from declaring war via hereditary status, the character creation tool that is on offer is standard fair. There are a number of sliders and options to distinguish your character and essentially there is nothing more than choosing a rather exciting looking beard and possibly chiselling yourself a strong jaw. Once the player is ready to continue, a starting location is picked and it's time to start the adventure.

Beginning life in that most hallowed fashion of the MMORPG, players are dropped into life outside of a town border equipped with nothing but underwear and a blunt sword. The excitement of EverQuest players is already rising to fever pitch. Aventurine in a wise move has taken one or two influences from newer games so that newbie experience is intuitive and inviting. Rather than throwing a player into the big, bad world without so much as a nod of encouragement - players are offered tutorial pages within the game; there are even starter quests which, as well as offering rewards, slowly and subtly teach the mechanics of the game without ever blatantly holding the players hand. The opening experience,cabal gold, while by no means perfect, strikes that balance of old and new and offers something fairly refreshing and the apparent lack of 'Kill x of y' is an invigorating change.

Warrior, Rogue or Mage?

So after completing a dozen or so tasks and gaining a few pieces of armor, it is at this point that the player will start to consider paths and objectives within the game. Like many sandbox titles, Darkfall offers a class-system which is free from the traditional boundaries - and where this game differs again, is that the choices a player makes are limitless from any sort skill point cap. What this means is that a player can become both Wizard and Warrior while also becoming a master lumberjack with a side interest in alchemy. The choice to be anything really encapsulate that sandbox feeling that a lot of games lack by, albeit sensibly, restricting how many points a player can earn and devote to a certain role.

With this however come the negatives as well as the positives. Aventurine have done a good job in actually making their MMO fairly difficult and time consuming so that players will not max every area within a matter of days - while this fixes some of the problems, it doesn't address that fact that certain builds in reality become the predefined classes that they originally sought to get away from. There are only a small number of powerful builds that most people head for and while this is still player determined, it is an issue that makes the game even more narrow and unbalanced than the traditional system.

Of course the plus side to all this is that, as the game offers a single character slot, nothing else is really needed. Except from trying out a different race and perspective, your single avatar can become anything and be of use to anyone given enough time and progression. There will never be a moment in which a player realises that his time spent in 'Cooking' was a waste and now has to start again. It is refreshing to play a game that dabbles in older influences but actually seeks to progress them rather than wallow in nostalgia blindly.

The approach to actually gaining skills is mildly exciting too and holds much immersion. While a lot of progression is based around grind (more on this later) and purchasing from vendors, certain skills are progressed by actually engaging in activities. For instance running speed and Stamina can be increased by jogging and sprinting throughout the lands of Agon; while sneaking is modified by crouch walking around the place. Other skills are also influenced by engaging in an activity that is relevant, so rather than hitting a certain amount of experience and hearing the 'ding' sound, skilling-up appeals to the more immersive player and just for someone who wants to try something different.

While Darkfall's approach is inventive the game, unfortunately for some, is based around that age old sticky-issue of grind. Combat is progressed by swinging whatever bladed or spiked object into whatever NPCs skull, and craft too is only further by the constant forging of items or objects. While some people feel this is a massive turn-off, I cannot see why Aventurine's approach should be met with hostility and an apologetic tone from its followers.

The fact is, many people of this genre enjoy grinding - Myself being one of them. If the game is charming and engrossing enough, grinding becomes something that is just inherent to the experience and akin to the bubble-wrap of online gaming. At times, the grind can be a little too much and the developer in future should look for alternative ways to advance skills (and I'm not talking about questing) but as it stands, if you like grinding, then this game is fine - if you don't, well that is your preference.

Take me to Strawberry Fields

So of course we need a world for all of this gameplay goodness to inhabit and, again, taking heed from older games, Darkfall offers an expanse of land that would put most medium sized countries to shame. The world of Agon features a single massive continent and several decent-sized islands littered about. The greatest achievement in sculpting this landscape is that the developer have somehow made something beautiful, and yet,Lineage2 Adena, distinctively ugly.

Take for instance the human lands which a large portion of the gaming populace will find themselves in, at one point or another. We have winding paths, rivers and settlements - we too have grass plains, woodland and even little farmsteads. The place looks quaint and tranquil; its patchwork look even transports you to a better and nicer place. But alternatively, the place is awash with horrible texturized browns and lurid greens that offend the eye and scream for better system requirements always. While there is something endearing in the actual design of Agon, the graphical engine leaves the player cold and gives proceedings an intrinsically 'cheap' feel that only indie games contain.

The character models too transport players back almost five years to something that would offend in a PlayStation 2 game. We are in the altogether futuristic sounding 2011 now, and Darkfall would not look amiss almost a decade previous. The animations are stiff and unnatural; when swinging a sword the body moves unlike it should do: the waist and legs remain still while only the shoulders exert any effort. Combat rather than being fluid and dynamic, looks like two badly operated puppets throwing their arms up while going through some sort of embalming procedure.

When games graphical abilities are its major downfall, this is a fairly assuring thing. The game itself is endearing and charismatic enough to keep your attention and Aventurine are supposedly looking to fix these gripes with motion-capture animation. When this comes to fruition then Darkfall will be a serious contender, until that point it can't help put wear the badge of 'indie developed'.

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Don't you hate spending hours of your life that you will never get back pouring your heart and soul into a character only to find out you really don't like the class you picked? Perhaps you had a change of heart and would rather be a melee damage dealer instead of a ranged one, or the class you picked just didn't play as advertised. Regardless of the reason, this can put off many people from continuing to play an MMO. Eden Eternal, published by Aeria games, attempts to solve this problem by letting you switch classes on the fly, allowing you to put all your time and energy into a single character. Is this a great feature that enhances an already great game, or is it just a gimmick to cover up a bland experience? Hit the jump to find out.

Playing the role of a hero, born of a crystal and with no memory of their past, the player sets out into the world of Eden Eternal as an Eternal Guardian. According to legend the Eternal Guardians are the ones who will cure the world of its political strife. Right from the start players are asked to prove that they are indeed the chosen ones by doing various tasks for a myriad of NPCs, all based on the notion that as a reward the NPCs will tell them about their past, and their future.


The story of the game is told only slightly through NPC dialogue, and more in the unlock-able legends and achievements in the game. By completing quest chains you unlock both. Achievements occasionally have a small blurb, whereas legends serve to expand the lore of the zone you are in, and the game as a whole. It’s a nice touch, and while it has been done before, most notably in Warhammer Online: Age of Reckoning, it serves its purpose well.

In the character creation screen you can see all the classes available in the game, and what is needed to unlock them, though at level one only the Warrior and Wizard are selectable. However, you quickly unlock the Cleric, Thief and Hunter at level 5, 10 and 15 respectively. All of these are attainable within the first few hours of play. Classes level up independently of your character level, but with two separate skill sets; one tied to your character level that changes with the class archetype that you currently are (Warrior, Knight and Templar being Defensive, Wizard, Illusionist and Warlock being Magic DPS, etc.) and the other for each individual class. Even though when you unlock a class it starts at level 1, you still have access to the 6 skills of the archetype thus ensuring that it's not totally useless before you level it up. Levelling each class will also unlock certificates, which are bonuses that you can equip up to 7 of at max level. Getting two or more certificates of the same archetype will grant different bonuses, such as +4% wisdom for having two healer certificates, or increased healing and damage for your base healing and base damage spells for three healer certificates.

The class system works well, which is good, considering it is the game's biggest feature, but what about the core of the game? How does that stand up against its peers?

Aesthetics: 7/10

With its cute cell shaded style, at first glance, Eden Eternal is a joy to look at. The colours are bright, the models are interesting and the environment can be breath-taking. It doesn't take long though, to see that much of this is all smoke and mirrors. The game is strewn with invisible walls and zone borders, so a player will quickly grow tired of the interesting environments if they are completely inaccessible. It is an understandable restriction, but you can't help but want more. The teasing is what makes it worse. If more time was put into the foreground instead of the background it wouldn't be such a big deal, but the bait and switch can leave a sour taste in your mouth, especially if you are the type of person that likes to explore. Luckily however, the animation quality is good, so you are never forced to gaze longingly at the places you cannot go to, and just enjoy the moment you are in.

Gameplay: 7/10

While a slight tweak to responsiveness would be nice, Eden Eternal plays like you would expect of any modern 3D MMO. You left click a monster to target them, right click them to start auto attacking, or spam tab until you have the target you want. Once the target is in sight you activate abilities by hitting the corresponding hot key on your keyboard, or right clicking the ability. Combat is fluid enough, though there is a slight delay when chaining attacks and an inability to use instant attacks while moving is a weird design choice. The abilities you get string together well and anyone can quickly figure out the order of use which will yield the highest DPS. Zones flow nicely with quests funnelling you from one end to the other where the portal to the next zone and the dungeon of the current zone lie. Dungeons are short and simple, but a nice way to have group content in the game. Some dungeons can be run solo only by talking to an NPC outside. You don't get XP or items for killing things in the solo runs, but having that option for an easier way to finish quests is a nice touch.

Innovation: 2/10

Being able to have only one character and switch classes at any time is a nice touch, but nothing new. Outside of that Eden Eternal does nothing remotely interesting with its story,buy diablo 3 gold items, game mechanics or visuals. It is a game to be a game, and nothing more than that.

Polish: 8/10

I put over 30 hours into Eden Eternal and can't recall finding more than one or two bugs. There is occasional texture tearing, and monsters that will get stuck in walls and rocks, but nothing game breaking at all. The game runs smooth, plays fine, and looks good. It is a well put together experience.

Longevity 8/10

Unlocking all 15 classes will drive even the slightly compulsive to slave away for a long time at Eden Eternal. Quests are numerous, if not repetitive, many are even repeatable. It embraces grind in the best of ways, rewarding players with choices at every level, even if it is as simple as which skill to level up first. Unless you absolutely hate the tediousness of levelling, Eden Eternal can keep you going for a long time, especially for a free2play MMO. The cash shop armour sets will make the first 30 levels very easy, and the XP bonus potions will make the following levels slightly faster. Besides mounts and potions there isn't much else in the cash shop, which could be seen as both and good and a bad thing.

The lacking component to make it a truly long lasting experience though, is crafting. Not introduced until level 20, (it is doable beforehand but the game doesn't tell you about it), crafting is one of the most tacked on and unpolished features of the game. It works, but that is hardly a compliment. Rather than levelling skills and adding more grind to the game, not the best method but tried and true at the very least, Eden takes the social game approach of “click and wait”. To get anything made you must first buy the plans from a vender, find the select few that drop, or get the plans as quest rewards to see what is needed. Once you have your “shopping list” you buy the needed assignments from a vender NPC and take them to a gathering NPC. Once the assignment is given to the gathering NPC the waiting begins. Low level materials like copper ore take 5 minutes for the gatherer to gather, and the time escalates from there,cheap atlantica gold. During that time you can go back to questing or grab a drink, cook lunch, or go gather real resources in the real world. Once the materials are ready you go back to the gatherer to collect them and hope they have enough ready. With your completed shopping list you then find the corresponding NPC which can craft your gear, give him or her the recipe and the materials, and again, you guessed it, wait.

So far the time and cost of crafting has not been worth it when the gear from venders random drops and quest rewards are just as good. Some people may enjoy the click and wait approach to crafting, but it does remove the sense of satisfaction crafting can bring when you make that piece of armour yourself. It feels lazy, like it was designed late in development with the focus being on the cheapest development cost. With such a system, all crafted gear should have just been purchasable without the wait. It may have worked for Farmville, but being forced to wait is neither a fun nor rewarding game play mechanic.

Social: 6/10

Guilds are guilds, groups are groups, and your friends list is opened with O. The lovers system is a nice touch, allowing you to get bonus XP when grouped near your chosen lover, but it doesn't add anything to expanding your social circle, only adding a bonus for two people who like grouping together a lot.

Value: 8/10

Eden Eternal is a solid game with much longevity and a cash shop model that never forces or overly rewards purchasing. As a Free2Play game you won’t get much more for your lack of payment. Ultimately the biggest sin committed by Eden Eternal is that it is safe. From the cute cell shaded visuals, to the social gaming inspired crafting, the game wants to be liked so much that it ends up lacking any sort of personality. The story is bland, but is pushed so much in your face by the legends and achievements that it creates the illusion of being for role-players, without actually giving them the substance to do so. The class system looks huge at first, but at its core it is very simple. Again full of illusions, you seem to have tonnes of choice, but at the end of the day you have access to almost everything. Had it taken more risks, Eden Eternal could have been a great game, or at least one worth remembering for a spectacular failure, but in its current state the game is just that, a game. You will have fun, you will get more than your money's worth, but in the end it will be forgotten as just another of the Free2Play games put out in the 7th console generation. Eden Eternal was a terrible pick for a title, when it is more of a in the moment and nothing more experience.

All that said, I don't regret my time with it, and the drive to unlock all the classes may keep me hopping back on once and a while. If all you want is a time sink of a free MMO, you won’t do much better.

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Originally Posted by MMO-Champion
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        Sunday, January 20, 2013

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        You sure about that? Watch at about the 2:45 mark when he downs a target and has to cycle through others, looked like tab targeting to me (which isn',Wizardry Gold;t a good or bad thing). If that was internet sarcasm and you were being facetious then at least others can use the time mark to argue the other way. In any case I will continue to hold judgement but it didn't look aweful,d3 gold.

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        Last week we had a long chat with Chris Roberts about Star Citizen. This game not only looks amazing, but the concept behind how it is being made is actually a story in itself. In talking with Chris we are all very impressed with how the funding has gone for the game and how much the community has gotten involved. We are seeing the success of that plan in an age where more games are going free to play and becoming more casual. Chris really did go the opposite direction with a super in-depth,c9 gold, hardcore experience on the PC. So, with all the positive energy surrounding Star Citizen we here at MMORPG came up with a simple question? Why has no one done this with the fantasy genre?


        In the era of MMOs we have seen games like EverQuest, Ultima Online, Anarchy Online, Dark Age of Camelot come into play before World of Warcraft. In the post Warcraft era many games have been going after large known names to have a success. Games like Lord of the Rings Online, Warhammer Online, Age of Conan, and Star Wars: The Old Republic all followed this formula. While I like all of those game, few MMOs really branch out to build their own fantasy worlds. DarkFall is one that stands out for its appraoch to making a game set in their own world with a sandbox environment.

        Game developers can take a lesson from Chris and Star Citizen in that they are including the community from the funding standpoint. To build a game that people really want to play. They are making decisions in development that are influenced by players,buy dofus kamas online. Who needs angel investors and venture capital when you can ask your player base to fund your game instead? But that is where the real question lies: who will have the courage to make a game like Star Citizen for the fantasy genre?

        I guess the main question is will it work? Well, yes if you include a few major elements to MMOs that have been missing as of late. The biggest would be player housing. If you built a vast epic fantasy world and allowed players to pledge money so they could have their own home it would be quite amazing to see what they came up with. I am not just talking about castles or towers. I am talking about Orc caves, and Barbarian yurts. The customization level would have to be tremendous for players themselves. Even though you have classes, or a skill system, recent MMOs have proven that these can be blended with the choice of weapons for game balance. Guild Wars 2 proved that. So why not allow for some amazing customization options to how players look based on their funding? All of these bits come into the play when creating the game world.

        Next would be how the world could be broken up. You would have to have PvP zones and epic areas for players to exlpore, but you could also have markets and castles built and run by players. Tournaments and events hosted by the players. Ultima Online really started to have these player run events and they were amazing. The world itself could change and grow with an active development team who worked on the live game. Overall, it should be epic filled with magic and heroes. Maybe you want to create cults of Wizards as players to research new magic, or discover new areas. Honestly, the possibilities are endless as your imagination when given a game like this.

        I think the game industry is waiting to see if Chris will sink or swim with Star Citizen. If the funding is any sign, he is swimming along right now. The point is that an MMO absolutely could be made by the right people to encompass a world like this. Not just a medieval version of Sims, but a real active, living, and changing world. MMOs keep trying to follow a model of single-player RPGs and pushing players through content. Nothing says it cannot be done in a different way like Star Citizen is being done. Let’s look to the future and see games for what they will become: living worlds that we can all have a part in, even as investors.


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          Released in mid-September, Runic Games’ Torchlight II has been generating a lot of buzz around the gaming space. Fans of action RPGs have been touting the fun and addictive game play. Reviews from outlets around the world have been top notch. In a year that I would call an ARPGer’s delight with both Torchlight II and Diablo III coming out, the comparisons between the two are very common. To my mind, however, while the two share certain genre-wide features, there is enough different to make owning both worthwhile.

          So what makes Torchlight II such a great game? Let’s take a look.


          Aesthetics: 8

          Aesthetically, Torchlight II is very reminiscent of its predecessor with a brightly colored palette used to make the game world. Less Diablo III and more World of Warcraft is the best way to describe what Torchlight II looks like. The world has a “cartoonish” steam punk style to it that is very appealing. In short, it all fits together to make a terrific looking game.

          Aesthetically speaking, Torchlight II has undergone a huge metamorphosis from the original game. Rather than simply running dungeons, and there is plenty of that, you also find yourself exploring vast overland maps that are populated with an astonishing array of monsters and environmental décor. There are skeletons, zombies, wild animals, poison throwing mushroom men, exploding robots, bats, slavers and many other bad guys that come at you in gigantic hordes. It's enough to make any action RPG player’s heart sing with joy. These creatures inhabit deserts and forests and swamps packed with ancient ruins, mountains and dusty landscapes filled with swirling dust dervishes and shipwrecks. There are urns to break, crates to smash, rocks to overturn and hidden areas to discover. You actually find yourself wanting to explore the entire map because is just fun to do. Along the way you’ll find side quests with huge dungeons to explore.

          The gear you pick up in TL2 is terrifically varied as well. Long guns, pistols, swords, fist weapons, maces, bows, crossbows, staves all make their appearance in the game and look fantastic on characters adding to the overall look of the game.

          Characters look awesome running around in the world too. The movements are fluid and natural. The run animation is one of the best I’ve ever seen. It’s that smooth. Attacks and spells look terrific too. I love seeing my Outlander’s pistols, one with lightning flashing around it, the other on fire.

          Fans of original soundtracks will also love the music created for the game. The score was created by Matt Uelmen, the composer of the original Diablo music. In fact, there are times when you could swear you were in Tristram. It’s wonderfully evocative music and, again, it fits the game perfectly.

          There is some voice acting in the game including the narrator’s voice telling you “You have received a quest” and intervening at other times as well. For those who have grown a bit weary of voice over cinematic quests in other games will find peace in TL2 since it’s just not there. The voices that are there are wonderful but it&rsquo,shaiya gold;s not one of those overdone things.

          Runic has created a pleasing world that all combines sound, environment, color and music together into a pleasing whole but I will say that it’s not for everyone. Because of the look, sound and feel of the game, some people will simply dismiss Torchlight 2 straight away. So much the worse for them but it’s understandable.

          Gameplay: 7.5

          When first entering Torchlight II, you’re given the option to create one of four characters in male or female form:

            Characters can be customized with three choices for face, hair and hair color. It’s not much but it’s adequate for the type of game that TL2 is. After all: In Diablo III, there is NO customization so any little bit here helps a lot.

            Players also get to choose one of seven pets: Cat, panther, wolf, bulldog, ferret, chakawary and the hawk. Like the first Torchlight, the pets are incredibly useful. They can be given a metric boatload of stuff to carry and later be sent to town to sell it. In TL2, pets have been given the ability to shop for essential basics such as potions, ID and waypoint scrolls. Pets can wear stat- or attack-enhancing tags and collars. They are great tanks and can learn spells as well. They can be fed fish to morph them into something entirely different for short periods of time or even permanently if you’re lucky enough to find fish that can do that. Pet customization and variety is astonishing. My panther, for instance, is now a fireball throwing, zombie summoning, self-healing crab. My friend’s pet is a self-healing, frenzied warsnout. The two together (along with their owners!) make for a potent fighting force. It makes me smile just to write that.

            Leveling is quick, taking only about twenty minutes or so per level. Each progression rewards players with five stat points and one skill point. Skill points can also be earned by completing dungeons/quest too. Players can place those skill points in one of three trees per class. My Outlander mostly placed her skills in passives like Dodge or in skills that directly benefit her ranged skills and pistol use. I did find, however, that concentrating on a few skills was the better road to travel rather than becoming a specialist in none. It’s a good idea to have a basic plan for the type of character you want in the long run as you level up. There is a limited respec option in each town if you do make a mistake. Just don't wait to long to do it. The NPC will only allow you to reset your last three skill points.

            One of the best aspects to leveling your character is learning passive skills that are always on and working for your character. Spell scrolls can also be equipped to do much of the same. For instance, my Outlander’s dodge skill is insane and she often manages to avoid those “one hit wonders” that melee bosses throw her way.

            Torchlight II is a fast paced game. Characters move very quickly and are always at a run throughout. Sometimes that can lead to trouble when jetting around a corner and getting completely pwned by a unique boss and its pack of minions.

            Speaking of bosses, they are plentiful and they are everywhere. It seems like you run into a boss every five minutes and there isn’t a boss in the game that can’t take you down in one shot if you’re not careful. Like you, these bosses move fast and have a wide variety of attacks and spells that players need to be wary of.

            Those are just the overland bosses. Then there are occasional Rift Beasts that, when taken down, open up a portal to another dimension for players to take on some of the biggest badasses in the game.

            Every side quest dungeon has multiple bosses, “mini” bosses I guess you could call them, all leading up to the big guy at the end. Interestingly, many of these come in multiples. There might be two or even three bosses all fighting at the same time. Let’s just say that things can get dicey at times.

            Lastly, the main quest dungeons all feature the usual boss battles on the way to the final confrontation with ‘uber’ bosses, most of which come in multiples as well. For instance, towards the end of Act 2, we had to fight the Manticore. When its health was about 1/3 gone, suddenly its mate appeared with just as much health as the first. And let’s not forget that each kept summoning minions as well. All in all, boss battles are a lot of fun though they can be tough. You should definitely be prepared to die a few times on some of them if you’re not careful.

            Of course, what is any action RPG without loot? Torchlight II is a loot lover’s paradise. Everybody drops stuff in varieties ranging from mundane (white) to unique (orange) and everything in between. There are sets to collect, stats to consider, sockets to fill and more. In fact, my only real complaint about TL2 is that there is almost too much to think about when it comes to equipping the loot found. Items drops so plentifully that it is a major time sink to go through each piece looking for tiny improvements to damage or armor class. I finally have gotten to the point that I only look at rares, sets and uniques and ignore most of the rest.

            Players can also enchant and socket items to make good things even better. Got a piece of armor that you want to add a gem to? Find an enchanter in any random location and give it a shot. The caveat here is that it’s a big crap shoot. You may, for instance, get +3% melee damage on the item you toss to the guy, which is great unless you’re a bow-wielding Outlander.

            One of the things that bothers me a bit about Torchlight 2 is that it can get rather repetitive in the way that a lot of online games can. Go to the quest hub. Collect quests. Turn them in. Get (more) loot. It’s not really Runic’s fault that I’m so burned out on this type of gaming but it’s there nonetheless and needs to be mentioned.

            Additionally, I’ve found that my character really only uses about three skills and has all the way throughout the game. Sure, I’ve made them stronger and have chosen to focus on them exclusively but you get the point. Button mashing is part of the game.

            Value & Longevity: 10 & 10

            We're going to condense these two categories into one, because this is all that needs to be said about them: $20.00, modding tools/level editor and random dungeon generator once the campaign is finished for the first time.

            Polish: 8

            Torchlight II is incredibly polished though I’ve found a few bugs here and there. Most of the issues I’ve had have been in multiplayer but none are game ending or earth shattering, mainly annoying. It’s quite apparent that Runic spent a lot of time making sure that TL2 was ready to ship, something an independent studio has the luxury to do. It shows but there is work to be done to iron out some nagging multiplayer issues such as getting locked into a quest dialog and not being able to escape from it. This particular bug requires players to Alt + Tab out to close the game down and log back in again. Not a game breaker, but darned annoying.

            Social: 9

            The single biggest and best improvement in Torchlight 2 is the addition of cooperative multiplayer. Runic listened to its fans after the original was released and made sure to include it in the sequel. You can tie your Steam account to your Runic account, choose the Internet option and see a lobby filled with games of all levels. Games can be named and given a password for private play or they can be open for anyone to join. As with most lobby type games, you can create a friends list and even filter games to only see games created by your buddies. In addition, games can be created that only friends can join.

            Weirdly, however, there is no chat option in the lobby nor is there any way to private message or whisper to friends. Unless you're on a voice chat program or have made arrangements with friends ahead of time, it's one of those features thatneeds to be added.

            Up to six players can journey through Torchlight II together which adds a lot of potential and increased strategy to the game as the monster difficulty ramps up with the number of players.

            And for a complete ‘blast from the past’, there’s even a LAN option for those folks who want to cart their computers to a friend’s house to play. Now how cool is that?

            Innovation: 7.5

            Let’s be frank here: Torchlight II brings little that’s utterly new to the scene. It improves what’s been done before and makes it damned fun to play, definitely a saving grace. The two terrific asides to the notion above is the addition of the Random Dungeon Generator and the modding tools that will literally, I believe, keep this game playable for years.

            Conclusion

            Truly there are not enough good things to say about Torchlight II even with the minor issues it does have. It is one of the most refreshingly fun action RPGs ever. Its predecessor was lots of fun too. But with the addition of multiplayer, the dungeon generator and the modding tools, the series becomes something special, something different on the scene and something worthy of your time and money to play. Runic Games has my vote for Developer of the Year.

            Kudos on a game with great value and for some of the finest gaming hours I’ve spent in a long, long while.

            Tried Torchlight II? Let us know what you think in the comments.

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