I Only Like Two Things About Torchlight Infinite

<p>The&nbsp;<em>Torchlight</em>&nbsp;series started as a simple great&nbsp;<em>Diablo&nbsp;</em>clone, made by some of the folks who originated that game, after their other&nbsp;<em>Diablo</em>&nbsp;clone&nbsp;<em>Mythos</em>&nbsp;got taken away from them after the nightmarish development of its sister project&nbsp;<em>Hellgate: London.</em>&nbsp;It was produced in just under a year, and remains one of the most enjoyable action RPGs ever made, with a no-nonsense focused design and vibrant well-animated visuals.</p> <p><em>Torchlight&rsquo;s</em>&nbsp;creators had grand ambitions to produce a follow-up MMO, but then kept scaling those back and releasing more standard sequels instead.&nbsp;<em>Torchlight II&nbsp;</em>is arguably the peak of the series, with the expanded scope and multiplayer you&rsquo;d expect from a big follow-up, and fast gameplay that still works well in a modern context.</p> <p>After some development team shakeups and corporate restructuring,&nbsp;<em>Torchlight III</em>&nbsp;started its life as a reduced free-to-play version of the long-running MMO concept, before&nbsp;<a href="https://xander51.medium.com/torchlight-frontiers-is-dead-9513d9a0963d" rel="noopener">pivoting mid-development</a>&nbsp;into once again being a normal paid&nbsp;<em>Torchlight</em>&nbsp;game. When it finally released it was&nbsp;<a href="https://xander51.medium.com/torchlight-iii-switch-version-review-644fdeaf0509" rel="noopener">a very weird thing</a>. If you play it, you can totally tell that it was supposed to be a large game that then had its scope cut down for the sake of shoving it out the door, and it has enough lingering weird free-to-play design elements that it feels more awkward than finished.</p> <p><a href="https://xander51.medium.com/i-only-like-two-things-about-torchlight-infinite-366dbe87cd67"><strong>Learn More</strong></a></p>