Sunday, October 7, 2012

Super Nerd Sundays Presents: Not a Review of Torchlight 2!



Over the last two weeks I’ve been moving.  Really, I moved in one day.  But my internet is yet to follow me.  And since the bulk of my gaming is done via Steam, along with the bulk of my job, communication and socialization, it’s been kind of a weird week for me.  But gaming, as always, is there: a pressure release, a series of quiet moments filled with sound and fury and signifying nothing.  This world without the internet has kept me from two separate gaming events with friends at this point, and made communicating with my students more difficult than I’d like.  I have trouble accessing the systems that I’ve used to keep my life in order, organize my writing and keep my classes on track.

It’s been kind of a nightmare, having to commute forty five minutes or walk to a coffee shop and drop several dollars every time I want to get a little work done, but it’s disciplined me in certain ways.  I’ve been sewing books for a literary project recently, I’ve been scheduling my writing time very strictly now that the lens of internet is not present to obscure my life, and I’ve been watching a lot less porn, since I’ve had to tap into my emergency porn stash, which is limited and could wear out quite quickly.

Oh, I’ve also been playing Torchlight 2.   Lots of Torchlight 2.

And on that note I’ve got to say that I am very glad that I don’t have to review games for a living.  Specifically games like Torchlight 2.  I’m glad that I can do this fappery that I do without interruption or intrusion from “the industry.”  I’m glad that I don’t  have to think of this spectacular game as a product, which it most certainly is, because to do so is to belittle it as both an experience and an artistic construction.  Because Torchlight 2, quality as it is, is far, far more interesting as a piece of art to me than it is as a product.

What the fuck do I mean by that?

Consider another form of commoditized art: the detective novel.  Detective novels and stories were and still are churned out ad infinity.  They’re fun, sure, but most of them are bad while being fun.  They’re guilty pleasures, and part of enjoying them is getting past or learning to embrace the guilt that comes with reading sentences dripping with gusto, machismo and bluster.  Part of learning to love them is learning to love the terrible dialogue, the Mary Sue/Larry Stu protagonists and the lean plots where every character is somehow involved in the mystery: even the ones who really shouldn’t be.

Daschle Hammett is perhaps the best example of this terrible, un-self aware mystery novel.  Within his books there are protagonists who unironically champion the superiority of a white authority structure in a world of crime filled with minorities before chastely dismissing the come-ons of the various female characters in the book, most of whom are on the take, or else far too innocent for the stalwart detective.  But from Hammett’s shit writing, terrible dialogue and poorly plotted stories emerged Raymond Chandler, a genius of sorts who took the genre of the mystery novel to new heights by adding to it elements of veracity, verisimilitude and self-awareness.  His protagonists got beaten up.  They went on dead leads.  They found that the authorities were, more often than not, involved in the crime at work.  They were, for the most part, profoundly flawed people living in a flawed world, occasionally stopping to point out its flaws.

Chandler knew what mystery novels could do and, in turn, knew where they fell short.  By incorporating this knowledge into his construction of novels he made novels that not only worked better as mystery novels, but also promoted the growth of the form and literature as a whole.

Torchlight 2 is the same thing, but in this case let’s replace “mystery novel” with “hack and slash top down games.”

Diablo, of course, then takes on the role of Hammett.  Diablo is a big name, big game full of stupid plot points, blustering characters, shitty dialogue, laughable attempts at story and character development and a world where only the most clueless players could ever feel a sense of being or belonging.  It’s a righteous, dramatic fiction filled with loot, monsters and clicks.  It doesn’t need to be more, but it doesn’t seem to know that.  Developers spend staggering amounts of money on cutscenes. They create characters who, at best, occasionally appear in play (and never impact it) who tell you why you’re supposed to go to the next whatever whenever however.  These moments are almost entirely unnecessary, sure, but Diablo games take themselves so seriously (Cow levels aside) that to omit them is to admit for a moment that Diablo is a bad game, which it is.

It’s a lovably bad game, however, which is such an important distinction.

Torchlight 2 is also a lovingly bad game.  It’s a hack and slash genre entry through and through, ripping many of its best qualities straight off Diablo (and Diablo 2, right down to the outdoor environments that make up the bulk of the game’s environs).  It doesn’t make any pretensions to the contrary, casting itself in a world filled with generic fantasy characters occasionally punctuated by an inside joke or a self-aware aside.  And, this is really important, it doesn’t take itself seriously at all.

Torchlight 2 is like Diablo if someone ripped all of the terrible story parts out of Diablo.  It’s Diablo with just the Diablo play in it, where the focus really is just on the gear and the things you can do with it.  The cutscenes have only the barest elements of voice acting within them, and they’re mostly there to just let you know that you’re changing locations again.  The NPCs that give you quests barely talk to you, and if you’d like to you can skip their dialogue completely without missing anything important.  In fact, the game sometimes encourages you to do so by pressing you onward with green checkmarks and presenting you with quests in the middle of combat areas and encounters.  The story can go in one ear and out the other without interruption.  I'm level 41 now and I'm not entirely sure what the plot is.

Even the act of acquiring a quest is decoupled from the “town” as Diablo defines it.  Towns are recast as places where you have to go to drop off loot sometimes when you’re not up for letting your pet do it for you.  They’re places where the main story gets advanced and where you can tinker with your items.  But they’re not places where story happens, and indeed even as story happens within and without towns, it’s so ancillary to the play that it’s absurd.  Because the play really is what Torchlight is concerned with: the delightfully colorful and absurd play.

And there’s a lot of it.  Skills upon skills upon skills you can’t hope to use all of.  Skills that you can tinker with to your heart’s content, skills that are almost always useful in a given scenario, but only if you understand how to use them.  Testing them out is encouraged by a “take back one of your last three skill points” respect system, which seems like it’s essentially made for people who test skills and decide they’re not for them.

Of course, after those three skills, it’s all cemented.  And stat points?  Once they’re spent, they’re spent forever.  That means that the choices you make are meaningful, and, honestly, you’re going to be bombarded with a lot of choices that aren’t worth picking up based on your style of play.  But that style of play is wonderful, customizable, and the real focus of the game.

See, in Diablo, your clickfest is mostly the same regardless of who you’re playing.  You’re gonna be clicking uncontrollably and dumping mana into enemies to try and mow them down.  There’s more strategy to it than that, sure, but the fundamental mechanisms of play are inelastic.

Not so in Torchlight 2.

Torchlight 2 introduces a combo system that impacts each character differently and plays off of each character’s skills differently.  If you want to play a careful, calm defensive engineer you’ll be spending your charges in a way very similar to the way a high damage hack and slash and smash berserker will spend his charges to get to frenzy, but you’ll be working towards totally different ends and playing the game in totally different ways.  You’ll be in distinct roles that require distinct kinds of attention.  And you won’t have to deal with long, overwrought cutscenes (with exception to Torchlight 2’s woefully lengthy introductory cutscene which is, despite its length, good fun to watch) or characters asking you to stay a while and listen.  They’ll want to get you the fuck out of there and back into the wilderness so you can bash some baddies, which you’ll do in environments that really do possess distinct personalities and art styles, more so than any other hack and slasher I’ve played.  Even Diablo 2’s environs seem blasé compared to the shifting locales Torchlight 2 guides you through, and the enemies, despite very similar behavioral patterns, are actually pretty distinct.  The brutal giants you'll fight in fungus caves in the desert are not the brutal giants you'll fight in troll forests in the Hansel and Gretel woods, even though they’ve ostensibly got the same role.

This nuance is really what sets Torchlight 2 aside from other titles, because it allows each class to have a distinct flavor while fulfilling a general role of tank, DPS, or support.  And there's tremendous enmeshing between these roles.  It’ll be pretty easy to blend your engineer DPS with a tank to make a tough engineer who can charge up and pop a shield that allows him to endure hostile conditions at will.  It’ll also be pretty easy to make your supportive engineer a fast moving whoopass factory with a cannon in hand and his boots screaming along the terrain using a very similar cross-section of skills.

All of this draws off of a fundamental awareness within Torchlight 2’s design aesthetic: an awareness of both the draw and functionality of a hack and slash lootfest.  Paired with a magic item system which is far more generous with the need to identify artifacts (in that it rarely asks you to) and a streamlined pet system that allows you to get gold for your loot without ever returning to town, there’s just a lot going on that is both specific to the genre and revolutionary in recognition of the genre’s shortcomings.  It is forgiving and punishing, it is generous and parsimonious.  It encourages you to thoroughly explore one class and to have multiple playthroughs with each of them.

It is, in a sense, an act of revolution within genre, a beautiful conceit that we all too often do not acknowledge.

It’s also well worth the price of admission.  I’d say that if I was writing a review which, of course, I’m not.

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