Torchlight 2 priced at $20, final class revealed
by Steve Watts, Aug 26, 2011 10:15am PDTRunic Games has announced that Torchlight II will release at the same price point of the original game. It will be $19.99 when it comes to downloadable services later this year. Given the response toward the first game, it only makes sense to imitate success.
"It's always been our goal to provide exceptional value for the price," said CEO Max Schaefer in the announcement.
"Everyone who wants to play Torchlight II will be able to comfortably afford to do so, and they'll be able to play with their friend online or via a LAN, or play single player offline, all with no further purchases."
Runic also announced the fourth and final playable class, the Embermage. The lore page for the Embermage details her powers, which include the usual elemental spells along with manipulation of time and space. In context of the game, this means teleporting to a better position for her dual blades. She joins the Outlander, Berserker, and Engineer.
The announcement didn't include a release date, however, so it's still set for the nebulous time-frame of 2011. It's a PC exclusive for the time being, as Runic has said putting it on the Xbox 360 would require redesign to fit the memory limit.
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Runic Games has announced that Torchlight II will launch at $20, and has revealed the final playable class in the game.
Runic Games has announced that Torchlight II will launch at $20, and has revealed the final playable class in the game. : Shacknews
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- "Not forced to make choices."
Refutation: You still choose which skills to use. You still must learn how to make a combination of skill choices effective. You can't use everything simultaneously. Having to re-roll a character to do so doesn't make those choices more meaningful, it makes them more frustrating and time-consuming for no apparent reason.
- "No sense of character customization/individuality."
Refutation: Items still remain a major customization component, even more so now that Runestones can impact your build and play-style. Many unique builds in D2 required certain gear to support the play style effectively. Several developer interviews indicate they have worked to keep this aspect of gear in D3.
- "Everyone is going to be the same."
Refutation: As opposed to D2 where every character was a unique snowflake? I got the strong impression most players either spent a lot of time finding out what everyone else did that was effective and copied it, or just made uninformed choices because they didn't know better--not to be unique.
- "No reason to re-roll since I can play every build of a class with one character"
Refutation: Are you really going to constantly switch between every imaginable build combination, repeatedly throughout each Act and difficulty, especially the gear-dependent ones on your first play through? Honestly, that sounds both impossible and miserable. I know I'll be re-rolling my favorite classes to try out different builds in the earlier difficulties with the new gear I find as I play.
I don't even want to argue about manual stat-point allocation, it's not worth arguing over how silly it was and would be if they kept it even vaguely similar to D2.
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