Torchlight (PC) - Let's Play 1001 Games - Episode 735

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Game:
Torchlight (2009)
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Let's Play
Duration: 1:28:44
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...

Torchlight
from https://en.wikipedia.org/wiki/Torchlight

Torchlight is an action role-playing hack and slash dungeon crawler video game developed by Runic Games and published by Perfect World, released for Windows in October 2009.[7] The fantasy-themed game is set in the fictional town of Torchlight and the expansive caverns and dungeons nearby, which adventurers explore to collect valuable loot and battle hordes of monsters.[8] Following the October 2009 digital distribution release, a Windows retail box version was released in the U.S. in January 2010 by Encore, Inc,[9] and JoWooD Entertainment published a retail box in Europe in April 2010.[3] A port for OS X was developed by World Domination Industries and released through Steam[10] on May 12, 2010. Runic Games and World Domination Industries developed a port for Xbox Live Arcade which was released on March 9, 2011.[11] A Linux port was released as part of the game's inclusion in the Humble Indie Bundle 6.

Development of the game was led by Travis Baldree, designer of Fate, joined by Max Schaefer and Erich Schaefer (co-designers of Diablo and Diablo II), and the team that worked with Baldree on the original incarnation of Mythos.[12][13] In September 2012, Runic Games released a sequel, Torchlight II, for Windows.[14] In 2018, the long-planned MMORPG was announced as Torchlight III.

Pre-production on Torchlight began in August 2008, shortly after the dissolution of Flagship Studios. Runic Games was founded by Travis Baldree (lead developer of Fate and Mythos) and veterans of Blizzard North and Flagship: Max Schaefer, Erich Schaefer and Peter Hu.[17][29] The "entire Flagship Seattle team" consisting of 14 people (the branch of Flagship which created the original Mythos) signed on to Runic Games at the time of its formation.[19][30] Having lost the rights to Mythos, the Runic team saw the development of a new game as a way to "finish what [they] started," although they would have to start over with none of the code or art assets from Mythos.[31] From the start, the company's ultimate goal was the development of a massively multiplayer online role-playing game with gameplay similar to that of Mythos or Diablo, but before tackling the MMO, Runic's founders decided to "go back to [their] roots" with a smaller game that they could refine and polish within a relatively short production cycle.[17] This single player game was intended to introduce the Torchlight game world to the public ahead of the MMO. Further, it allowed the team to get a released game under their belts sooner than if they had immediately started on the MMO.[24][32][33] Full production on the game started around November 2008, giving the entire project a development period of approximately 11 months.[34] As of July 2009, 25 team members were working at Runic Games.[25]

In a feature article on Gamasutra, art director Jason Beck explained that Torchlight's art style was inspired by comic books and classic film animation, using stylized character designs combined with painterly background textures.[31] The developers have described the game's look as inspired by "Dragon's Lair meets The Incredibles."[32] The team chose to give the game world a lighter fantasy tone to make it more inviting, rather than utilizing a "dark and gritty" style.







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