![]() The size isn’t the biggest change that would be the addition of overworld to the underworld. We kill him, eventually, and take his gold, then emerge back into the massive overworld. He's hiding out in a prison, a classic Torchlight enemy – in classic Warcraft style, his size indicates his threat and he's great hulk of a man who hurls barrels at us. Night is falling in the game, as we torch the thatch of the bandit cottages and descend to confront the bandit leader. All the time we're moving, there's nothing but death my recording at this point descends into the sounds of clicking, cartoon grunting and my occasional insane giggle. ![]() ![]() We get separated for five minutes, one of us heads into a dungeon, the other rescues a merchant from brigands, eventually we find the bandit camp. We cross hills, burn smaller bandit villages, pass dungeon mouths, traverse rivers. We head back south, make more monster-babies orphans on the way. Our pets run back to town with the vendor junk and return laden with gold. Almost every thing we kill drops loot and before long we're laden like junk pedlars. We kill massed enemies, skeletons, great halberd-wielding beastthings, endless wolf-like things. "It's north!" cries, Marsh Lefler, VP of Runic Games. 'We' being me, a berserker, producer Brock as a cannon-equipped Outlander, Brock's wolf, Doggy, and my ferret, Marmot. We've been looking for the bandit camp for ten minutes. Torchlight II fell into our hands at E3 2011.
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