PAXChat: Torchlight 2 PAX Interview
As many of you know, we here at GameCrashers have held Torchlight in high regard for a very long time. Not only is it one of the most addictive isometric hack-n-slash action rpgs of the last few years, but it’s one of the few games that champions some of the things we feel are cornerstones of both PC gaming and video game design: handing gamers the keys to the family pickup and saying “we think this car’s pretty great as is, but what can you do with it?” It’s the kind of choice that is becoming more and more the big bullet point for small studio and indie studio development.
With Torchlight II, CEO Max Schaefer and his team at Runic Games are taking a “if it ain’t broke…” approach, which is to say they’re of adding slew of player-desired features to the sequel while retaining what made Torchlight great, without ‘borking’ what already works. For example, they’re adding co-op, expanding the world of Torchlight, adding new classes, and releasing a whole new set of mod tools for those who want to dive in and really tweak, mod, and customize every nook and cranny of their game. And they’re doing with a “get in and start having fun” attitude that makes the Runic’s games a real treat.
Jason got a chance to sit down with Max Schaefer in the Free Play PC area of PAX East to talk to him about where Torchlight II has arrived at in its development process since E3 2011, multiplayer and modding, art design over pixel-pushing, the difficulty curve, and making a sequel under the pressure of that 400 lbs gorilla in the room known as Diablo III.
If you want to find out more about Torchlight II and Runic Games be sure to head to http://www.runicgames.com/
Torchlight II is scheduled for a release on PC later this year.