E3 2015: Torchlight Mobile Hands-On Impressions
Looting on the go!
06.19.15 - 7:59 PM
Torchlight Mobile is pretty much what you expect when you hear "Torchlight Mobile." Yup, it's a new edition of the series and not a simple port of one of the original games. Yup, it's got abilities, loots, and lots of enemies to smash. Yup, it's free-to-play and has micro transactions. Though this is probably one of those titles I myself wouldn't play, it certainly fits a niche market and has been specifically designed for manageable play sessions.
I typically hate the virtual controls of most mobile games, but Torchlight Mobile somehow makes it work better than most. The analog movement feels far smoother than some titles released on a much larger budget, and the abilities are easy enough to recognize and use in the heat of battle. Basic attacks are also nice and wide, so you don't have to worry too much about precision. Everything had that sense of "smackability" that I crave in my action RPGs, and that goes for the enemy attacks, too.
On the questing side of things, Torchlight Mobile moves away from the large, open environments of T1 and T2 for bite-sized areas with quests that are meant to be short and sweat. It was kind of surprising to see a ninety second time limit after being tasked with felling a foul beast terrorizing the land. Completing a quest rewards you with a rating and the appropriate loot based on your performance. Your character will, of course, gain new abilities as you progress through the game.
The free-to-play aspect of Torchlight Mobile is your standard fare. Questing depletes a stamina-like meter that is refilled over time or after you pay a little cash. Though this model is clearly designed for those who want to play tons and tons of TM, the developers tried to build the game so people could enjoy a quick fix while waiting in line or on their morning commute. I expect you'll find the game satisfies your twitchy fingers while waiting for that double chocolate Frappuccino from Starbucks.