fix various broken links from old hierarchy, add score to most games

This commit is contained in:
Wouter Groeneveld 2022-04-10 09:16:13 +02:00
parent 4d31718ee1
commit 40da5d623a
55 changed files with 129 additions and 85 deletions

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@ -49,12 +49,12 @@ Inspired by: **Super Metroid**, **Castlevania: Symphony of the Night**
Heavyweight metroidvania's:
- [Bloodstained: Ritual of the Night](/articles/reviews/bloodstained-ritual-of-the-night) (16)
- [Bloodstained: Ritual of the Night](/games/switch/bloodstained-ritual-of-the-night) (16)
- Dandara (16)
- The Mummy Demastered (16)
- Cave Story+
- Axiom Verge (8)
- [Hollow Knight](/games/hollow-knight)
- [Hollow Knight](/games/switch/hollow-knight)
- Xeodrifter
Light metroidvania's: (some form of backtracking and upgrades required. These can be open world games or more level-based)
@ -76,7 +76,7 @@ Inspired by: **Contra**, **Metal Slug**, **Mega Man**
Inspired by **Sonic**, **Kirby**, **Mario Bros**
- [Sonic Mania](/games/sonic-mania)
- [Sonic Mania](/games/switch/sonic-mania)
- Rayman Legends
- Kirby Star Allies
- Donkey Kong: Tropical Freeze (could be hard- or softcore)
@ -125,7 +125,7 @@ Inspired by: **Harvest Moon**
- Stardew Valley
#### Point & Click
#### Point & Click
Inspired by: **Monkey Island**
@ -147,13 +147,13 @@ Inspired by: **Final Fantasy Tactics**, **X-Com**
- Mario + Rabbids Kingdom Battle
- Mercenaries Sage chronicles
#### Hack & Slash
#### Hack & Slash
Inspired by: **Diablo**
- Titan Quest
- [Diablo III](/articles/reviews/diablo-3)
- [Torchlight II](/articles/reviews/torchlight-2)
- [Diablo III](/games/switch/diablo-3)
- [Torchlight II](/games/switch/torchlight-2)
#### Classic Western RPGs
@ -163,7 +163,7 @@ Inspired by: **Might and Magic**, **Baldur's Gate**
- Pillars of Eternity II
- The Divinity: Original Sin ports
#### Classic JRPGs
#### Classic JRPGs
Inspired by: **Final Fantasy**, **Dragon Quest**

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@ -26,11 +26,11 @@ This month, I've played the heck out of classic action RPGs akin to Diablo. Star
First, let us take a look at each game in the list.
### [Diablo 2](/articles/retrospectives/diablo-2)
### [Diablo 2](/games/pc/diablo-2)
![](/img/games/diablo2/crystallinepassage.jpg "Diablo II on PC.")
Read [the retrospective](/articles/retrospectives/diablo-2). There, we concluded:
Read [the retrospective](/games/pc/diablo-2). There, we concluded:
> Twenty years later, breezing through the game together with a friend feels as invigorating as it felt back in 2000. I might have become a bit less immune to the repetitive nature of the game, but in multiplayer mode, it hardly mattered. Is there any game that matches the greatness of the grandfather of H&S dungeon crawling? I doubt it, unless you are looking for comfort (Diablo III), color (Torchlight), charm (Nox), or a more unique take on the class and skill system (Sacred).
@ -49,11 +49,11 @@ The question is, does any other game come close to matching its greatness?
- You're scared of 2D pixels or low resolutions.
- You can't stand randomly-generated pitch black dungeons with a lot of dead ends.
### [Diablo 3](/articles/reviews/diablo-3)
### [Diablo 3](/games/switch/diablo-3)
![](/img/games/diablo3/mobs.jpg "Diablo III on Nintendo Switch.")
Read [the full review](/articles/reviews/diablo-3). There, we concluded:
Read [the full review](/games/switch/diablo-3). There, we concluded:
> Blizzard North is no more, Blizzard entertainment made this third Diablo installment instead. And that is exactly how I would summarize this game: entertaining enough to keep you in. Still, that term does not equal grand, nor does it equal engrossing. Entertainment is for when Im tired but still want to kill a few mobs. Entertainment is for when I dont care for skill points and just want to play. This perfectly summarizes what Diablo 3 is all about: loot - kill - entertainment.
@ -70,11 +70,11 @@ The skill choice instead of tree greatly reduces the complexity, and the added s
- You're expecting a successor to Diablo 2.
- You like complexity and strategic thinking.
### [Nox](/articles/reviews/nox)
### [Nox](/games/pc/nox)
![](/img/games/nox/castle.jpg "Nox on PC.")
Read [the full review](/articles/reviews/nox). There, we concluded:
Read [the full review](/games/pc//nox). There, we concluded:
> Lets be clear on one thing: Nox deserves more attention. Its a bit of a shame that it got overlooked thanks to Diablo 2. Both games could work complementary - why choose one when you can play both? To me, they both serve a different purpose. And to me, Nox has far more charm than Diablo. It is what one could call a hidden gem, and its perfectly re-playable because all character paths are partially unique.
@ -90,11 +90,11 @@ Westwood knows how to put the _charm_ and unique atmosphere in a game: it is vis
- You want to invest heavily in multiplayer.
- You're a loot addict.
### [Dungeon Siege](/articles/reviews/dungeon-siege)
### [Dungeon Siege](/games/pc/dungeon-siege)
![](/img/games/dungeonsiege/enemies.jpg "Dungeon Siege on PC.")
Read [the full review](/articles/reviews/dungeon-siege). There, we concluded:
Read [the full review](/games/pc/dungeon-siege). There, we concluded:
> Dungeon Siege is not quite a typical hack and slash game: you control a party, there are few attributes/skills, and theyre all automatically accumulated. Furthermore, your party by default automatically attacks enemies on sight, so when things go well, theres little for you to do but press a hotkey or two to grab the uesless gear. To put it bluntly, it feels like youre watching a marathon of Lord of the Rings extended edition movies instead of playing a game where thought must be put into correctly building and equipping your character.
@ -112,11 +112,11 @@ Being still an impressive looking game with a seamless world that does not invol
- You prefer playing games over watching movies.
- You expect to mess around with spells and items.
### [Titan Quest](/articles/reviews/titan-quest)
### [Titan Quest](/games/switch/titan-quest)
![](/img/games/TitanQuest/temple.jpg "Titan Quest on Switch.")
Read [the full review](/articles/reviews/titan-quest). There, we concluded:
Read [the full review](/games/switch/titan-quest). There, we concluded:
> Is it worth it to play Titan Quest? No. My conclusion is in stark contrast to Justin's over at his [Random Battles Blog](https://randombattlesblog.wordpress.com/2020/10/03/rpg-beaten-titan-quest/), but for the reasons mentioned above, I'd rather replay other H&S games than trying to slog through the expansion(s) content(s). Even Dungeon Siege, the H&S game I found to be most boring, is a better alternative. The setting is unique but does not have enough to offer to to justify the other shortcomings.
@ -133,11 +133,11 @@ Titan Quest offers a titanic amount of hours in Ancient Greece, Egypt, and on Th
- Your time is valuable.
- You are looking for variation.
### [Sacred](/articles/reviews/sacred)
### [Sacred](/games/pc/sacred)
![](/img/games/sacred/houses.jpg "Sacred Gold on PC.")
Read [the full review](/articles/reviews/sacred). There, we concluded:
Read [the full review](/games/pc/sacred). There, we concluded:
> Is Sacred better than Diablo 2? In the end, Im glad I played it: its a rather unique world with a strange skill tree implementation that still puzzles me to date. It doesnt quite come quite near the level of greatness Diablo II is, but it certainly tried well enough. I might actually prefer the huge open world, quests, visuals, and quirkiness of Sacred. Sadly, the core hack & slash mechanics, the loot and reward system, is a bit of a missed opportunity to me.
@ -156,11 +156,11 @@ The unique world of Ancaria comes with goofy voice acting, funny but mostly mund
- Monster variation is something you think is necessary.
- You value tradition and mana over strange skills and combos.
### [Torchlight](/articles/reviews/torchlight)
### [Torchlight](/games/pc/torchlight)
![](/img/games/torchlight/effects.jpg "Torchlight I on PC.")
Read [the full review](/articles/reviews/torchlight). There, we concluded:
Read [the full review](/games/pc/torchlight). There, we concluded:
> If you were to play this in 2009, youd thank the Lords that finally someone managed to do a proper Diablo clone. These someone guys happen to be none other than most of the original crew. At the release date, the game priced at one third of a full game, so be aware that content-wise, thats also what youre going to get. A ten hour thrill through randomized dungeons to kill, loot, listen to nostalgic tracks that bring back memories, while distributing skill and stat points.
@ -179,11 +179,11 @@ The surprise hit Torchlight strikes just the right tone to the Diablo fan, espec
- Colors and cartoonish graphics hurts your eyes.
- You're looking for a _lot_ of content.
### [Torchlight 2](/articles/reviews/torchlight-2)
### [Torchlight 2](/games/switch/torchlight-2)
![](/img/games/torchlight2/pirates.jpg "Torchlight II on Nintendo Switch.")
Read [the full review](/articles/reviews/torchlight-2). There, we concluded:
Read [the full review](/games/switch/torchlight-2). There, we concluded:
> Anno 2020, if youre in for a Diablo fix (or should I say replica?), take a look at Torchlight 2. There is no doubt that Torchlight 2 is better than its predecessor - on all accounts. Since both Diablo 3 and Torchlight 2 were released in 2012, it comes at no surprise that both games are compared very often. Since I played both games on Switch, and both games are more colorful and easier than Diablo 2, it was difficult not to compare both. To me, Diablo 3 is the best leisurely-paced hack & slash game, well-suited on consoles. If I could, I would play Torchlight II on PC.

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@ -3,6 +3,8 @@ title: Nintendo 3DS
type: platform
platform: 3ds
ignore: true
aliases:
- /platforms/ds
image: "/img/3ds-cover.png"
---

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@ -3,6 +3,8 @@ title: Nintendo DS
type: platform
platform: ds
ignore: true
aliases:
- /platforms/ds
image: "/img/ds-cover.png"
---

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@ -2,6 +2,7 @@
date: "2007-01-12"
title: "Castlevania Portrait of Ruin Review"
tags: ['Castlevania', 'Portrait of Ruin', 'metroidvania']
score: 4
howlongtobeat_id: 1591
howlongtobeat_hrs: 10
game_name: 'Castlevania Portrait of Ruin'

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@ -4,6 +4,7 @@ title: "Etrian Odyssey Review"
tags: ['Etrian Odyssey', 'jrpg']
howlongtobeat_id: 3192
howlongtobeat_hrs: 50
score: 3
game_name: 'Etrian Odyssey'
game_genre: 'jrpg'
aliases: ['/games/etrian-odyssey/']

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@ -2,12 +2,14 @@
title: Game Boy
type: platform
platform: gameboy
aliases:
- /platforms/gb
ignore: true
image: "/img/gb-cover.png"
image: "/img/gameboy-cover.png"
---
# Platform: Game Boy
---
The Grey Brick, my First Big Crush. What's there to say? This is an iconic piece of hardware that continues to be loved all over the world by nerds and collectors who know what's good for them. Released in 1989 in Japan, and only being beaten by its successor the [Game Boy Color](/platforms/gameboycolor) nine full years later---and the more recent [Analogue Pocket](/articles/analogue-pocket)---the GB has a _massive_ collection of good and not so good games.
The Grey Brick, my First Big Crush. What's there to say? This is an iconic piece of hardware that continues to be loved all over the world by nerds and collectors who know what's good for them. Released in 1989 in Japan, and only being beaten by its successor the [Game Boy Color](/games/gameboycolor) nine full years later---and the more recent [Analogue Pocket](/articles/analogue-pocket)---the GB has a _massive_ collection of good and not so good games.

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@ -2,12 +2,14 @@
title: Game Boy Color
type: platform
ignore: true
aliases:
- /platforms/gbc
platform: gameboycolor
image: "/img/gbc-cover.png"
image: "/img/gameboycolor-cover.png"
---
# Platform: Game Boy Color
---
The Gray Brick upgraded with Colors and all! Released nine years after [The Original Game Boy](/platforms/gameboy), Nintendo---and thus, we---finally saw things in color! For actually seeing "the light", we'd have to wait until a backlit-enabled version of [the GBA](/platforms/gba) was to be released in 2003. The GBC doubled the CPU and memory power of the GB, but sadly only lived for three short years, before the GBA replaced it.
The Gray Brick upgraded with Colors and all! Released nine years after [The Original Game Boy](/games/gameboy), Nintendo---and thus, we---finally saw things in color! For actually seeing "the light", we'd have to wait until a backlit-enabled version of [the GBA](/games/gba) was to be released in 2003. The GBC doubled the CPU and memory power of the GB, but sadly only lived for three short years, before the GBA replaced it.

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@ -2,6 +2,8 @@
title: GameCube
type: platform
ignore: true
aliases:
- /platforms/gc
platform: gamecube
image: "/img/gc-cover.png"
---

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@ -2,6 +2,8 @@
title: Game Boy Advance
type: platform
ignore: true
aliases:
- /platforms/gba
platform: gba
image: "/img/gba-cover.png"
---
@ -10,4 +12,4 @@ image: "/img/gba-cover.png"
---
Finally advancing the [original Game Boy](/platforms/gameboy) and its [color variant](/platforms/gameboycolor) into the 32-bit era! The GBA was a _huge_ success, and rightfully so called a _Pocket SNES_---not only because of the many ports. It is one of my favorite platforms, and thanks to the ARM processor technology, quite easy to program on.
Finally advancing the [original Game Boy](/games/gameboy) and its [color variant](/games/gameboycolor) into the 32-bit era! The GBA was a _huge_ success, and rightfully so called a _Pocket SNES_---not only because of the many ports. It is one of my favorite platforms, and thanks to the ARM processor technology, quite easy to program on.

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@ -9,6 +9,7 @@ tags:
- 'metroidvania'
howlongtobeat_id: 1576
howlongtobeat_hrs: 7
score: 5
game_name: 'Castlevania aria of sorrow'
game_genre: 'Metroidvania'
game_release_year: '2002'

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@ -6,6 +6,7 @@ title: "Castlevania Circle of the Moon: a retrospective"
tags:
- 'Castlevania'
- 'metroidvania'
score: 4
howlongtobeat_id: 1578
howlongtobeat_hrs: 10
game_name: 'Castlevania circle of the moon'

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@ -2,6 +2,7 @@
date: "2007-03-30"
howlongtobeat_id: 7859
howlongtobeat_hrs: 23.5
score: 3
game_name: 'Riviera: the promised land'
game_genre: 'jRPG'
game_release_year: '2002'
@ -13,11 +14,11 @@ tags: ['Riviera', 'Yggdra Union', 'JRPG']
![cover](/img/Guides/Riviera.jpg)
Riviera: the Promised Land is the Roleplaying debut game of the japanese developer Sting, released on the [Game Boy Advance](/platforms/gba) in 2005. Riviera actually tries to be two things at once: a classic japanese Roleplaying game on a Handheld system, and something more unique. What Riviera without a doubt manages to do is put down an excellent soundtrack. In fact, the inspiring tunes and tracks are of one of the highest quality music I've ever heard on the GBA. That's good!
Riviera: the Promised Land is the role playing debut game of the Japanese developer Sting, released on the [Game Boy Advance](/platforms/gba) in 2005. Riviera actually tries to be two things at once: a classic Japanese role playing game on a Handheld system, and something more unique. What Riviera without a doubt manages to do is put down an excellent soundtrack. In fact, the inspiring tunes and tracks are of one of the highest quality music I've ever heard on the GBA. That's good!
### Battle System
Riviera is a turn-based [jRPG](/tags/jrpg). In it, the player takes turns and the enemy or enemies take turns. Simple, and nothing new. Before entering a battle however, we first select which items to use in the battle itself. You can only select four items. There's also a positioning system: you can pick two team members and place them in the frontlines, hoping they'll protect your weaker mage. So, two team members plus one weaker mage is three. That's right, you can only employ three characters at a time. There are more in your party though.
Riviera is a turn-based [jRPG](/tags/jrpg). In it, the player takes turns and the enemy or enemies take turns. Simple, and nothing new. Before entering a battle however, we first select which items to use in the battle itself. You can only select four items. There's also a positioning system: you can pick two team members and place them in the front lines, hoping they'll protect your weaker mage. So, two team members plus one weaker mage is three. That's right, you can only employ three characters at a time. There are more in your party though.
When you decide to use one of the items in battle (this includes weapons!), their durability counter decreases by one. If the counter hits zero, the item disappears. Here once again you have to carefully plan the powerful item usage (it's best to wait for the "big" boss). Luckily for us, items do not deprecate when in training modus and your characters do learn new skills and gain experience points. Riviera kind of forces you to learn new abilities through training mode instead of the actual journey, after you've found new types of weapons.
Without new skills you won't stand a chance.
@ -33,7 +34,7 @@ The chest you so eager want to open may even contain traps. It can trigger an ug
### Conclusion
Riviera: the Promised Land is a turn-based RPG based upon the idea of limitation. You cannot explore everything in all scenes, you cannot carry more than 15 weapons at a time, you cannot even use them more than 40 times. Urgh! Wait, there's more restrictions, don't we love them? Maximum three party members (including the main character) in combat. The overall idea of strategy is nicely thought, but most gamers are going to be severely put off by this system after a few hours. Therefore, this is a game not for everyone.
Riviera: the Promised Land is a turn-based RPG based upon the idea of limitation. You cannot explore everything in all scenes, you cannot carry more than 15 weapons at a time, you cannot even use them more than 40 times. Urgh! Wait, there's more restrictions, don't we love them? Maximum three party members (including the main character) in combat. The overall idea of strategy is nicely thought out, but most gamers are going to be severely put off by this system after a few hours. Therefore, this is a game not for everyone.
If you enjoy manga or anime-stylish turn-based RPG games on handhelds with a few (or rather heavy) strategy elements, don't hold back. Otherwise, try before buying!
Review-Cat says: Hmmm, maybe.

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@ -2,6 +2,8 @@
title: NES
type: platform
platform: nes
aliases:
- /platforms/nes
ignore: true
image: /img/nes-cover.png
---

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@ -2,6 +2,8 @@
title: PC
type: platform
platform: pc
aliases:
- /platforms/pc
ignore: true
image: "/img/pc-cover.png"
---

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@ -6,6 +6,7 @@ tags:
- 'crpg'
howlongtobeat_id: 557
howlongtobeat_hrs: 32
score: 5
game_name: 'Arcanum'
game_genre: crpg
game_release_year: '2001'

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@ -8,6 +8,7 @@ howlongtobeat_id: 637
howlongtobeat_hrs: 20
game_name: 'Arx Fatalis'
game_genre: 'crpg'
score: 4
aliases:
- '/games/arxfatalis'
game_release_year: '2002'

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@ -4,6 +4,7 @@ title: "Black and White: Creature Isle"
tags:
- 'Black and White'
- 'Simulation'
score: 2
howlongtobeat_id: 1092
howlongtobeat_hrs: 7
game_name: 'Black and white creature isle'

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@ -2,6 +2,7 @@
date: "2006-10-05"
title: "Captain Claw Review"
tags: ['Captain Claw', '2D Platformer']
score: 5
howlongtobeat_id: 1741
howlongtobeat_hrs: 6
game_name: 'Captain Claw'

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@ -7,6 +7,7 @@ tags:
- 'FPS'
howlongtobeat_id: 1844
howlongtobeat_hrs: 9.5
score: 3
game_name: "Command & Conquer: Renegade"
game_genre: 'Strategy'
game_release_year: '2001'

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@ -8,6 +8,7 @@ aliases:
- '/games/commandos-2/'
game_genre: 'Strategy'
game_release_year: '2001'
score: 5
howlongtobeat_id: 1867
howlongtobeat_hrs: 20
game_name: 'Commandos 2'

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@ -18,11 +18,11 @@ game_release_year: '2000'
game_developer: 'Blizzard North'
---
I've been playing a lot of retro and more modern hack and slash games lately: from the more near-perfect D2 clone [Torchlight](/articles/reviews/torchlight), the more unique [Sacred](/articles/reviews/sacred) and charming [Nox](/articles/reviews/nox) to the boring [Dungeon Siege](/articles/reviews/dungeon-siege) and too easy [Diablo 3](/articles/reviews/diablo-3). And then I found someone (my brother-in-law, also a hardcore D2 fan) to replay Diablo II and Lord of Destruction with, providing the perfect opportunity for a retrospective to see if Blizard North's smash hit still holds up compared to more recent hack & slash revisions. The entire genre would not exist if it were not for this early 2000s game!
I've been playing a lot of retro and more modern hack and slash games lately: from the more near-perfect D2 clone [Torchlight](/games/pc/torchlight), the more unique [Sacred](/games/pc/sacred) and charming [Nox](/games/pc/nox) to the boring [Dungeon Siege](/games/pc/dungeon-siege) and too easy [Diablo 3](/games/switch/diablo-3). And then I found someone (my brother-in-law, also a hardcore D2 fan) to replay Diablo II and Lord of Destruction with, providing the perfect opportunity for a retrospective to see if Blizard North's smash hit still holds up compared to more recent hack & slash revisions. The entire genre would not exist if it were not for this early 2000s game!
## 1. World Design
The intro cinematics set the tone: you see someone accidentally stealing a soul stone and thereby freeing friends of the unknown _'wanderer'_, that later on transforms into Diablo himself. Things look grim from the start, and your first minutes of acquainting yourself with the NPCs in the Rogue Encampment accentuate the tone. Depending on your class, you'll have another admirer with a few unique sentences, but it is nothing like [Sacred](/articles/reviews/sacred) or [Nox](/articles/reviews/nox) where your character starts in a different area.
The intro cinematics set the tone: you see someone accidentally stealing a soul stone and thereby freeing friends of the unknown _'wanderer'_, that later on transforms into Diablo himself. Things look grim from the start, and your first minutes of acquainting yourself with the NPCs in the Rogue Encampment accentuate the tone. Depending on your class, you'll have another admirer with a few unique sentences, but it is nothing like [Sacred](/games/pc/sacred) or [Nox](/games/pc/nox) where your character starts in a different area.
After searching for and cleansing the Den of Evil, you start to grasp the basic concepts: pick up an axe, and whack a zombie or two. Pick up loot, and equip yourself. Rinse, repeat. This is executed extremely well: animations are fluent and satisfying, some monsters look menacing, sound effects hit the right notes, dungeons are _very_ dark and death is constantly lurking around the corner (that is, until you hit level 24 and start gaining proper skills). Activated waypoints lets you teleport between locations, and everything is procedurally generated, meaning the Den of Evil will be located somewhere else each time you boot up the game. This is good (variation) and bad (frustrating, sometimes boring) and perhaps something you will never get used to.
@ -30,7 +30,7 @@ After searching for and cleansing the Den of Evil, you start to grasp the basic
![](/img/games/diablo2/crystallinepassage.jpg "The Crystalline Passage, a typical dark and grim dungeon.")
Still, the build quality of the game is so high that these occasional _'shit, dead end, again'_ curses are bearable. The UI is slick and the look and feel of the 2D art feels just right. It's an old game, and a resolution of `800x600` without mods is everything you're going to get, but that's all right: Diablo II has aged exceptionally well. Sure, these screenshots look grainy and sometimes it's hard to see what's going on (too dark, too many corpse explosions, ...). But after hurting my eyes on [Torchlight](/articles/reviews/torchlight)'s cartoony graphics and [Sacred](/articles/reviews/sacred)'s out of place hybrid engine, pumping up skills with my Druid feels great again.
Still, the build quality of the game is so high that these occasional _'shit, dead end, again'_ curses are bearable. The UI is slick and the look and feel of the 2D art feels just right. It's an old game, and a resolution of `800x600` without mods is everything you're going to get, but that's all right: Diablo II has aged exceptionally well. Sure, these screenshots look grainy and sometimes it's hard to see what's going on (too dark, too many corpse explosions, ...). But after hurting my eyes on [Torchlight](/games/pc/torchlight)'s cartoony graphics and [Sacred](/games/pc/sacred)'s out of place hybrid engine, pumping up skills with my Druid feels great again.
The rain of Act I looks a bit silly but is part of the retro charm, and of course, Sacred's towns are much more detailed (and vast). However, compared to Diablo 2, I feel that little games ever matched the brilliance of the grim looking world, simple UI, and hotkey-able skill tree. Admittedly, after breezing though the normal difficulty to start over again in nightmare and hell, repetition does set in. I seem to have more trouble with this than I used to as a 16-year old, but that might not be the fault of the game.
@ -41,7 +41,7 @@ The rain of Act I looks a bit silly but is part of the retro charm, and of cours
The five Acts of Diablo II (including the expansion) provide ample variation, both on monster and on world design. The valkyries that come rushing at you in Act I are replaced by annoying lightning-enhanced beetles in Act II and even more annoying little killers in the Flayer Jungle. The concept stays the same: mobs of meat shields accompanied with a few big hitters or healers. And then there are elite and unique enemies, which you'll encounter more often in higher difficulties - with increased resistances.
Most Diablo clones, except maybe [Diablo III](/articles/reviews/diablo-3), fail to throw that many enemies at you within a cramped and dimly lit space. The respawn rate is fortunately not as ridiculous as Sacred, but if you like to farm, be it for gear or for experience points, this is definitely the game for you. Just make sure to socket that three-slotted helmet with flawless topazes to boost your magic find! Diablo 2 isn't as forgiving as its successor, both on difficulty as on drops, and I actually prefer that: here, it actually excites me to see a yellow item drop (rare). When my brother-in-law and I encounter multiple uniques, we go nuts. And love it. Of course, it always turns out to be junk, but we love it nonetheless. No _Stone of Jordans_ were found during this review...
Most Diablo clones, except maybe [Diablo III](/games/switch/diablo-3), fail to throw that many enemies at you within a cramped and dimly lit space. The respawn rate is fortunately not as ridiculous as Sacred, but if you like to farm, be it for gear or for experience points, this is definitely the game for you. Just make sure to socket that three-slotted helmet with flawless topazes to boost your magic find! Diablo 2 isn't as forgiving as its successor, both on difficulty as on drops, and I actually prefer that: here, it actually excites me to see a yellow item drop (rare). When my brother-in-law and I encounter multiple uniques, we go nuts. And love it. Of course, it always turns out to be junk, but we love it nonetheless. No _Stone of Jordans_ were found during this review...
![](/img/games/diablo2/mobs.jpg "Killing mobs in Act IV and hoping for something good.")
@ -61,7 +61,7 @@ So, to be fair, Diablo II loses a few points here. There is player vs player aft
Speaking of Mephisto runs: let's talk about loot. Diablo invented the normal/socketed (gray)/magical (blue)/rare (yellow)/unique (orange)/set (green) gear, and it's still a thrill to look for them in monster drops or locked chests. Again, the quality of life improvements such as a shared stash to easily transfer items are absent. For that, one used to require a trustworthy second player and a network connection to swap items across character builds. I hope the guy doesn't have hacks installed or you're screwed...
Chests are still interesting enough to open, while in Sacred, I felt these were completely meaningless. Too much money can be solved by visiting the gambler, something faithfully restored by [Torchlight](/articles/reviews/torchlight) and of course Diablo III. Item durability is a thing, but it's not that pricey, and items are never completely broken and suddenly gone as in [Nox](/articles/reviews/nox). Patches added a lot of unique items, and especially runes and _runewords_: combine the right rune in a piece of equipment to create your own unique and very potent weapon indeed. Screw up and well, off to yet another search for the `amn` rune!
Chests are still interesting enough to open, while in Sacred, I felt these were completely meaningless. Too much money can be solved by visiting the gambler, something faithfully restored by [Torchlight](/games/pc/torchlight) and of course Diablo III. Item durability is a thing, but it's not that pricey, and items are never completely broken and suddenly gone as in [Nox](/games/pc/nox). Patches added a lot of unique items, and especially runes and _runewords_: combine the right rune in a piece of equipment to create your own unique and very potent weapon indeed. Screw up and well, off to yet another search for the `amn` rune!
![](/img/games/diablo2/loot.jpg "Wow, my topaz-socketed 72% magic find helmet pays off in Nightmare!")
@ -79,7 +79,7 @@ Every time you level up, there are `5` stat points to distribute: strength (barb
The skill tree, on the other hand, is where most of the tweaking takes place. Each class has access to three tiers. For instance, my druid build focuses on the _'elemental'_ tab, but could also be a shape shifter or summoner. My buddy plays as an assassin and focuses on traps, but could also invest in close combat martial arts. This makes not only classes unique and interesting, but also "subclasses" within classes: wind druids, wherebears, fireclaw bears, poisonous fang wherewolves, and so forth.
Skills receive passive bonuses from early invested points, so not everything is wasted, although it is generally a very good idea to hold off assigning most points until you're either level 24 or 30. That brings us to the biggest downside of the system: under level 24, if you're in need of a skill out of reach, you will struggle to survive _and_ to properly enjoy the game. I was a close combat imposter until _Tornado_ and leaned a lot on the fire traps of my party member. However, suddenly, at level 30, the druid quickly became much more potent, to the point that it was laughably easy - at least in normal. This signifies a bit of an imbalance in the tree, and I can see why games like [Torchlight](/articles/reviews/torchlight) just have level pre-requirements, or why [Diablo III](/articles/reviews/diablo-3) does not have a skill tree at all. Still, to me, planning and the early pain is part of the fun.
Skills receive passive bonuses from early invested points, so not everything is wasted, although it is generally a very good idea to hold off assigning most points until you're either level 24 or 30. That brings us to the biggest downside of the system: under level 24, if you're in need of a skill out of reach, you will struggle to survive _and_ to properly enjoy the game. I was a close combat imposter until _Tornado_ and leaned a lot on the fire traps of my party member. However, suddenly, at level 30, the druid quickly became much more potent, to the point that it was laughably easy - at least in normal. This signifies a bit of an imbalance in the tree, and I can see why games like [Torchlight](/games/pc/torchlight) just have level pre-requirements, or why [Diablo III](/games/switch/diablo-3) does not have a skill tree at all. Still, to me, planning and the early pain is part of the fun.
![](/img/games/diablo2/items.jpg "Look ma, unique stuff!")

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@ -61,7 +61,7 @@ NPC design - or city architecture, for that matter - is also a bit lacking. In S
## 2. Loot
In hindsight, when I wrote in the [Sacred review](/articles/reviews/sacred), "_The loot system might be my biggest problem with Sacred_", I might have been wrong. It's even sadder in Dungeon Siege. The amount of rare drops is staggeringly low - or for that matter, the amount of anything. Money is of great importance, as I found myself constantly buying better equipment and in need of cash. That's a good and bad thing: shops are useful (good), but it also means that drops are useless (bad). Some pre-determined dropped things are good enough during the early hours.
In hindsight, when I wrote in the [Sacred review](/games/pc/sacred), "_The loot system might be my biggest problem with Sacred_", I might have been wrong. It's even sadder in Dungeon Siege. The amount of rare drops is staggeringly low - or for that matter, the amount of anything. Money is of great importance, as I found myself constantly buying better equipment and in need of cash. That's a good and bad thing: shops are useful (good), but it also means that drops are useless (bad). Some pre-determined dropped things are good enough during the early hours.
Caves and dungeons are littered with crates and trapped chests that contain nothing but potions (much needed) and gold (also much needed). The problem is, it's not that compelling to open - even if needed. After all, hack and slash games resolve around loot, a key game mechanic, and the reason why I'm playing this. And that is clearly wrong: Dungeon Siege is another kind of game. Its successor, Dungeon Siege II, goes a tad wilder on loot and items.

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@ -2,6 +2,7 @@
date: "2006-10-16"
title: "Gobliins 2: the Review"
tags: ['Gobliins 2', 'adventure']
score: 4
howlongtobeat_id: 3967
howlongtobeat_hrs: 5
game_name: 'Gobliins 2'

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@ -2,6 +2,7 @@
date: "2006-10-23"
howlongtobeat_id: 15740
howlongtobeat_hrs: 61
score: 5
game_name: 'Jagged Alliance 2'
game_genre: 'TBS'
game_release_year: '1999'

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@ -5,6 +5,8 @@ score: 4
game_release_year: 2016
howlongtobeat_id: 36847
howlongtobeat_hrs: 5.5
aliases:
- /games/kathy-rain
game_name: "Kathy Rain"
game_developer: 'Clifftop Games'
game_genre: 'Adventure'
@ -19,7 +21,7 @@ _Adventure games are dead_---the title of a forum post that pops up every few mo
Let's start with getting the negative(s) out of the way. It's really short, even for an adventure game: you'll be craving for more after a little more than five hours. Okay, is that it? Well yeah, I can't fault the game on any other part, really. The atmosphere is great, the pixelated graphics are great, the protagonist is great, everything is fully voiced, ...: everything you've come to expect from the genre is present and accounted for. I did play the _Director's Cut_, which included a revamped soundtrack and some restored/extended puzzles.
Speaking of which: no Moon Logic or crazy fluff like in [Gobliins 2](/games/gobliins-2) in Kathy Rain. Instead of hunting pixels, you'll be needing your head, as most puzzles are logic-based. Kathy and her friend Eileen are quick to give hints though, especially in the beginning. She sometimes wonders what's still missing, how to do x or y, providing a gentle way to get you back on track. I never really felt the need to brute-force COMBINE x WITH y here, although admittedly, with every new item, there was the urge to go back and revisit every character in the game to see what they had to say about it, hoping for a piece of information I might have otherwise missed.
Speaking of which: no Moon Logic or crazy fluff like in [Gobliins 2](/games/pc/gobliins-2) in Kathy Rain. Instead of hunting pixels, you'll be needing your head, as most puzzles are logic-based. Kathy and her friend Eileen are quick to give hints though, especially in the beginning. She sometimes wonders what's still missing, how to do x or y, providing a gentle way to get you back on track. I never really felt the need to brute-force COMBINE x WITH y here, although admittedly, with every new item, there was the urge to go back and revisit every character in the game to see what they had to say about it, hoping for a piece of information I might have otherwise missed.
![](/img/games/kathyrain/hacking.jpg "One of the puzzles involves hacking your roommate's PC. With floppies, of course, this is the nineties, remember?")

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@ -4,6 +4,7 @@ title: "Lode Runner: The Legend Returns Review"
tags: ['Lode Runner', 'Puzzle']
howlongtobeat_id: 13705
howlongtobeat_hrs: 7
score: 4
game_name: 'Lode Runner: the Legend Returns'
game_genre: 'Puzzle'
game_release_year: '1994'

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@ -4,6 +4,7 @@ title: "Medal of Honor: Allied Assault Review"
tags:
- 'medal of honor'
- 'FPS'
score: 5
howlongtobeat_id: 5778
howlongtobeat_hrs: 9.5
game_name: "Medal of Honor: Allied Assault"

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@ -2,6 +2,7 @@
date: "2006-10-19"
howlongtobeat_id: 6031
howlongtobeat_hrs: 50.5
score: 4
game_name: 'Might & Magic VII'
game_genre: 'CRPG'
game_release_year: '1999'

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@ -18,11 +18,11 @@ game_release_year: '2000'
game_developer: 'Westwood Pacific'
---
The biggest problem with Nox is not its gameplay, nor the graphics: it's the unlucky release schedule. [Diablo II](/games/diablo-2) came out in the same years, only five months later, and was also an isometric click-click-click-more-clickedy-click game, where one picks up loot and one kills monsters. That's where the comparison ends, I think. It got a fair bit of criticism due to this unlucky comparison, which to be honest is very unfair, since the game started out as a wholly different concept: fast-paced multiplayer wizard battles. The second and third class, Conjurer and Warrior, including the singleplayer campaign, where added later. And that is remarkable: the most enjoyable part of Nox for me is playing through the singleplayer campain with all three different classes!
The biggest problem with Nox is not its gameplay, nor the graphics: it's the unlucky release schedule. [Diablo II](/games/pc/diablo-2) came out in the same years, only five months later, and was also an isometric click-click-click-more-clickedy-click game, where one picks up loot and one kills monsters. That's where the comparison ends, I think. It got a fair bit of criticism due to this unlucky comparison, which to be honest is very unfair, since the game started out as a wholly different concept: fast-paced multiplayer wizard battles. The second and third class, Conjurer and Warrior, including the singleplayer campaign, where added later. And that is remarkable: the most enjoyable part of Nox for me is playing through the singleplayer campain with all three different classes!
## 1. World Design
This will prove to be a difficult comparison review. To start off with, the world is _very_ linear. It is even more linear than [Dungeon Siege](/articles/reviews/dungeon-siege), since in that game it is technically possible to travel all the way back. Here, the game is divided into chapters, of which future parts are firmly shut. For instance, the game's "Crossing Roads" is a place you visit four times. Each intersection is another chapter: mines, village of Ix, Field of Valor (crypts), northern wilderness. I do like the fact that it gives you the illusion it is connected, when in fact, it is not.
This will prove to be a difficult comparison review. To start off with, the world is _very_ linear. It is even more linear than [Dungeon Siege](/games/pc/dungeon-siege), since in that game it is technically possible to travel all the way back. Here, the game is divided into chapters, of which future parts are firmly shut. For instance, the game's "Crossing Roads" is a place you visit four times. Each intersection is another chapter: mines, village of Ix, Field of Valor (crypts), northern wilderness. I do like the fact that it gives you the illusion it is connected, when in fact, it is not.
Since this is a twenty year old game, do not expect fancy dynamics such as weather effects. Although in villages, townsfolk do wander about - maybe a bit too much, to the point where it gets hilarious: hearing constant squeaking doors from people entering and leaving isn't uncommon. The world of Nox is extremely charming, although small. Towns, wilderness, tunnels and mines all have secrets, walls are breakable, you can jump (!!), and the unique magic system makes this one of my favorite "Diablo clones" - provided it actually is one.
@ -71,7 +71,7 @@ Coin is in short supply: repairing equipment, buying new spellbooks to upgrade s
### Attributes
Nox is quite simple in this regard, even compared to [Dungeon Siege](/articles/reviews/dungeon-siege). As seen in the screenshot below, there's health, mana, strength and speed. That's it. Furthermore, equipment can modify speed (boots of speed) and health regeneration, but there are no iconic +x skill items. That also means there is nothing to gain here for powerplayers who like to min-max their characters, as there are no points to distribute yourself.
Nox is quite simple in this regard, even compared to [Dungeon Siege](/games/pc/dungeon-siege). As seen in the screenshot below, there's health, mana, strength and speed. That's it. Furthermore, equipment can modify speed (boots of speed) and health regeneration, but there are no iconic +x skill items. That also means there is nothing to gain here for powerplayers who like to min-max their characters, as there are no points to distribute yourself.
![](/img/games/nox/stats.jpg "Stats are auto-increased and barely noticeable.")
@ -91,7 +91,7 @@ Still, the various sound _are_ great, especially the spell casting part. Every s
### Cinematic
There's an opening and ending cinematic, done in very low quality pre-rendered things, resulting in a rather bad and goofy looking pair of movies. Luckily, the voiced narrative in between chapters is very pleasant, as are the artful progression screens as seen below. It feels like someone is reading a medieval scroll that instructs me what to do next. Again: it's part of the charm. Contrary to [Sacred](/articles/reviews/sacred), I did not have the urge to skip these.
There's an opening and ending cinematic, done in very low quality pre-rendered things, resulting in a rather bad and goofy looking pair of movies. Luckily, the voiced narrative in between chapters is very pleasant, as are the artful progression screens as seen below. It feels like someone is reading a medieval scroll that instructs me what to do next. Again: it's part of the charm. Contrary to [Sacred](/games/pc/sacred), I did not have the urge to skip these.
![](/img/games/nox/chapter.jpg "Chapter progression screens are pretty, and narrated by well-known actors.")

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@ -8,6 +8,7 @@ tags:
aliases:
- /games/raven-shield-17-years-later
played_on: 'winxp'
score: 5
howlongtobeat_id: 10448
howlongtobeat_hrs: 11
game_name: 'Rainbow Six 3: Raven Shield'

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@ -4,6 +4,7 @@ title: "Return to Castle Wolfenstein Review"
tags:
- 'wolfenstein 3d'
- 'FPS'
score: 3
howlongtobeat_id: 7764
howlongtobeat_hrs: 8
game_name: 'Return to Castle Wolfenstein'

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@ -6,6 +6,7 @@ tags:
- 'Adventure'
howlongtobeat_id: 8569
howlongtobeat_hrs: 8
score: 3
game_name: 'Simon the Sorcerer II: The Lion, the Wizard and the Wardrobe'
game_genre: 'Adventure'
aliases:

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@ -40,14 +40,14 @@ The 3D engine is smooth enough and delivers a fine job, although the frame rate
### Enemies and Mobs
This game really shines in enemy and mob design, especially compared to other Diablo clones such as [Dungeon Siege](/articles/reviews/dungeon-siege) or [Sacred](/articles/reviews/sacred). Of course, killing hordes and hordes of enemies is the only thing to do in Torchlight, so it better be satisfying, right? You'll encounter rattkin, spectres, skeletons, giant spiders, goblins, ogres, elementals, bats, ... Every couple of levels, the scenery and enemies change, keeping the experience fresh enough. That said, Torchlight does not have the most diverse or unique beastery out there, but it's fun enough to breeze through the rather short single player campaign (it took me `10` hours as an Ember Mage).
This game really shines in enemy and mob design, especially compared to other Diablo clones such as [Dungeon Siege](/games/pc/dungeon-siege) or [Sacred](/games/pc/sacred). Of course, killing hordes and hordes of enemies is the only thing to do in Torchlight, so it better be satisfying, right? You'll encounter rattkin, spectres, skeletons, giant spiders, goblins, ogres, elementals, bats, ... Every couple of levels, the scenery and enemies change, keeping the experience fresh enough. That said, Torchlight does not have the most diverse or unique beastery out there, but it's fun enough to breeze through the rather short single player campaign (it took me `10` hours as an Ember Mage).
Elite mobs are notably absent, something that its successor Torchlight II should hopefully fix. At the end of every few levels, a mini-boss encounter makes you gobble ten mana and health potions and hope for the best loot drops. Be sure to wear your best magic find gear! Yes, it is _that_ similar to Diablo. The drop rate is just right and kept me hooked to do _just one more run_. With the absence of a "real world" and "proper quests", this game feels even more rogue-like than Diablo. That comes at a price: at one point, it will get boring and very repetitive.
![](/img/games/torchlight/mobs.jpg "A mob with a unique supercharged spider.")
In Torchlight, you'll be exploring the mines by yourself: there's no party or any temporary follower. Except for your pet, of course. No simple [Dungeon Siege](/articles/reviews/dungeon-siege)-esque mule, but a potent killer that you can equip and even dump unwanted items on to send it off to town. After thirty seconds, your kitty will happily rejoin you and bring back the hard earned cash to be gambled away in the near future. On higher difficulties, the pet will become a bit redundant as it will have trouble actually damaging enemies and dying - or at least running away - more quickly. There are opportunities to fish using an awkward and boring mini-game that fetches different kinds of fish. These can be fed to your animal that temporarily transfer it into a fire elemental to more effectively aid you in boss fights. I hated fishing and completely skipped that.
In Torchlight, you'll be exploring the mines by yourself: there's no party or any temporary follower. Except for your pet, of course. No simple [Dungeon Siege](/games/pc/dungeon-siege)-esque mule, but a potent killer that you can equip and even dump unwanted items on to send it off to town. After thirty seconds, your kitty will happily rejoin you and bring back the hard earned cash to be gambled away in the near future. On higher difficulties, the pet will become a bit redundant as it will have trouble actually damaging enemies and dying - or at least running away - more quickly. There are opportunities to fish using an awkward and boring mini-game that fetches different kinds of fish. These can be fed to your animal that temporarily transfer it into a fire elemental to more effectively aid you in boss fights. I hated fishing and completely skipped that.
### Quests
@ -62,7 +62,7 @@ As said before, towns feel mechanical and only serve as a toolbox to get rid of
Aah, loot, next to enemies, the most compelling reason to play Torchlight. In that sense, it really is an excellent hack and slash game! Drops are just right: not too many rares, not too little. The occasional unique and set piece also returns. To make it look like another game compared to Diablo, instead of blue it's green (magical), instead of green it's pink (set), and instead of gold it's orange (unique). The system is an exact replica of Diablo 2, and I don't see why that is a bad thing.
Nobody likes portalling too much loot back and forth to town, so in Torchlight, you can simply send your pet instead, and continue exploring the depths of the seemingly endless Ember mine. Occasionally, you'll encounter a friendly looking goblin merchant in hostile areas - the last one idly stood by while I franticly tried to shoot down two dragon unique mini-bosses. I'm also pleased to see that unlike in older Diablo clones (or Diablo 2 itself), there is a _shared stash_! That means if you happen to come across a really powerful sword, but you're a mage now, tuck it away and simply start another run with a new character. I hated not being able to do that in [Sacred](/articles/reviews/sacred). There, the unique classes made me want to try out new things. In Torchlight, not so much: there's only the mage, the archer, and the warrior.
Nobody likes portalling too much loot back and forth to town, so in Torchlight, you can simply send your pet instead, and continue exploring the depths of the seemingly endless Ember mine. Occasionally, you'll encounter a friendly looking goblin merchant in hostile areas - the last one idly stood by while I franticly tried to shoot down two dragon unique mini-bosses. I'm also pleased to see that unlike in older Diablo clones (or Diablo 2 itself), there is a _shared stash_! That means if you happen to come across a really powerful sword, but you're a mage now, tuck it away and simply start another run with a new character. I hated not being able to do that in [Sacred](/games/pc/sacred). There, the unique classes made me want to try out new things. In Torchlight, not so much: there's only the mage, the archer, and the warrior.
![](/img/games/torchlight/shop.jpg "Selling stuff and on the lookout for a better gun.")
@ -103,5 +103,5 @@ I cannot remember seeing one. The "epic" feel of a grand adventure is a bit miss
If you were to play this in 2009, you'd thank the Lords that finally someone managed to do a _proper_ Diablo clone. These someone guys happen to be none other than most of the original crew. At the release date, the game priced at one third of a full game, so be aware that content-wise, that's also what you're going to get. A ten hour thrill through randomized dungeons to kill, loot, listen to nostalgic tracks that bring back memories, while distributing skill and stat points. But that's about it: Torchlight does not try to reinvent the genre or itself.
If what you are looking for is an original take on the genre and you're tired of slogging through procedurally generated dungeons, take a look at [Sacred](/articles/reviews/sacred) instead. Otherwise, this is pretty much a no-brainer.
If what you are looking for is an original take on the genre and you're tired of slogging through procedurally generated dungeons, take a look at [Sacred](/games/pc/sacred) instead. Otherwise, this is pretty much a no-brainer.

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@ -8,6 +8,7 @@ tags:
aliases:
- /games/wizardry8/
game_genre: 'CRPG'
score: 5
howlongtobeat_id: 11228
howlongtobeat_hrs: 91.5
game_name: Wizardry 8

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@ -3,6 +3,7 @@ date: 2006-10-19
title: Zeus Review
howlongtobeat_id: 11562
howlongtobeat_hrs: 32
score: 5
game_name: 'Zeus: master of Olympus'
game_genre: 'Strategy'
game_release_year: '2000'

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@ -3,6 +3,8 @@ title: SNES
type: platform
platform: snes
ignore: true
aliases:
- /platforms/snes
image: /img/snes-cover.png
---

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@ -13,9 +13,9 @@ tags:
- metroid
---
After finishing [Hollow Knight](/games/hollow-knight), I rather fancied playing another [metroidvania](/tags/metroidvania)---one I actually, to my big shame, never really touched: the granddaddy of 'vanias, _Super Metroid_. Released in 1994, twenty-seven full years ago, it still looks and plays remarkably well, and it has the enticing atmosphere to thank for it. I lamented on Hollow Knights' mesmerizing world before, but this is one of the games that it owes its legacy to, so it would only be showing some decency to take a good look at Super Metroid.
After finishing [Hollow Knight](/games/switch/hollow-knight), I rather fancied playing another [metroidvania](/tags/metroidvania)---one I actually, to my big shame, never really touched: the granddaddy of 'vanias, _Super Metroid_. Released in 1994, twenty-seven full years ago, it still looks and plays remarkably well, and it has the enticing atmosphere to thank for it. I lamented on Hollow Knights' mesmerizing world before, but this is one of the games that it owes its legacy to, so it would only be showing some decency to take a good look at Super Metroid.
After playing Super Metroid for about an hour, one thing becomes immediately apparent: it plays _quick_. I'm not sure if that is the right word for it, but the rate of upgrades that I stumble upon in my path towards the core of the planet Zebes is staggering. Compared to other [castlevania](/tags/castlevania)-likes, the pace here is higher. Even though in [Aria of Sorrow](/games/castlevania-aria-of-sorrow) (AoS), I had the feeling I was progressing more slowly, according to Howlongtobeat, they're both done in under seven hours. Of course, Soma does not need missile upgrades. In AoS, as you make your way through the castle, you regularly spot shiny looking swords you cannot access yet. A typical metroidvania puzzle: come back later when you have the sliding/double jump/whatever ability. The difference is that these items are usually visible. Yes, there are exceptions: Claim Solais, the best weapon in the game, is well-hidden behind a not-so-visible breakable wall.
After playing Super Metroid for about an hour, one thing becomes immediately apparent: it plays _quick_. I'm not sure if that is the right word for it, but the rate of upgrades that I stumble upon in my path towards the core of the planet Zebes is staggering. Compared to other [castlevania](/tags/castlevania)-likes, the pace here is higher. Even though in [Aria of Sorrow](/games/gba/castlevania-aria-of-sorrow) (AoS), I had the feeling I was progressing more slowly, according to Howlongtobeat, they're both done in under seven hours. Of course, Soma does not need missile upgrades. In AoS, as you make your way through the castle, you regularly spot shiny looking swords you cannot access yet. A typical metroidvania puzzle: come back later when you have the sliding/double jump/whatever ability. The difference is that these items are usually visible. Yes, there are exceptions: Claim Solais, the best weapon in the game, is well-hidden behind a not-so-visible breakable wall.
![](/img/games/supermetroid/enemies.jpg "The four main bosses you have to challenge in order to unlock the last section.")

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@ -2,6 +2,8 @@
title: Nintendo Switch
platform: switch
ignore: true
aliases:
- /platforms/switch
type: platform
image: "/img/switch-cover.png"
---

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@ -13,7 +13,7 @@ game_genre: 'Metroidvania'
game_release_year: '2019'
game_developer: 'ArtPlay'
aliases:
- '/switch/bloodstained-ritual-of-the-night/'
- '/games/bloodstained-ritual-of-the-night/'
---
One year later, Ritual of the Night is still unplayable on the Nintendo Switch. Numerous patches later, the game still stutters and crashes, with its most popular screen being the loading one. We're off to a great start here...
@ -24,7 +24,7 @@ Except when you play it on Switch. I've had it crashing on me multiple times - a
![](/img/articles/bloodstained-4.jpg "Loading...")
Miriam controls terrible. It feels very janky, especially with the thumb stick, and the Pro Controller's D-pad is not that great. She wants to duck when I don't want her to and swings are especially slow (yes, I know Sword Expertise exists). Compared to [Soma](/games-castlevania-aria-of-sorrow), Alucard, or even [Circle of the Moon](/games/castlevania-circle-of-the-moon), it feels like two steps back (if only taking a step was that easy).
Miriam controls terrible. It feels very janky, especially with the thumb stick, and the Pro Controller's D-pad is not that great. She wants to duck when I don't want her to and swings are especially slow (yes, I know Sword Expertise exists). Compared to [Soma](/games/gba/castlevania-aria-of-sorrow), Alucard, or even [Circle of the Moon](/games/gba/castlevania-circle-of-the-moon), it feels like two steps back (if only taking a step was that easy).
Then there's the graphical part, the Unreal Engine. Dracula X Chronicles was also a 2D castlevania rendered in 3D, but it is clear now that it's not the best direction to take. Many parts of the castle look like drab: a few colors smeared all over the screen, making it impossible for me to see the difference between foreground and background. Inferno Caves are red, the Sorcery Lab is green, the Forbidden Underwater Caves are purple. Add some sheen to rocks, color the enemies the same, and there you go. To what purpose serve game graphics? To add atmosphere and to be able to actually _see stuff_! What purpose do they have if I'm unable to see the difference between an enemy and a useless animation of lava flowing in the background? It's especially frustrating if that part of the castle is difficult, I'm out of potions/food, and I'm desperately looking for a save or warp room.
@ -40,4 +40,4 @@ For example, there's crafting. Good. Once you crafted (or "cooked") something, i
Some boss fights like Bloodless are ridiculous damage sponges that required me to use a cheap trick such as spamming Bunnymorphosis kicks or holding down `R` for the Heretical Grinder. Boss design is overall good, and I did throw my controller a few times out of anger (or incompetence). Compared to the Twin Dragon and other challenging bosses of Circle of the Moon, these still feel like cheap to me.
Luckily, there's the 2D retro spin-off Curse of the Moon and its sequel... Compared to 2D Metroidvania clones the genre has seen lately such as [Hollow Knight](/games/hollow-knight), Ritual of the Night is a prime example how to ruin a castle run. If only they simplified things, instead of trying to impress players with a blurry gooey mess of an engine. Because deep down there, the game actually **is** excellent. Somewhere.
Luckily, there's the 2D retro spin-off Curse of the Moon and its sequel... Compared to 2D Metroidvania clones the genre has seen lately such as [Hollow Knight](/games/switch/hollow-knight), Ritual of the Night is a prime example how to ruin a castle run. If only they simplified things, instead of trying to impress players with a blurry gooey mess of an engine. Because deep down there, the game actually **is** excellent. Somewhere.

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@ -18,11 +18,11 @@ You enter the Castle Corridor with a knife, handed to you by Aluca---erm, right,
Welcome to Castlevania!
Or rather, welcome back. It's been what, 20 years? Yup. [Castlevania Circle of the Moon](/games/castlevania-circle-of-the-moon/) was a Game Boy Advance launch title, released all the way back in 2001. Harmony of Dissonance would follow a year later, and lastly [Castlevania Aria of Sorrow](/games/castlevania-aria-of-sorrow/) in 2003. The GBA castlevanias did end in a bang---Aria of Sorrow is well-regarded as one of the best Castlevanias ever, let alone on a handheld system. A few years ago, the classic Metroidvanias received a timely collectable re-release---Game Boy games included. But the best [metroidvania](/tags/metroidvania) ones were left in the dark. This collection contains all GBA games plus Dracula X on SNES as a bonus. Let's take a look if they're still playable. After all, we're used to [Hollow Knight](/games/hollow-knight) now!
Or rather, welcome back. It's been what, 20 years? Yup. [Castlevania Circle of the Moon](/games/gba/castlevania-circle-of-the-moon/) was a Game Boy Advance launch title, released all the way back in 2001. Harmony of Dissonance would follow a year later, and lastly [Castlevania Aria of Sorrow](/games/gba/castlevania-aria-of-sorrow/) in 2003. The GBA castlevanias did end in a bang---Aria of Sorrow is well-regarded as one of the best Castlevanias ever, let alone on a handheld system. A few years ago, the classic Metroidvanias received a timely collectable re-release---Game Boy games included. But the best [metroidvania](/tags/metroidvania) ones were left in the dark. This collection contains all GBA games plus Dracula X on SNES as a bonus. Let's take a look if they're still playable. After all, we're used to [Hollow Knight](/games/switch/hollow-knight) now!
## The GBA Vanias
To get the obvious out of the way: Aria of Sorrow is still one of the best GBA games out there, period. Everything in my [2018 article](/games/castlevania-circle-of-the-moon/) I wrote during my third playthrough still holds true. This time, I knew almost every location of good equipment by heart, although that did not bother me at all. It was a breeze to replay the game for the _nth_ time, and probably will be the next run. The atmosphere here does it all. After opening up your first "barricade" (door), you're greeted with _Castle Corridor_'s soundtrack and it his all the right notes---as does the game.
To get the obvious out of the way: Aria of Sorrow is still one of the best GBA games out there, period. Everything in my [2018 article](/games/gba/castlevania-circle-of-the-moon/) I wrote during my third playthrough still holds true. This time, I knew almost every location of good equipment by heart, although that did not bother me at all. It was a breeze to replay the game for the _nth_ time, and probably will be the next run. The atmosphere here does it all. After opening up your first "barricade" (door), you're greeted with _Castle Corridor_'s soundtrack and it his all the right notes---as does the game.
I'll let the screenshots do most of the talking here.
@ -32,7 +32,7 @@ Aria is the culmination of two other GBA Castlevania attempts. Circle of the Moo
![](/img/games/castlevania-advance-collection/aos2.jpg "One of the most iconic locations in Aria of Sorrow: the Clock Tower, a build-up to your fight with Death, a big difficulty spike.")
These games are almost twenty years old and they're still better than the average metroidvania rip-off released nowadays. That is pretty telling. Iga knows his stuff really well---apart from getting [Bloodstained to run well on switch](/games/bloodstained-ritual-of-the-night)... Aria's soul system was recycled in Dawn of Sorrow and the unofficial Castlevania sucessor Bloodstained. It is a clever way to keep the player farming for both more gear and abilities that works better than Circle of the Moon's DSS card system, simply because of higher drop rates.
These games are almost twenty years old and they're still better than the average metroidvania rip-off released nowadays. That is pretty telling. Iga knows his stuff really well---apart from getting [Bloodstained to run well on switch](/games/switch/bloodstained-ritual-of-the-night)... Aria's soul system was recycled in Dawn of Sorrow and the unofficial Castlevania sucessor Bloodstained. It is a clever way to keep the player farming for both more gear and abilities that works better than Circle of the Moon's DSS card system, simply because of higher drop rates.
Soma can equip weapons in Aria of Sorrow, just like Alucard could in Symphony of the night. For Harmony of Dissonance and Circle of the Moon, you're playing as a Belmont, and your whip is mandatory. There are still plenty of ways to upgrade or enhance it, though, but to me, it never felt as great as being able to equip a cooler weapon. Furthermore, in Harmony, I spent ages walking around before finding the _Steel Tip_ that ups my damage. On the other hand, once you've got your hands on weapons like Balmung and Claihm Solais, you likely won't equip anything else in Aria. It's a delicate balance that works well enough in all three games, although I prefer Aria's system.

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@ -31,7 +31,7 @@ I think it's safe to say that Blizzard knows how to create engrossing worlds. Th
As you can see in the screenshot above, the scenery is simply beautiful. The 3D engine renders fluently. I played Diablo on the Nintendo Switch, and whether in handheld or in docked mode, both performed great, characters and spell effects are cool, the UI is clean and everything is easy to read and follow - regardless of the amount of wreckage going on at once. I have to admit that I'm impressed it runs that good. Compared to Torchlight II on the switch, it is lightyears ahead, especially in terms of accessibility and UI. It took the game twelve years to finally evolve to the third dimension, and it's done well.
What is interesting to notice, is that compared to [Sacred](/articles/reviews/sacred), a game that is 8 years older, Diablo III is remarkably static. There is an oasis waypoint with night-time gameplay, but there is no dynamic night/day time, and no weather - something announced for Diablo IV (including horses). Of course, it did not affect the gameplay. Your character build also visually stands out in the pause or character select screen and it's great to see that, compared to Diablo 2, equipment as an even bigger impact on the visual appearance.
What is interesting to notice, is that compared to [Sacred](/games/pc/sacred), a game that is 8 years older, Diablo III is remarkably static. There is an oasis waypoint with night-time gameplay, but there is no dynamic night/day time, and no weather - something announced for Diablo IV (including horses). Of course, it did not affect the gameplay. Your character build also visually stands out in the pause or character select screen and it's great to see that, compared to Diablo 2, equipment as an even bigger impact on the visual appearance.
The Switch UI items are accessible through a ringwheel interface that is implemented well enough to be serviceable. It certainly is less annoying than in Torchlight II, where the game constantly mis-interprets what I am trying to do. A lot of ease-of-use features are added in D3: you automatically see which weapon will net you more damage, defense, or special abilities, without having to equip it. These things are really needed as a console lacks a mouse and precision aiming.
@ -57,14 +57,14 @@ The main quest feels epic enough, and as said before, fans of the game will love
In Diablo 2, there are six quests for each Act (except for act IV, of which there are only three). In Diablo 3, the word _quest_ has gained a new interpretation. The world map is constantly littered with events you can complete to gain gold, XP, and of course items. There is a 'seasonal' mode, which has you hunting down specific monsters or events within a limited time frame, to gain fame and climb some sort of online ladder. Each new season forces you to start over with another character, and comes with unique new items and end-game content. This system keeps players coming back for more, and overall, I really liked it. The downside is the always online system, but to be honest, I haven't felt anything bad gameplay-wise on the Switch, and I am not paying for a Nintendo Online subscription.
Besides those events, there are 'nephalem rifts', portals to increasingly difficult and timed randomly generated dungeons, akin to the lost dungeons from [Torchlight](/articles/reviews/torchlight). These are modern equivalent of the secret cow or mephisto runs, and provide the most loot and excitement after reaching level `70`. It's funny to see that while many reviewers praise the originality of this system, they overlook the fact that Torchlight did this three years before Diablo 3.
Besides those events, there are 'nephalem rifts', portals to increasingly difficult and timed randomly generated dungeons, akin to the lost dungeons from [Torchlight](/games/pc/torchlight). These are modern equivalent of the secret cow or mephisto runs, and provide the most loot and excitement after reaching level `70`. It's funny to see that while many reviewers praise the originality of this system, they overlook the fact that Torchlight did this three years before Diablo 3.
![](/img/games/diablo3/quests.jpg "Besides the main quest, events and seasonal stuff will keep you busy.")
## 2. Loot
Another point of remark for this game is the loot system. While I generally enjoy hunting for better gear, in Diablo 3, the game throws so many magical, rare, and unique items in my face, that it simply becomes boring. I start shrugging when I see yellow stuff (rares) and I even promptly deconstruct unique items at the armory because I don't care enough. Magic find seems to be off the charts here, and before the latest patch and expansion, it was even worse. Compared to [Dungeon Siege](/articles/reviews/dungeon-siege), a game that was a let-down loot-wise, Diablo 3 is the opposite side of the spectrum - a real shame. Yes, there finally is a shared stash, but I'd rather be excited than bored with the drops.
Another point of remark for this game is the loot system. While I generally enjoy hunting for better gear, in Diablo 3, the game throws so many magical, rare, and unique items in my face, that it simply becomes boring. I start shrugging when I see yellow stuff (rares) and I even promptly deconstruct unique items at the armory because I don't care enough. Magic find seems to be off the charts here, and before the latest patch and expansion, it was even worse. Compared to [Dungeon Siege](/games/pc/dungeon-siege), a game that was a let-down loot-wise, Diablo 3 is the opposite side of the spectrum - a real shame. Yes, there finally is a shared stash, but I'd rather be excited than bored with the drops.
As said before, Diablo 3 equals ease of use. Not only is gold automatically picked up, town portal and identification scrolls don't exist: simply press a button and ta-da: another way to completely kill excitement over new equipment. The unwanted gear can be deconstructed and converted into raw material, which you will be needing to craft in the improved Horadric Cube called Kanai's Cube. This cube even allows you to extract enchantments off items to permanently 'equip' these bonuses. The game went all-out on everything: too much gold, loot, crafting, monsters, awesomeness that all make things a bit more mundane than it should be.
@ -95,7 +95,7 @@ One of the remarkable things is that a left mouse click doesn't execute a regula
The screams, squishes, splatters, and whacks sound great, and it is a pleasant mashup of battle sounds that keep the blood pumping. At the end of a skirmish, the game shows you how many kills you've achieved, and deals out temporary stat/skill boosts accordingly: a more arcade-like Diablo. Ambient music inside cathedral cellars and wet dungeons are adequate. The game tries to pay a homage to Diablo 2, but clearly, D2's music is implemented better.
Honestly, I much prefer the sound and music from [Torchlight I](/articles/reviews/torchlight) and II. Playing the game with headphones provides a more engrossing experience, but running into the risk of too talkative follower parts keeps me from using them too often.
Honestly, I much prefer the sound and music from [Torchlight I](/games/pc/torchlight) and II. Playing the game with headphones provides a more engrossing experience, but running into the risk of too talkative follower parts keeps me from using them too often.
### Cinematic

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@ -12,7 +12,7 @@ tags:
- metroidvania
---
"Guacaaameleeeeee! Super Turbo Championship Editiooonnn!" yells the narrator as I boot up the (enhanced edition of the) game. Woah. Even the title screen immediately makes it clear: this game is lighthearted and doesn't take itself too seriously, the complete opposite of other metroidvanias like [Hollow Knight](/games/hollow-knight). I've seen Guacamelee appear in countless of "top metroidvania games" lists and never really thought about it, until last week a Switch sale allowed me to pick up this now almost nine year old game for just `€2.60`. Even if it turns out to be not my thing (which it kind of did), this seemed to be a harmless way to try it out.
"Guacaaameleeeeee! Super Turbo Championship Editiooonnn!" yells the narrator as I boot up the (enhanced edition of the) game. Woah. Even the title screen immediately makes it clear: this game is lighthearted and doesn't take itself too seriously, the complete opposite of other metroidvanias like [Hollow Knight](/games/switch/hollow-knight). I've seen Guacamelee appear in countless of "top metroidvania games" lists and never really thought about it, until last week a Switch sale allowed me to pick up this now almost nine year old game for just `€2.60`. Even if it turns out to be not my thing (which it kind of did), this seemed to be a harmless way to try it out.
![](/img/games/guacamelee/crazy.jpg "This goat/shapeshifted old guy comments on you breaking Chozo statues to harness their power, a clear pun towards Metroid games.")
@ -39,7 +39,7 @@ In that sense, yes, Guacamelee is a bit like other Metroidvanias: you can/have t
![](/img/games/guacamelee/item.jpg "I managed to snatch a heart piece, two more to go!")
During the last third of the game, it dawned to me: this isn't a Castlevania, but it's much more like [The Messenger](/games/the-messenger)! The unlocked skills allow you to pull of combos that make you reach high ceilings you couldn't get to before, run on walls, and so forth. As these pieces come together, the level design starts evolving from simple platforming to intricate tiny platform placement that has you press the right button combination.
During the last third of the game, it dawned to me: this isn't a Castlevania, but it's much more like [The Messenger](/games/switch/the-messenger)! The unlocked skills allow you to pull of combos that make you reach high ceilings you couldn't get to before, run on walls, and so forth. As these pieces come together, the level design starts evolving from simple platforming to intricate tiny platform placement that has you press the right button combination.
As I wrote in my The Messenger review, I'm not a fan of (too) challenging platforming parts in games like these. I didn't expect it after buying it and hated the extremely tough Hollow Knight's _White Palace_ part, where nail jumping and precise timing are key. The awkward button configuration didn't make things easier. Why is that thumbstick involved in a combo? That causes me to frequently execute the wrong move---which of course ends in death. Luckily, respawning is instant and save points are abundant. No begging for evenly placed benches here!

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@ -5,7 +5,7 @@ tags:
- 'hollow knight'
- 'metroidvania'
aliases:
- /articles/reviews/hollow-knight
- /games/hollow-knight
howlongtobeat_id: 26286
howlongtobeat_hrs: 26
score: 5
@ -23,7 +23,7 @@ That's my review, condensed into a single sentence. As much as I loved my deep d
- [I love Hollow Knight, but it's too hard for me!](https://www.reddit.com/r/HollowKnight/comments/8i42ak/i_love_hollow_knight_but_its_too_hard_for_me/)
- [Why is Hollow Knight so hard???](https://www.reddit.com/r/HollowKnight/comments/g42sks/why_is_hollow_knight_so_hard/)
Trolls love to answer these questions with the two words _"GIT GUD"_. They're completely missing the point. By now you should have noticed that the game is incredibly difficult---yes, much more so than [The Messenger](/articles/reviews/the-messenger), albeit in a different way. The game is all about pattern recognition, very precise timing, and patience---much like the Demon Souls series. I am only good at the first one. As [Blake Andrea](https://epiloguegaming.com/why-i-quit-playing-hollow-knight/) prophetically ends his tirade:
Trolls love to answer these questions with the two words _"GIT GUD"_. They're completely missing the point. By now you should have noticed that the game is incredibly difficult---yes, much more so than [The Messenger](/games/switch/the-messenger), albeit in a different way. The game is all about pattern recognition, very precise timing, and patience---much like the Demon Souls series. I am only good at the first one. As [Blake Andrea](https://epiloguegaming.com/why-i-quit-playing-hollow-knight/) prophetically ends his tirade:
> Everything I keep reading and writing about whether games should have difficulty options anchors itself back to the question of Hollow Knights benches: if youre going to make your game difficult, at least dont make it discouraging for the player. Game design should continually nudge, “Keep playing.” All it would have taken is some encouraging benches and I would still be in Hallownest.
@ -43,7 +43,7 @@ But the map itself is useless: sights have to be added by buying pins. Money, or
That is, if you manage to find one.
Hollow Knight even includes (too) tricky platforming sections, in the same vein as Celeste and [The Messenger](/articles/reviews/the-messenger). To my personal view, this does not belong in a metroidvania game. After more than ten tries, I gave up trying to visit a certain optional _nailmaster_ NPC just because of that. The problem is, again, a lack of benches: dying means having to traverse too many rooms in order to get to the part where you died in the first place. Many a time I died trying to reach it---again and again.
Hollow Knight even includes (too) tricky platforming sections, in the same vein as Celeste and [The Messenger](/games/switch/the-messenger). To my personal view, this does not belong in a metroidvania game. After more than ten tries, I gave up trying to visit a certain optional _nailmaster_ NPC just because of that. The problem is, again, a lack of benches: dying means having to traverse too many rooms in order to get to the part where you died in the first place. Many a time I died trying to reach it---again and again.
Insert ragequit gif here...
@ -65,7 +65,7 @@ Now that we know the biggest flaw of Hollow Knight, let's talk about the biggest
Not only that, the NPCs are lovely too: they are funny and implicitly provide multiple subquests that are very naturally intertwined into the core gameplay, unlike the stark contrast made by Bloodstained' item fetch quests in the town, for instance. Furthermore, as you rescue people or come across new bugs to talk to, the town evolves. The world also changes as you make progress and I love that. It is truly a unique game, and a very long one, clocking in at about 30 hours, compared to the usual 12 for an average metroidvania game. Multiple hidden branches take you to loot, or more often than not, _lore_. I've read people on Reddit to be disappointed by this, but I personally loved that. Discovering a secret chamber to find a petrified version of an enemy with a line of background info---what's not to like? The effort Team Cherry put in to make Hallownest a living, but sometimes dark and creepy place, is astonishing. Not every nook and cranny has to be filled with items or double jump upgrades.
That being said, sometimes the game does drag on a little bit. The map design is good, but not as great as classics such as [Aria of Sorrow](/articles/retrospectives/castlevania-aria-of-sorrow/): the game requires you to backtrack too often, possibly further increasing the death count. Later in the game, to be able to access the true ending, you have to redo a couple of boss battles and fetch "Essence" with your Dream Nail. To me, it felt like an arbitrary way to prolong the game and could easily be cut for the better. Especially the beefed up rehashes of earlier bosses were more annoying to deal with than fun.
That being said, sometimes the game does drag on a little bit. The map design is good, but not as great as classics such as [Aria of Sorrow](/games/gba/castlevania-aria-of-sorrow/): the game requires you to backtrack too often, possibly further increasing the death count. Later in the game, to be able to access the true ending, you have to redo a couple of boss battles and fetch "Essence" with your Dream Nail. To me, it felt like an arbitrary way to prolong the game and could easily be cut for the better. Especially the beefed up rehashes of earlier bosses were more annoying to deal with than fun.
![](/img/games/HollowKnight/map.jpg "Prepare for a deep dive: the world is huge.")
@ -73,7 +73,7 @@ Another reason to me the game does not _quite_ stack up to classic [GBA](/tags/g
## The best of all time?
That is up for debate, although a lot of fanboys at [ResetERA](https://www.resetera.com/threads/what-are-the-absolute-top-tier-metroidvania-games.124260/) would love to see Hollow Knight as the best metroidvania of all time. To me, that's quite a stretch: it is pretending that Super Metroid, Castlevania Aria and Dawn of Sorrow, and Symphony of the Night do not exist. It is certainly one of the best _indie_ metroidvania's out there, and I would love to see its successor, Hollow Knight Silk Song, to include an adjustable difficulty setting (and benches next to boss battles, please). Is it better than [Bloodstained](/articles/reviews/bloodstained-ritual-of-the-night/)? Absolutely. Is it better than the classics? No.
That is up for debate, although a lot of fanboys at [ResetERA](https://www.resetera.com/threads/what-are-the-absolute-top-tier-metroidvania-games.124260/) would love to see Hollow Knight as the best metroidvania of all time. To me, that's quite a stretch: it is pretending that Super Metroid, Castlevania Aria and Dawn of Sorrow, and Symphony of the Night do not exist. It is certainly one of the best _indie_ metroidvania's out there, and I would love to see its successor, Hollow Knight Silk Song, to include an adjustable difficulty setting (and benches next to boss battles, please). Is it better than [Bloodstained](/games/switch/bloodstained-ritual-of-the-night/)? Absolutely. Is it better than the classics? No.
It's just too bad that because of this marriage with Demon Souls-style gameplay, I'd rather do another castle run than a Hallownest run.

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@ -23,7 +23,7 @@ I honestly never heard of it and picked it up on the Nintendo Switch in on a sal
In order to get there, Evan---or me---had to fumble about, steal and dye clothes, get lost, trade items, and occasionally call a help line. The most important aspect of a classic adventure game is of course its puzzle structure. How does Irony Curtain fare on this? Fairly well! Every item Evan picks up should be thoroughly inspected first though, sometimes it needs to be taken apart or opened---or a hint in the form of a funny line finally gets you going.
There are very few red herrings in the game, compared to Monkey Island 2, where many items ended up being useless (but funny). Some items do make it from chapter 2 to 3, and in desperate moments, I ended up doing the classic "combine everything with everything" trick, although that rarely ever worked. The puzzles usually require nothing but a bit of logic and do NOT fall in the [Simon the Sorcerer](/games/simon-the-sorcerer-2)'s "moon logic" category---thank God. Although an unusual amount of combining and manipulating was needed compared to the latest adventure game I played ([Kathy Rain](/games/kathy-rain)), it never was _too much_.
There are very few red herrings in the game, compared to Monkey Island 2, where many items ended up being useless (but funny). Some items do make it from chapter 2 to 3, and in desperate moments, I ended up doing the classic "combine everything with everything" trick, although that rarely ever worked. The puzzles usually require nothing but a bit of logic and do NOT fall in the [Simon the Sorcerer](/games/pc/simon-the-sorcerer-2)'s "moon logic" category---thank God. Although an unusual amount of combining and manipulating was needed compared to the latest adventure game I played ([Kathy Rain](/games/pc/kathy-rain)), it never was _too much_.
In chapter 3, puzzles followed each other in quick succession, but each one was fairly easy, so I quickly made a lot of progress---that is, until I ended up in the last chapter, where the difficulty (or amount of phases you have to get through) suddenly ramped up. In terms of the interface, it's a fairly standard "modern" adventure game system: clicking = interacting, no verbs like the classic games, and just "talk", "inspect", or "use" (enter/open/combine/...) will get you through.
@ -35,7 +35,7 @@ In chapter 3, puzzles followed each other in quick succession, but each one was
Compared to 1992's Monkey Island 2, there's little variation. Picking up stuff does not invoke a unique animation. There are effectively jump-through-window moments but the animation always felt a bit stiff compared to its big brother pixel-filled adventures. I guess that's one of the perils of the art direction. At least compared to Deponia (it does look an awful lot like it!), Irony Curtain looks and feels a bit more lively (and has way less stupidly difficult puzzles).
The least compelling part of Irony Curtain is the music. It's atmospheric at best, but the repetitive Russian/Matryoshkan jingles get boring---or even, irritating---fast. I cannot remember a single piece of the soundtrack, so it's hard to apply the word "memorable" here. Granted, [Kathy Rain](/games/kathy-rain)'s is also more atmospheric than _orchestry_ like in the iconic Monkey Island games. But that game is gritty and dark, and I _do_ remember the police station and depressing lake house tunes.
The least compelling part of Irony Curtain is the music. It's atmospheric at best, but the repetitive Russian/Matryoshkan jingles get boring---or even, irritating---fast. I cannot remember a single piece of the soundtrack, so it's hard to apply the word "memorable" here. Granted, [Kathy Rain](/games/pc/kathy-rain)'s is also more atmospheric than _orchestry_ like in the iconic Monkey Island games. But that game is gritty and dark, and I _do_ remember the police station and depressing lake house tunes.
![](/img/games/ironycurtain/ending.jpg "Playing with camera perspectives results in unique views.")

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@ -22,7 +22,7 @@ That might all sound a bit cheesy, but it's the truth. The game is [critically a
{{< video "/vid/sonicmania-intro.mp4" >}}
Now, if that video did nothing to you, then you can stop reading and go do something useful. However, if it did manage to touch something somewhere, read on. Nostalgia can be very powerful (the whole Codex runs on it!), and the recent tendency to (re-)release many retro-inspired games is one of the few gaming trends that I applaud. From Duke's inspired [Ion Fury](/articles/reviews/ion-fury/) to Castlevania-inspired [Bloodstained](/articles/features/switching-to-the-definitive-nostalgic-console/) spin-offs: they're all lovely, but not without their shortcomings.
Now, if that video did nothing to you, then you can stop reading and go do something useful. However, if it did manage to touch something somewhere, read on. Nostalgia can be very powerful (the whole Codex runs on it!), and the recent tendency to (re-)release many retro-inspired games is one of the few gaming trends that I applaud. From Duke's inspired [Ion Fury](/games/switch/ion-fury/) to Castlevania-inspired [Bloodstained](/articles/switching-to-the-definitive-nostalgic-console/) spin-offs: they're all lovely, but not without their shortcomings.
## Is Sonic Mania Sonic 2+?
@ -42,7 +42,7 @@ In-between all that nostalgia, a few completely new zones are tucked away. Well,
Of course Sonic Mania also has its weaknesses. The last Zone for instance was quite a drag and contains many cheap death traps that become frustrating rather quickly - but these "gameplay elements" are also an integral part of the 16-bit Sonic era games. You can't expect a retro-inspired game to give up on the retro-inspired frustrating bits now, can you?
At least Whitehead managed to create a _proper_ classic 2D sonic game. SEGA was unsuccessful for a long time, and [Sonic 4](https://www.metacritic.com/game/xbox-360/sonic-the-hedgehog-4-episode-i) left me and other critics cold. I know there are fans of the 3D Sonic-on-rails games, but I've had my stomach full of awkward 3D platformers and [the Italian mustache guy](/articles/features/super-mario-64-aged-badly/) for a while now. Granted, I simply suck at navigating 3D games. Still, looking at the Meta Critic scores of all recent Sonic games, only Mania firmly stands out.
At least Whitehead managed to create a _proper_ classic 2D sonic game. SEGA was unsuccessful for a long time, and [Sonic 4](https://www.metacritic.com/game/xbox-360/sonic-the-hedgehog-4-episode-i) left me and other critics cold. I know there are fans of the 3D Sonic-on-rails games, but I've had my stomach full of awkward 3D platformers and [the Italian mustache guy](/articles/super-mario-64-aged-badly/) for a while now. Granted, I simply suck at navigating 3D games. Still, looking at the Meta Critic scores of all recent Sonic games, only Mania firmly stands out.
![](/img/games/sonicmania/popcorn.jpg "Popcorn? Really? Awesome!")

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@ -16,9 +16,9 @@ game_release_year: 2006
game_developer: 'Iron Lore Entertainment'
---
Originally released only two years after [Sacred](/articles/reviews/sacred), Titan Quest combines Greek mythology with hack and slash: a world full of mesmerizing creatures to kill, wealth to collect, and above all: horrible bugs and boring gameplay. Should you play this hack & slash game over others such as [Dungeon Siege](/articles/reviews/dungeon-siege) and [Diablo 2](/articles/retrospectives/diablo-2)? The answer is a definitive no.
Originally released only two years after [Sacred](/games/pc/sacred), Titan Quest combines Greek mythology with hack and slash: a world full of mesmerizing creatures to kill, wealth to collect, and above all: horrible bugs and boring gameplay. Should you play this hack & slash game over others such as [Dungeon Siege](/games/pc/dungeon-siege) and [Diablo 2](/games/pc/diablo-2)? The answer is a definitive no.
I slogged through more than twenty hours of repetitive and frustrating gameplay and wrote all this to spare you from the same misery, so do me a favor and simply don't bother: look at [better hack & slash games](/articles/features/the-best-and-worst-retro-hack-and-slash-games/) instead. The game was re-released for Nintendo Switch in 2018, and that's the one I regretted playing. You'd think that twelve years after the original release, most bugs would have been fixed. Think again!
I slogged through more than twenty hours of repetitive and frustrating gameplay and wrote all this to spare you from the same misery, so do me a favor and simply don't bother: look at [better hack & slash games](/articles/the-best-and-worst-retro-hack-and-slash-games/) instead. The game was re-released for Nintendo Switch in 2018, and that's the one I regretted playing. You'd think that twelve years after the original release, most bugs would have been fixed. Think again!
![](/img/games/TitanQuest/nile.jpg "What exactly have made 'things hard'? Excuse me, Anpu?")
@ -30,13 +30,13 @@ The following compelling about section on [THQ Nordic's page](https://www.thqnor
Wow, the AoE co-creator and Braveheart writer - this has _got_ to be good, right? The story is slightly original, compared to most other generic high fantasy hack & slash games: no goblins and zomb-wait, zombies are there. No Dragon- wait, dragon _beastmen_ are there. Okay, no rats! Nope, _Ratmen_ are present. [Wizardry 8 Rattkin](/tags/wizardry8)? Nope, no cleverness, funny dialog or questing, just killing and looting - but in style: in ancient Athens, in the Temple of Apollo, in various dull Pyramids that look exactly like the previous one, and on the Great Wall where everybody calls you _"Warrior!"_ with a strange Asian accent.
Okay, so the game looks good - or looked good in 2006. It's fully rendered in 3D, although most scenery is pretty static. On the Switch, it looks and plays quite fluently - aside from the texture mapping bugs here and there. The game look and feel reminds me a lot of [Dungeon Siege](/articles/reviews/dungeon-siege) because of its seamless transition in and out of underground dungeons and caves. But also because of the boring gameplay - mostly because of that. All I had to do with my dual wielding melee build was to press and hold the `Y` button on my controller - that's it. That's it? That's it - well, besides the constant thirst for health potions my character had, that can be quenched with a press of the `L` shoulder button.
Okay, so the game looks good - or looked good in 2006. It's fully rendered in 3D, although most scenery is pretty static. On the Switch, it looks and plays quite fluently - aside from the texture mapping bugs here and there. The game look and feel reminds me a lot of [Dungeon Siege](/games/pc/dungeon-siege) because of its seamless transition in and out of underground dungeons and caves. But also because of the boring gameplay - mostly because of that. All I had to do with my dual wielding melee build was to press and hold the `Y` button on my controller - that's it. That's it? That's it - well, besides the constant thirst for health potions my character had, that can be quenched with a press of the `L` shoulder button.
![](/img/games/TitanQuest/boss.jpg "The Act II boss. A strategy, you ask? Quaff potions and bash away.")
## Gameplay
Your character automatically targets enemies (on the console) as long as you keep that button pressed - as with [Diablo III](/articles/reviews/diablo-3) and [Torchlight II](/articles/reviews/torchlight-2) I also played on the Switch. However, in those games, actually _re-targeting_ is easy. Not so in Titan Quest: while attacking, you can try to move your character, which reveals a blue cone that should aid the player with choosing a target. In practice, the thing never works, or works after three seconds, when my character ran towards the wrong guy, and ended up getting killed. This is particularly frustrating in Act II tombs, where "Dark Crystals" spawn elemental-wielding skeleton mages at a rapid rate. The trick is to get rid of the crystal, which also makes the summoned skeletons go away. However, in a crowded place such as that one, trying to target a single pillar, is simply an inpossible task. I threw my controller on several occasions because of this.
Your character automatically targets enemies (on the console) as long as you keep that button pressed - as with [Diablo III](/games/switch/diablo-3) and [Torchlight II](/games/switch/torchlight-2) I also played on the Switch. However, in those games, actually _re-targeting_ is easy. Not so in Titan Quest: while attacking, you can try to move your character, which reveals a blue cone that should aid the player with choosing a target. In practice, the thing never works, or works after three seconds, when my character ran towards the wrong guy, and ended up getting killed. This is particularly frustrating in Act II tombs, where "Dark Crystals" spawn elemental-wielding skeleton mages at a rapid rate. The trick is to get rid of the crystal, which also makes the summoned skeletons go away. However, in a crowded place such as that one, trying to target a single pillar, is simply an inpossible task. I threw my controller on several occasions because of this.
There is nothing wrong with auto-targeting on a console, but another problem I had with Titan Quest was the skill tree. While it looked amazing, and the system is classless, meaning you can mix and match however you like, in practice, most skills are passive. That means, you'll be receiving damage/attack rating/defense/etc bonuses from spent skill points, but you won't be receiving many new moves that gets mapped to a button.
@ -50,7 +50,7 @@ What about loot, one of the most compelling reasons to play games such as this?
Besides the regular loot, you collect other spoils of war: boar hides, fangs, demon blood, and so on. These can be combined (3 or 5 items will do) and used to further enhance your gear, not unlike runes. Except that with Diablo's runes, you need socketed gear, and in Titan Quest, you don't - although most unique items cannot be enhanced for some reason. These trinkets do take up a lot of your inventory space, and managing these is very painful, as every single act introduces new variants that do not mix with previous ones. I ended up with a bunch of crap (2 out of 3) items cluttering my precious space, until I finally unlocked some more backpack room. These can be stored in a private stash in town, though.
On a TV screen, it is very difficult to see what's what, especially with those tiny 1x1 things in your inventory. The inventory screen does not make use of a ring-based menu system like [Diablo III](/articles/reviews/diablo-3) or [Torchlight II](/articles/reviews/torchlight-2), but rather falls back to the PC implementation. That means that scrolling through stuff you'd like to sell or equip is also a pain, although the overview is better than in aforementioned games. I'm starting to get the feeling that _if_ you still would like to play this game, you'd better do this on PC...
On a TV screen, it is very difficult to see what's what, especially with those tiny 1x1 things in your inventory. The inventory screen does not make use of a ring-based menu system like [Diablo III](/games/switch/diablo-3) or [Torchlight II](/games/switch/torchlight-2), but rather falls back to the PC implementation. That means that scrolling through stuff you'd like to sell or equip is also a pain, although the overview is better than in aforementioned games. I'm starting to get the feeling that _if_ you still would like to play this game, you'd better do this on PC...
![](/img/games/TitanQuest/stuck.jpg "Help, I'm stuck in some bloody cave!")
@ -64,7 +64,7 @@ And yet, death animations are really cool, you can sometimes even see their armo
![](/img/games/TitanQuest/gardens.jpg "The Hanging Gardens: the beginning of act III.")
Another "bad" thing on the console is navigating the menu or overworld map. There's no semi-transculent map that can be enabled with one button: you have to press `+`, use the thumb stick to try and aim for a world map, and press `A`. The trouble is, that ring-menu is horrible. It selects the wrong menu more than half of the time, and having to slog through it in order to see where the hell I'm supposed to be going is _very_ off-putting. Not that getting lost is easy, though: the game is very liniar, and simply guides you from point A to point B, in a similar fashion to [Dungeon Siege](/articles/reviews/dungeon-siege). Even the enemy variation reminds me of Dungeon Siege: there is variation, but only after the scenery changes. By then, you'll be moaning at the sight of yet another centaur in Act I, skeleton in Act II, or lionmen in Act III.
Another "bad" thing on the console is navigating the menu or overworld map. There's no semi-transculent map that can be enabled with one button: you have to press `+`, use the thumb stick to try and aim for a world map, and press `A`. The trouble is, that ring-menu is horrible. It selects the wrong menu more than half of the time, and having to slog through it in order to see where the hell I'm supposed to be going is _very_ off-putting. Not that getting lost is easy, though: the game is very liniar, and simply guides you from point A to point B, in a similar fashion to [Dungeon Siege](/games/pc/dungeon-siege). Even the enemy variation reminds me of Dungeon Siege: there is variation, but only after the scenery changes. By then, you'll be moaning at the sight of yet another centaur in Act I, skeleton in Act II, or lionmen in Act III.
## Quests
@ -76,6 +76,6 @@ Another thing that irritated me was that finishing a quest by finding a required
## The verdict
Is it worth it to play Titan Quest? No. My conclusion is in stark contrast with Justin's over at his [Random Battles Blog](https://randombattlesblog.wordpress.com/2020/10/03/rpg-beaten-titan-quest/), but for the reasons mentioned above, I'd rather replay other H&S games than trying to slog through the expansion(s) content(s). Even Dungeon Siege, the H&S game I found to be [most boring](/articles/features/the-best-and-worst-retro-hack-and-slash-games/), is a better alternative. The setting is unique but does not have enough to offer to to justify the other shortcomings.
Is it worth it to play Titan Quest? No. My conclusion is in stark contrast with Justin's over at his [Random Battles Blog](https://randombattlesblog.wordpress.com/2020/10/03/rpg-beaten-titan-quest/), but for the reasons mentioned above, I'd rather replay other H&S games than trying to slog through the expansion(s) content(s). Even Dungeon Siege, the H&S game I found to be [most boring](/articles/the-best-and-worst-retro-hack-and-slash-games/), is a better alternative. The setting is unique but does not have enough to offer to to justify the other shortcomings.

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@ -18,13 +18,13 @@ game_release_year: '2012'
game_developer: 'Runic Games'
---
In my original [Torchlight review](/articles/reviews/torchlight), I called Torchlight a _'near-perfect Diablo 2 clone - Diablo 2.5'_. Of course, I did not play its successor yet. Maybe I should start by saying that this is an even better version of the original game, although the release time-frame and some additions make it more akin to a modern Diablo 3 than a classic Diablo 2. Both hack & slash games were released in 2012, so it is safe to assume that Runic did its homework and took out the magnifying glass to see how Diablo 3 works - or doesn't. As always, let's first dive into the world design.
In my original [Torchlight review](/games/pc/torchlight), I called Torchlight a _'near-perfect Diablo 2 clone - Diablo 2.5'_. Of course, I did not play its successor yet. Maybe I should start by saying that this is an even better version of the original game, although the release time-frame and some additions make it more akin to a modern Diablo 3 than a classic Diablo 2. Both hack & slash games were released in 2012, so it is safe to assume that Runic did its homework and took out the magnifying glass to see how Diablo 3 works - or doesn't. As always, let's first dive into the world design.
## 1. World Design
In Torchlight, you basically ascend a huge mine, divided into levels, which are grouped together by a common theme: crypts, caves, inferno stuff, and so on. There's one single town that acts as a central hub. It very much feels like a single act from Diablo II. In Torchlight II, this has been radically altered: dungeons are connected through multiple zones that also represent the outside surface. There are (snowy) grasslands (Act I), sandy dunes (Act II), and dark forests (Act III). There's still no cool worldmap like in [Sacred](/articles/reviews/sacred), but it definitely feels more coherent than its predecessor.
In Torchlight, you basically ascend a huge mine, divided into levels, which are grouped together by a common theme: crypts, caves, inferno stuff, and so on. There's one single town that acts as a central hub. It very much feels like a single act from Diablo II. In Torchlight II, this has been radically altered: dungeons are connected through multiple zones that also represent the outside surface. There are (snowy) grasslands (Act I), sandy dunes (Act II), and dark forests (Act III). There's still no cool worldmap like in [Sacred](/games/pc/sacred), but it definitely feels more coherent than its predecessor.
I also love the variation: there are four times as many different monsters, items, scenery, ... than in Torchlight I from 2009. Each act feels very refreshing. Is it a coincidence that, as in Diablo II, the first act is grass, the second sand, and the third a forest? I think it's more of a homage than anything else, because there are many unique aspects that set this world apart from Sanctuary. The most interesting one being a big injection of steampunk. A portion of the last dungeon feels like the Goblin Fortress from [Dungeon Siege](/articles/reviews/dungeon-siege), one of the more original places. Being torchlight, you can again equip guns, throw dynamite in fishing ponds if you don't fancy waiting for the fish to bite, and so forth. In Torchlight I, the world felt very mechanical, while in Torchlight II, it feels more coherent.
I also love the variation: there are four times as many different monsters, items, scenery, ... than in Torchlight I from 2009. Each act feels very refreshing. Is it a coincidence that, as in Diablo II, the first act is grass, the second sand, and the third a forest? I think it's more of a homage than anything else, because there are many unique aspects that set this world apart from Sanctuary. The most interesting one being a big injection of steampunk. A portion of the last dungeon feels like the Goblin Fortress from [Dungeon Siege](/games/pc/dungeon-siege), one of the more original places. Being torchlight, you can again equip guns, throw dynamite in fishing ponds if you don't fancy waiting for the fish to bite, and so forth. In Torchlight I, the world felt very mechanical, while in Torchlight II, it feels more coherent.
### Graphics
@ -34,7 +34,7 @@ On my Nintendo witch, the game oozes color, to the point of almost hurting my ey
As for performance, it was simply flawless on the Nintendo Switch - except the long loading times in-between zones. My retro PCs could not handle this, so it is a bit hard to compare to the original. 3D models are nice, animations are vivid, and spells are colorful. Yet, compared to Diablo 3, the 'darkness level' could have been upped, as even in dungeons I wasn't really feeling the _'oh shit'_ vibe. It looks and plays suspiciously similar to Diablo 3!
That said, in my [Diablo 3 review](/articles/reviews/diablo-3), I proclaimed that game to be casual and therefore very fitting on a console like the Switch. I wish I could play Torchlight 2 on PC, because while my D3 Necromancer controls fluently on the Pro Controller, my T2 Engineer refused to cooperate. Panic Button, the guys behind the port, should have looked more carefully at the D3 console port. Targeting is a nightmare, and was only 'fixed' because I scaled back the difficulty and switched to another class that can fire off auto-targeting magic bolts. The joyful colors, my couch and the controller give me the false feeling that I'm also playing an arcade-like game, while the _Veteran_ difficulty level and my alarmingly fast rate of consuming health potions tells a whole different story.
That said, in my [Diablo 3 review](/games/switch/diablo-3), I proclaimed that game to be casual and therefore very fitting on a console like the Switch. I wish I could play Torchlight 2 on PC, because while my D3 Necromancer controls fluently on the Pro Controller, my T2 Engineer refused to cooperate. Panic Button, the guys behind the port, should have looked more carefully at the D3 console port. Targeting is a nightmare, and was only 'fixed' because I scaled back the difficulty and switched to another class that can fire off auto-targeting magic bolts. The joyful colors, my couch and the controller give me the false feeling that I'm also playing an arcade-like game, while the _Veteran_ difficulty level and my alarmingly fast rate of consuming health potions tells a whole different story.
Do _not_ play a melee-focused build on Switch. You've been warned.
@ -53,7 +53,7 @@ You can again feed fish to your pet to help combat the enemies, but it again fee
### Quests
Every act has about five bigger main quests with a few optional paths sprinkled in for good measure. Although I was intrigued by these optional quests, they lack the breath of a game like [Sacred](/articles/reviews/sacred) and the depth of a proper RPG. In the end, you do the same: enter a dungeon, kill everything, and usually retrieve something the end boss is guarding. Whether it's a main or optional quest, there's no difference there. Hidden portals open up when you kill _phase beasts_, and there are plenty of optional dungeons to scour through. However, if it is _proper_ endgame content you are looking for like seasonal things and nephalem rift runs full with elites to farm, this is not that kind of game. Overall though, the quest system is a big improvement over the original.
Every act has about five bigger main quests with a few optional paths sprinkled in for good measure. Although I was intrigued by these optional quests, they lack the breath of a game like [Sacred](/games/pc/sacred) and the depth of a proper RPG. In the end, you do the same: enter a dungeon, kill everything, and usually retrieve something the end boss is guarding. Whether it's a main or optional quest, there's no difference there. Hidden portals open up when you kill _phase beasts_, and there are plenty of optional dungeons to scour through. However, if it is _proper_ endgame content you are looking for like seasonal things and nephalem rift runs full with elites to farm, this is not that kind of game. Overall though, the quest system is a big improvement over the original.
Farming is a bit of a pain: the world is randomly generated, but monsters are 'set', unless you return to certain previous areas from another act. Most of the times, previously visited dunes will stay empty (or littered with junk you didn't pick up). On normal, the indicated recommended levels for dungeons quickly ramped up, but it was still manageable. I fear for higher difficulties as there one will have to go back and forth to grind a bit. That said, quest rewards can be hand-picked, although I found them to be almost always worthless:

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@ -27,7 +27,7 @@ When a YouTube video _seems_ to be embedded into one of these pages, in reality,
All screenshots and images related to games are of course still copyrighted by their legal owner. Since most older games aren't that popular anymore, I took the liberty to rely upon Google Images to grab screenshots when I was not able to provide my own.
The Jefklak's Codex theme icons come from the game **[Gobliins 2](/articles/gobliins2-review)**, an old DOS point-and-click adventure game made by [Coktel Vision](https://en.wikipedia.org/wiki/Coktel_Vision). The French studio has been bought by Vivendi and parts of it gone bankrupt in 2004, so I have no idea if I'm free to use their sprites. The legal "abandonware" rights have always been a bit shady.
The Jefklak's Codex theme icons come from the game **[Gobliins 2](/games/pc/gobliins-2)**, an old DOS point-and-click adventure game made by [Coktel Vision](https://en.wikipedia.org/wiki/Coktel_Vision). The French studio has been bought by Vivendi and parts of it gone bankrupt in 2004, so I have no idea if I'm free to use their sprites. The legal "abandonware" rights have always been a bit shady.
This site has [Webmentions](https://indieweb.org/webmention) and Pingbacks enabled. Therefore, some content, including author photographs, originates from other sources. If you would like to have yours removed, please contact me.

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<p>No detailed review yet. Check back soon! </p>
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