We’ve also added a ton of new pets, including ferrets, two new types of dogs, stags, glittersprites, and more. The Cursed Captain is an amazing new character class with awesome summoning skills, giant cannons salvaged from ships to blast enemies in the way, and a salty, ghostly personality to match. We are very excited about the Cursed Captain update, and everything it comes with. Review codes provided by Perfect World Entertainment.This message is a bittersweet one. It's a good bit of fun while it lasts but it's not going to be anyone's forever game the way it clearly aspires to be. It's a perfectly good way to spend some time gathering loot and bashing monsters but it just fails to have any kind of lasting impact. There's nothing inherently wrong with Torchlight III. By design, the majority of your time in the game is spent out in the field hacking monsters, so having a home to return to is quite meaningless when you rarely have to return to it. Beyond adding the bare necessities like a blacksmith and merchant, I fail to see the point of this. There's also something of a base building mechanic where you use resources collected during dungeon dives to build up a fort, but it just feels like a hat on a hat. Most of the loot you get is the same handful of items with different/higher stats, so the joy of dressing up your character in progressively more elaborate armour fades quicker than it should. Joining the ranks of Borderlands 3 and Marvel's Avengers, Torchlight III's loot completely lacks the ooph and hype that comes with legendary gear drops. The loot itself isn't particularly exciting. The problem is that Torchlight III commits the cardinal sin of a loot-based RPG. But what was true of the Nephelim Rifts is true here, which is that these are endlessly fun and easily the best part of the game. They're the Nephelim Rifts from Diablo III. Clearing these dungeons unlocks higher tiers of challenge that get better gear drop- Nephelim Rifts. Once you work through the roughly 12 hour story, you're dropped into the endgame which presents three semi-randomised dungeons you can run through with different modifiers in the hopes of gaining legendary loot. For me that happened about 20 hours in (yes, really) and if I'm being honest, I'm not sure I would've played that far had I not been reviewing the game. Should you spend enough time in that grind, there will inevitably come a point where your build clicks and you start to actively enjoy the game. There's nothing more infuriating than a game that feels like it's actively wasting your time. Respecing at that point feels like a complete waste. Of course you could use a Respectacle to respec your character and choose different things, but given how far you need to get into a skill tree before synergies start presenting themselves, this means sinking ungodly amounts of time and energy into a build you may not like in the hopes that it might grow on you. One one hand, this makes progression itself a more deliberate choice since you're expected to spend your skill points much more carefully, but it also greatly reduces the scope for experimentation and lacks the flexibility other ARPGs like Diablo III, Path of Exile, or even Torchlight II have. Since this is the first thing you pick without ever getting a chance to try out the various skills, it's a bit of a problem. The problem is that the relic subclass you choose will be the one you have for the rest of the game. I went with a lightning based sharpshooter who varied up her bow attacks by summon storms that damage everything around her. Each of these has two class-specific skill trees and you pick a third Relic subclass to go at the start which includes things like elemental damage or life-steal attacks. Mage, Railmaster, Sharpshooter, and Forged are your main choices in this game. I'm not inherently averse to the lighter, more digestible brand of action RPG, and personally lost a lot of time to the even simpler Minecraft Dungeons earlier this year, but something just feels missing in Torchlight III. While it's nice that you don't have to pop back into town to speak to quest-givers or sell vendor trash every few minutes, it also means there's very little to break up the pace of the combat so things get very monotonous very quickly. The majority of your time in Torchlight III will be spent in combat and the animations and particle effects do more than an adequate job of conveying the desperate of a hard-fought battle. It's a bit difficult to point out exactly what's wrong with Torchlight III without sounding like I'm dismissing it out of hand or to just gesture vaguely at an overall lack of staying power.
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