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You don’t even have to use ammo in Torchlight – you’ve got an infinite amount of it. All the enemies seemed to move slowly, so it’s pretty easy just to back up and take some more shots at them. Even if I had played on difficult, I think the strategy would merely consist of drawing one enemy away at a time, and using ranged weapons while staying outside the enemies’ attack range. Of course, there’s no sense of strategy or creativity needed in Torchlight you can just rush forward and start clicking to swing your sword around. I eventually figured out a way that I could carve my own tunnels to trap them and then kill them with ranged weapons without taking too much damage. In moria, you were able to cut through the rock and carve out your own tunnels.
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I eventually figured out how to create a trap for them. I remember when I first encountered dragons in the game. In September 2012, Runic Games released a sequel, Torchlight II, for Windows. You had to be careful, and you had to run away. Development of the game was led by Travis Baldree, designer of Fate, joined by Max Schaefer and Erich Schaefer (co-designers of Diablo and Diablo II), and the team that worked with Baldree on the original incarnation of Mythos. Getting back to Moria and the issue of strategy: it was really easy in Moria to get yourself killed.
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It was interesting to see some new enemies and dungeons as I progressed in the game, but none of them were challenging. The other “challenge” was that my mouse-button finger got really tired of all the mouse clicking I had to do. The main challenge seemed to be sorting out my inventory – I could only carry so much stuff, so I needed to sell off my stuff every twenty to thirty minutes.
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I accumulated something like fifty heal potions, and only needed to use one of them in the whole two hours I played. I could just turn-on my shadow armor, and it would automatically attack enemies next to me until they were dead.
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I played the full two-hours of the demo, and my whole strategy was simply to walk into every group of enemies and start slashing. Admittedly, I started the demo on “easy” because I’m never quite sure what to expect in a new game and don’t want to get in over my head while I’m still figuring things out. I think if Torchlight was a little more challenging, I might’ve enjoyed it more. That description applies not only to RPG “grinding” but he was also attacking Facebook games. I remember one game developer calling certain types of games “immoral” because they played on our sense of accomplishment to get players spend hours doing tasks by rote.
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But, I don’t even feel that with the new Torchlight game. I used to feel a sense of accomplishment when I’d level up my character in role-playing games (a sense of accomplishment that would quickly fade as soon as I walked away from the computer). The problem is that I’m kind of over those types of games. Torchlight felt a little bit like the old Moria game with much better graphics, animation, a little more variety, a few side-quests, and not much story.
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