The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

Torchlight 2: The Game Before The MMO, Announced

modepsmodeps Registered User regular
edited August 2010 in Games and Technology
torchlight2.jpg

Kind of surprised no one has posted this yet, but here goes. Torchlight 2 (PC) has been announced by Runic Games. It's the follow up to their first game, released last year. It will be released at some point next Spring (2011). Unlike the first game, Torchlight 2 will have full on co-op for at least 4 players.

Official Website: http://torchlight2game.com/
PC Gamer Written Interview with Max Schafer and Travis Baldree: http://www.pcgamer.com/2010/08/04/torchlight-2-interview-with-runic-games/
PC Gamer First Artwork: http://www.pcgamer.com/2010/08/04/exclusive-torchlight-2-first-artwork/
Gamasutra Interview with Max Schafer: http://gamasutra.com/view/news/29743/Interview_Runic_CEO_On_Torchlight_II_Digital_Strengths.php
Evil Avatar's Shotgun Podcast Torchlight 2 Interview: http://shotgunpodcast.com/2010/08/shotgun-81/

Key Features:
  • Multi-player – Play with your friends over a local area network, or over the Internet. A free matchmaking peer-to-peer service lets you make new friends for exciting co-op play.
  • Customizable Characters – Players create and customize a character from one of four classes available and choose an animal companion. Through cosmetic, class, and gender choices, skill path decisions, and the treasures they acquire, each character can be custom-tailored to each player’s needs.
  • Moddability – Torchlight II will release with an updated version of TorchEd, the Torchlight editor. Players have the option to create their own mods, adding even more content to the world. You and your friends can download the same mod and play together!
  • New User Interface – Torchlight II boasts an entirely new, improved user interface, designed to be easier than ever for new players to pick up and play. Thanks to this intuitive interface, players have immediate access to a rich and varied world, with little experience necessary.
  • Overworld Areas – Torchlight II has large randomized overworld areas to explore with weather, time of day cycles, and random events that provide players with even more content to experience.
  • Random Dungeons – Delve into randomly generated dungeons within the game at any time for extra experience and rare loot. Dungeons in Torchlight II have even more branching paths to explore with friends filled with random events, rewards and dangers.
  • Retirement System – Once characters are sufficiently leveled up, they can “retire” and bestow specific benefits and perks onto new characters.
  • Pets – Players choose a pet to accompany them. Pets level up along with the player, and help in battle, learn spells, carry items, and perform a variety of support services.
  • Fishing – Fishing returns in the sequel! Players can take a break from the high-energy pace of adventuring to relax by one of the many fishing holes and see what they can catch. Fish have unique benefits for the player and pet, while a number of other rewards can also be discovered.

Expanded Details (from Audio Interview)
  • Max was likely a bit tipsy when he slipped about Torchlight II at GDC earlier this year. (2:20)
  • Runic is still "relatively" Independent, and Perfect World is the "Investor." (2:49)
  • Currently at 32 people on staff and no plans to get much bigger. (3:25)
  • Roughly 4 Digital Downloads for every 1 boxed copy of Torchlight sold. (4:25, beginning of Runic Team Growth Talk)
  • They want console releases, but haven't managed it so far. (6:00)
  • Never really considered Torchlight II as an expansion pack. (7:00)
  • MMO pushed to the back-burner for now. (8:04, beginning of MMO talk)
  • More classes, non-linear advancement and outside worlds. (8:45)
  • Mac version sooner after the PC release than the last game. (9:39)
  • Likely to have Steam availability on day 1. (9:12)
  • No modding tools for Mac again, because they are programmed in C#. (10:04)
  • A writer has been hired and there will be actual narrative. (11:05)
  • You will not be starting in the town of Torchlight.
  • Lots of regions and cultures in Torchlight II.
  • In a lot of ways the changes from Diablo 1 to Diablo 2 are comparable to Torchlight 1 and Torchlight 2. (12:20)
  • No plans on any kind of import from the old game to the new one. Much of the game has been revamped or improved, which makes it difficult to try to import anything. (13:00)
  • Itemization system is being changed and will match the new classes. (Starts at 12:47)
  • The Railman class is "an engineer turned into a melee tank." They are charged with developing transportation and pushing it into the wilderness. (15:40)
  • The Outlander is a hybrid of ranged with "superstitious magic." Survivalist vibe. (16:25)
  • Torchlight has its own style of steampunk that they have been working with for the art style. (17:22)
  • The UI has been totally overhauled. (18:30)
  • Identification system will be changed, if not completely removed. "Less onerous." (18:47)
  • Chatting in multiplayer. (19:09)
  • Trying out a bag-based system for the inventory. (19:16)
  • New pets, but Dogs and Cats of some sort will be included. (19:55)
  • More monsters scaling this time, not as much as oblivion but better than the main dungeon in the original game. (20:20)
  • A lot more balance between classes this time, especially for skills. (21:15)
  • Endless dungeons and retirement will return "in some way, shape or form." (22:09)
  • PvP might appear in the game, but it won't be possible to do it cheat-free. (23:30)
  • They want to make it possible for people to play with mods with other people. (25:20)
  • There will be a friends list. (26:20)
  • Inline character saves so that people can play on the go from anywhere. (26:40)
  • Monster scaled via proximity. "If you are in Act 3 and I'm in act 1..." then the Act 1 monsters won't get harder. (27:50)
  • The loot you see drop will belong only to you, and item trading will be available. Trading interface included, but you can throw things on the ground for anyone to pick up if you want. (28:15)
  • Co-op is at least max of four players, and a possible maximum of eight. Summons are a major factor in these numbers. Not finalized. (28:52)
  • Video at Gamescom! (29:50)
  • The game will be playable in Pre-Alpha form at Gamescom later this month. (30:4
  • Alpha (or Beta?) testing MAY be early next year, and they want to involve the community but don't know how they want to do that yet. (31:10)
  • You can see what mods someone has if they join your game, and they will need to be the same to join.
  • Skill system has changed.
  • The world will be divided into zones with sub-areas, and random outdoors. (35:44)
  • Three major distinct outdoor types - Grassy mountain Steppes, Desert and Dark, Spooky Battlefield Forest (Swamp?) (36:19)
  • Random events like caravans being attacked. (38:14)
  • 200+ Unique weapon models. (38:25, 39:10 Key points)
  • New weapon types, including Cannons and Fist weapons. (39:20)
  • Weapon specific walking and attack animations. (39:45)
  • Fishing may be revised, but it will return. (40:50)
  • No mounts. (43:30)
  • Price point close to the last game. (44:30)

modeps on
«1

Posts

  • Venkman90Venkman90 Registered User regular
    edited August 2010
    Nice op, it was mentioned in the old TL thread but I think it needs it's own so I am beholden to you.

    Classes so far:

    Rail-man (or women): Prospector / Engineer type who seems to be clad in bronze armor and monocles.

    Out-lander: Ranger archetype.

    Venkman90 on
  • modepsmodeps Registered User regular
    edited August 2010
    In talking to them, it seems like they've thoughtfully expanded upon a ton of stuff and adding co-op pretty much answers the call everyone was making. Full disclosure, we did the podcast interview I posted, but from what I can tell, we're the first one out there with a lot of the information. If it's bad form, please let me know and I'll remove it.

    modeps on
  • adytumadytum The Inevitable Rise And FallRegistered User regular
    edited August 2010
    I am mildly interested in this game after playing the demo of TL on Steam.

    adytum on
  • reVersereVerse Attack and Dethrone God Registered User regular
    edited August 2010
    Have they said anything about getting rid of identification scrolls? Because if there are shitty, archaic gameplay mechanics that needs to be purged from our memories, that would be pretty damn high on the list.

    edit: Also so that my contribution here isn't entirely negative, steampunk melee fighter engineers woop woop.

    reVerse on
  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    edited August 2010
    Yeah identification needs to GTFO of games.

    It serves no purpose whatsoever except to have another consumable to take up your inventory space. What you get is random anyway, why make the player have to go through an additional step just to see the stats? I'm aware there's some cases in D2 where an item is more valuable in trade if it's unidentified (charms), but that's not really a justification to keep that dumb shit in. They have taken them out of MMO's that have the same drop mechanics of these games, so why keep them in?

    Please please please, take them out.

    The Dude With Herpes on
    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • sumwarsumwar Registered User regular
    edited August 2010
    A quote from the interview:

    "But, heck, that guy’s killing stuff and it’s dropping loot for me."

    Uh oh, I hope I'm not looking too deeply into this but I think that means the loot is shared and not seperated like Diablo 3 will be. I hope they fix that before the game comes out otherwise multiplayer will be hurt since it will simply come down to who click the phat ass epic first and not a fair round the robin style loot:(.

    Despite my complaining I loved Torchlight so I'm very excited for this.

    sumwar on
  • Dropping LoadsDropping Loads Registered User regular
    edited August 2010
    Yeah identification needs to GTFO of games.

    It serves no purpose whatsoever except to have another consumable to take up your inventory space. What you get is random anyway, why make the player have to go through an additional step just to see the stats? I'm aware there's some cases in D2 where an item is more valuable in trade if it's unidentified (charms), but that's not really a justification to keep that dumb shit in. They have taken them out of MMO's that have the same drop mechanics of these games, so why keep them in?

    Please please please, take them out.

    This used to be coupled to a DnD mechanic where you could equip an unidentified item, which would identify it. There were also cursed items that, once put on, couldn't be taken off unless special conditions were met. That at least made identifying things an interesting choice. It's not so bad now since you can get the Identify spell and not waste storage space, but being down a spell slot kind of sucks too.

    Dropping Loads on
    Sceptre: Penny Arcade, where you get starcraft AND marriage advice.
    3clipse: The key to any successful marriage is a good mid-game transition.
  • HawkHawk ColoradoRegistered User regular
    edited August 2010
    I agree, I think Torchlight and Torchlight II should be different things, so it doesn't get clutter. Nice OP to start!

    Hawk on
  • modepsmodeps Registered User regular
    edited August 2010
    reVerse wrote: »
    Have they said anything about getting rid of identification scrolls? Because if there are shitty, archaic gameplay mechanics that needs to be purged from our memories, that would be pretty damn high on the list.

    edit: Also so that my contribution here isn't entirely negative, steampunk melee fighter engineers woop woop.

    They're either going to revisit how identification works, or remove it completely. It won't remain the same that it was in the first game for sure.

    modeps on
  • modepsmodeps Registered User regular
    edited August 2010
    sumwar wrote: »
    A quote from the interview:

    "But, heck, that guy’s killing stuff and it’s dropping loot for me."

    Uh oh, I hope I'm not looking too deeply into this but I think that means the loot is shared and not seperated like Diablo 3 will be. I hope they fix that before the game comes out otherwise multiplayer will be hurt since it will simply come down to who click the phat ass epic first and not a fair round the robin style loot:(.

    Despite my complaining I loved Torchlight so I'm very excited for this.

    Basically, the loot YOU see, will be yours and no one else's. Once you pick it up you can drop it, then it becomes public. There'll also be a trading mechanic as well.

    modeps on
  • Dark_SideDark_Side Registered User regular
    edited August 2010
    Yeah identification needs to GTFO of games.

    It serves no purpose whatsoever except to have another consumable to take up your inventory space. What you get is random anyway, why make the player have to go through an additional step just to see the stats? I'm aware there's some cases in D2 where an item is more valuable in trade if it's unidentified (charms), but that's not really a justification to keep that dumb shit in. They have taken them out of MMO's that have the same drop mechanics of these games, so why keep them in?

    Please please please, take them out.

    This used to be coupled to a DnD mechanic where you could equip an unidentified item, which would identify it. There were also cursed items that, once put on, couldn't be taken off unless special conditions were met. That at least made identifying things an interesting choice. It's not so bad now since you can get the Identify spell and not waste storage space, but being down a spell slot kind of sucks too.

    You can mod the identifying out I believe, though honestly, players shouldn't have to resort to that kind of thing to remove a rather archaic and worthless game mechanic.

    Dark_Side on
  • sumwarsumwar Registered User regular
    edited August 2010
    modeps wrote: »
    sumwar wrote: »
    A quote from the interview:

    "But, heck, that guy’s killing stuff and it’s dropping loot for me."

    Uh oh, I hope I'm not looking too deeply into this but I think that means the loot is shared and not seperated like Diablo 3 will be. I hope they fix that before the game comes out otherwise multiplayer will be hurt since it will simply come down to who click the phat ass epic first and not a fair round the robin style loot:(.

    Despite my complaining I loved Torchlight so I'm very excited for this.

    Basically, the loot YOU see, will be yours and no one else's. Once you pick it up you can drop it, then it becomes public. There'll also be a trading mechanic as well.

    Oh good good, I'm glad it works that way, awsome.

    sumwar on
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited August 2010
    As soon as I read the overworld bit, I groaned.

    We really don't have many games that use the one dungeon that goes on for quite a while method. :?

    Henroid on
  • modepsmodeps Registered User regular
    edited August 2010
    Henroid wrote: »
    As soon as I read the overworld bit, I groaned.

    We really don't have many games that use the one dungeon that goes on for quite a while method. :?

    Well, if you wan't that experience... you can always play the first Torchlight or Diablo :)

    modeps on
  • DracilDracil Registered User regular
    edited August 2010
    Yeah identification needs to GTFO of games.

    It serves no purpose whatsoever except to have another consumable to take up your inventory space. What you get is random anyway, why make the player have to go through an additional step just to see the stats? I'm aware there's some cases in D2 where an item is more valuable in trade if it's unidentified (charms), but that's not really a justification to keep that dumb shit in. They have taken them out of MMO's that have the same drop mechanics of these games, so why keep them in?

    Please please please, take them out.

    This used to be coupled to a DnD mechanic where you could equip an unidentified item, which would identify it. There were also cursed items that, once put on, couldn't be taken off unless special conditions were met. That at least made identifying things an interesting choice. It's not so bad now since you can get the Identify spell and not waste storage space, but being down a spell slot kind of sucks too.

    AFAIK all Japanese rogue-likes still have cursed items (the Mysterious Dungeon series, Shiren, etc.). Also potions and scrolls and wands also tend to require identifying or experimenting (and you can rename items too once you discover what it is without identifying). So yeah, identification matters for THOSE games.

    Meanwhile, this game is so far off that I'm probably not going to care until next year.

    Dracil on
    3DS: 2105-8644-6304
    Switch: US 1651-2551-4335 JP 6310-4664-2624
    MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited August 2010
    modeps wrote: »
    Henroid wrote: »
    As soon as I read the overworld bit, I groaned.

    We really don't have many games that use the one dungeon that goes on for quite a while method. :?

    Well, if you wan't that experience... you can always play the first Torchlight or Diablo :)

    That's never the answer to that complaint and I don't understand why people use it. :|

    Henroid on
  • JepheryJephery Registered User regular
    edited August 2010
    Henroid wrote: »
    As soon as I read the overworld bit, I groaned.

    We really don't have many games that use the one dungeon that goes on for quite a while method. :?

    The overworld is really just another part of the dungeon though, the dungeon being the entire game.

    Jephery on
    }
    "Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited August 2010
    Minus the whole atmospheric thing.

    Henroid on
  • HawkHawk ColoradoRegistered User regular
    edited August 2010
    It'll have a whole new atmosphere.

    You have to also think from a developer standpoint, there are people that do not want more of the same.

    Hawk on
  • 0blique0blique Registered User regular
    edited August 2010
    I'm curious how they will handle mods and multiplayer. The first torchlight was very easy to try out mods and stuff, so requiring people to have the exact same mods (and same versions of them) would make multiplayer a nuisance. On the other hand, the convenient modding system is one of the strongest points of torchlight, and I'd hate to see it removed.

    0blique on
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited August 2010
    0blique wrote: »
    I'm curious how they will handle mods and multiplayer. The first torchlight was very easy to try out mods and stuff, so requiring people to have the exact same mods (and same versions of them) would make multiplayer a nuisance. On the other hand, the convenient modding system is one of the strongest points of torchlight, and I'd hate to see it removed.

    It'll make multiplayer a nuisance if mod up heavily and most other people you know don't.

    All they need is a button for "enable mods" that you put a check mark on.

    Henroid on
  • Forever ZefiroForever Zefiro cloaked in the midnight glory of an event horizonRegistered User regular
    edited August 2010
    I am buying this, and so is my roommate, and it will be glorious.

    Forever Zefiro on
    2fbg9lin3kdl.jpg
    XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
  • modepsmodeps Registered User regular
    edited August 2010
    Henroid wrote: »
    That's never the answer to that complaint and I don't understand why people use it. :|
    Not quite sure I understand then. They took a great formula and expanded upon it, similar to how Diablo 2 expanded on Diablo 1. They're including an infinite dungeon to sate the desire to go deeper and deeper, but it's not the core.

    modeps on
  • valiancevaliance Registered User regular
    edited August 2010
    I liked Torchlight a LOT at first but got tired of it REALLY really fast. I'm hoping MP gives this some longevity. All this has to do is hold me over till Diablo 3.

    valiance on
  • modepsmodeps Registered User regular
    edited August 2010
    valiance wrote: »
    I liked Torchlight a LOT at first but got tired of it REALLY really fast. I'm hoping MP gives this some longevity. All this has to do is hold me over till Diablo 3.

    Yeah, there's stiff competition coming out for sure. Along with Diablo III, there's Grim Dawn as well (Titan Quest ex-devs)

    modeps on
  • reVersereVerse Attack and Dethrone God Registered User regular
    edited August 2010
    I'm surprised how dark and gloomy Grim Dawn looks.

    reVerse on
  • ZxerolZxerol for the smaller pieces, my shovel wouldn't do so i took off my boot and used my shoeRegistered User regular
    edited August 2010
    reVerse wrote: »
    I'm surprised how dark and gloomy Grim Dawn looks.

    Maybe they can add some rainbows to make the dawns look a little less grim.

    Zxerol on
  • JacquesCousteauJacquesCousteau Registered User regular
    edited August 2010
    I just started playing Torchlight and I'm enjoying it. Hoped the pet would have more to do but it's still a great and unique addition.

    JacquesCousteau on
    steam_sig.png
  • HawkHawk ColoradoRegistered User regular
    edited August 2010
    reVerse wrote: »
    I'm surprised how dark and gloomy Grim Dawn looks.

    The game is called GRIM DAWN. You must be joking.

    Hawk on
  • ronyaronya Arrrrrf. the ivory tower's basementRegistered User regular
    edited August 2010
    Henroid wrote: »
    0blique wrote: »
    I'm curious how they will handle mods and multiplayer. The first torchlight was very easy to try out mods and stuff, so requiring people to have the exact same mods (and same versions of them) would make multiplayer a nuisance. On the other hand, the convenient modding system is one of the strongest points of torchlight, and I'd hate to see it removed.

    It'll make multiplayer a nuisance if mod up heavily and most other people you know don't.

    All they need is a button for "enable mods" that you put a check mark on.

    Yeah, just allow mod checkboxes/etc. and separating graphical and content mods. That should work for multiplayer.

    I hope they introduce more item effects. Possible item mods in TL1 were few and bland compared to Diablo II's mass of weird effects. Limited customizability kinda sucked too.

    Any news on what matchmaking system they will use for MP?

    ronya on
    aRkpc.gif
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited August 2010
    They need to handle dual-wielding better too. Having a fast swing, then a slow swing, then a fast swing, was really pathetic when you can have constant fast, strong swings instead or a shield.

    Henroid on
  • BehemothBehemoth Compulsive Seashell Collector Registered User regular
    edited August 2010
    I am so hyped for this

    Loved the first game, and I'm interested to see how they handle overworld areas.

    Behemoth on
    iQbUbQsZXyt8I.png
  • ronyaronya Arrrrrf. the ivory tower's basementRegistered User regular
    edited August 2010
    I confesss I don't feel inclined to buy it until well some months after it's out, though, given how often we were spammed with TL1 sales soon after release + Diablo III on the horizon.

    ronya on
    aRkpc.gif
  • EggPuppetEggPuppet Registered User regular
    edited August 2010
    Confession time: I've played Torchlight for over 150 hours, beat it with each class. If that sounds insane, well, new mods do add a lot of longevity. Psyched for TL2, glad they're doing it instead of the MMO right now.

    (Speaking of which, got Torchlight? Check out this dude's absolutely beautiful Retexture Mod. Gives a more gritty, detailed, Diablo-like vibe to the art.)

    EggPuppet on
  • HawkHawk ColoradoRegistered User regular
    edited August 2010
    EggPuppet wrote: »
    Confession time: I've played Torchlight for over 150 hours, beat it with each class. If that sounds insane, well, new mods do add a lot of longevity. Psyched for TL2, glad they're doing it instead of the MMO right now.

    (Speaking of which, got Torchlight? Check out this dude's absolutely beautiful Retexture Mod. Gives a more gritty, detailed, Diablo-like vibe to the art.)

    Wow that's impressive dude

    That mod looks great, I'll give it a shot - thanks!

    Hawk on
  • InitialDKInitialDK Registered User regular
    edited August 2010
    Gosh darnit. Another game to take advantage of my Diablo 3 anticipation. Seriously how are there not more games like this? So addicting...

    InitialDK on
    "I'd happily trade your life for knowledge of my powers."
    -Louis C.K.
  • subediisubedii Registered User regular
    edited August 2010
    Little factoid for the OP, Torchlight's now sold well over 600,000 units, mainly digital downloads (in a roughly 4-1 ratio), although that may be due to the fact that the store release came out later. Pretty impressive for an indie game and a 30 person team.

    http://www.gamasutra.com/view/news/29788/Torchlight_Sales_Well_Over_600K_Primarily_Downloads.php

    subedii on
  • MahnmutMahnmut Registered User regular
    edited August 2010
    Hawk wrote: »
    reVerse wrote: »
    I'm surprised how dark and gloomy Grim Dawn looks.

    The game is called GRIM DAWN. You must be joking.

    Surprising maybe because of Titan Quest, which is a mellow Mediterranean romp where your enemies are trippy pink and purple giant insects, rat men, and weird naked blue ladies. :P

    Mahnmut on
    Steam/LoL: Jericho89
  • XaquinXaquin Right behind you!Registered User regular
    edited August 2010
    I can't wait for this

    Xaquin on
  • nonoffensivenonoffensive Registered User regular
    edited August 2010
    Hopefully they work out the difficulty curve a little bit. I went from having bags full of unused health pots to getting one-shot in just a couple levels of the dungeon.

    I beat it once on Hard, but the last boss didn't really inspire me to do another run through.

    nonoffensive on
Sign In or Register to comment.