The third installment of the Torchlight series—which began in 2009 as a bright and shiny single-player Diablo-clone of an action RPG, and then graduated to multiplayer with 2012's Torchlight II—feels like the flimsiest of the bunch from a narrative perspective.
Build your fort, for reasons that probably made more sense before the game switched from the free-to-play Torchlight Frontiers to the “premium†Torchlight III.
Some, like the Peeking Worldgnasher, are functional, adding fire defense to all of your characters (it’s a shared space) that grows as you donate an item called “Goblin Fury,†which drops from the aforementioned goblins.
Fortunately, it’s mostly optional and doesn’t mess around with the good parts of the game?
What then are the good parts of the game.
Why the parts of Torchlight that have always been good.
During Torchlight III’s earlier days relics were powerful items that players could level separately from their characters.
Now relics are a choice made during character creation, effectively giving characters a third skill tree on top of the two they get with their class?
This is Torchlight III’s rune system.
Torchlight III feels like less of a full-fledged action role-playing game and more like a character progression simulator.
It can be tough to catch - a lot of time going through the motions feels good.