Torchlight III
Torchlight III trades the series' sharp ARPG identity for a muddled live-service hangover. Loot drops, enemies die, but the spark is mostly gone.
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About Torchlight III
Torchlight III is an action RPG set in the world of Novastraia, where you pick one of four classes and hack through hordes of Netherim enemies across procedurally generated frontier zones. On paper it follows the Torchlight formula: colorful art style, a pet that sells your junk, chunky loot, and skill trees to tinker with. In practice, it feels like a game that survived a difficult development pivot - originally launched as a free-to-play title before being retooled into a buy-to-play product - and the seams show throughout every system. The four classes on offer are the Dusk Mage, Forged, Railmaster, and Sharpshooter. Each has a personality and a distinct mechanical hook. The Railmaster hauls a literal train car into battle, which is as entertaining as it sounds for about six hours. The Forged is a steam-powered robot who can reconfigure its own body, which has genuine build potential. The problem is that none of the classes feel deep enough to sustain a 30-plus-hour playthrough. Skill trees are short, synergies are thin, and the Relic system - a secondary progression layer meant to add build identity - mostly reinforces a single dominant strategy per class rather than opening lateral options. If you are the kind of player who re-specs three times before act two, prepare for disappointment. The narrative is where things get really rough. The Torchlight series has never been a story-first franchise, but Torchlight II had charm and momentum. Torchlight III has quest text that reads like placeholder copy and a villain presence so faint you will forget what you are fighting toward by the second zone. The town-building feature, where you construct and decorate a personal fort, is a pleasant enough distraction and gives the game a low-key cozy loop that some players will genuinely enjoy. It is not a system that belongs in the same game as an endgame boss rush, but here we are. Combat is serviceable but lacks the satisfying feedback of its peers. Hitting enemies produces adequate crunches and screen clutter, but the balance is erratic. Some elite packs are trivial, others spike into frustrating territory, and the loot rewards rarely feel tuned to effort. The endgame contract system is supposed to extend replayability, but it amounts to the same maps with incremental modifiers and no meaningful narrative wrapper. Compared to what Path of Exile does with its Atlas, or what even the original Torchlight II managed with its New Game Plus scaling, it lands flat. Who is this actually for? Casual ARPG players who want something low-commitment, visually friendly, and relaxing with a controller on the couch will find a tolerable evening-burner here. The Torchlight art style is genuinely warm and the pet mechanic still works. But anyone expecting the mechanical depth of Torchlight II or the build creativity of the genre's current standard-bearers will bounce off this fast. The mixed Steam reception is not a fluke - it is a fair reading of a game that launched undercooked and received patches that improved stability without addressing the design-level problems. Monika, Scout Team
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Game Info
- Developer
- Echtra Inc.
- Publisher
- Perfect World Entertainment
- Release Date
- Oct 13, 2020