Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Hob by Runic Games -- Developers of Torchlight

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,594
It's been 5 years since Torchlight II, and they have more people now. Why they haven't release it yet?
 

Callisto

Guest


System Requirements
  • Minimum:
    • OS: Windows 7 SP1 / 8.1 / 10
    • Processor: i3 Sandy Bridge Dual Core or Equivalent
    • Memory: 4 GB RAM
    • Graphics: 2GB of VRAM; NVIDIA GeForce GTX 500 Series / AMD Radeon HD 7000 Series
    • DirectX: Version 11
    • Storage: 5 GB available space

Was € 5.79 on Gog some minutes ago .
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,594
Where did those guys go off to? Back to Blizzard?
Fuck Blizzard.
Travis and Eric founded Double Damage Games, and even made one game already (Rebel Galaxy).
Max with some comrades from Blizzard founded Echtra, and they are making some kind of MMO ARG (similar to Path of Exile I assume).

I'm curious what the hell happened there. Torchlight II was a big success, and then it all just fell apart with no apparent reason.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,489
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Looks like it's decent? http://www.eurogamer.net/articles/2017-09-26-hob-review

Hob review
Escapementism.

jpg


recommended-large-net.png

Intricate and ingenious, Hob is a true spiritual successor to A Link to the Past.


Hob's world is a mechanism: a beautiful, delicate thing of dials and pulleys and clamps and switches. It is intricate, and it is precise, and as you play through Hob the world you move through is never far from your thoughts. You descend beneath its copper and slate crust at times to slot ancient machinery together. When a gate will not rise, you pace backwards through the grass, following the trail of unlit diodes that will lead you back to a dormant battery that needs charging. You pull things, you twist things, you ram things home. The world is a lock that you are slowly picking, each tiny piece of hard-won progress sending new pins bouncing, or new tumblers turning. No wonder the sword you wield looks like a key.

Oh yes, and there is something more. If the world is a lock, someone has jammed it with bubblegum.

It is hard to think of another game where the basic premise does so much of the work for you. Some games try to make you cry: Press X to hug wife. Oh no, now she's been killed by some baddies! Some games tempt you with the promise of loot, cascades of gold and silver and treasure chests that seem ready to spit jewels at you forever. Hob is not trying to get at your sense of injustice or your greed. It merely presents something beautiful and broken. Coax it back to life, it says. Fix it. It is hard to resist a set-up like this.

jpg

PSA for an early challenge (not this one): You can run as well as walk.

So alongside being dormant, the land has also been infected with a gloopy, bubbly, many-taloned corruption. That beautiful cogwork smothered in ick! Tumours erupting from the clean edges of staircases, from the divots of ancient circuitry. As you restart the landscape, as you fight back the infection, you do the things that heroes often do: you study the map and try to really understand it. You collect doodads that extend your health bar and your magical energy. You improve the strength of your sword. You learn new skills, like the ability to conjure a shield, the ability to zap-dash between metallic nodes, the ability to lash out and hookshot hanging points, so as to scale a wall or remove an enemy's armoured cladding. You get in fights against surprisingly disgusting baddies, all angler-fish jaws and water-boatmen legs.

But that stuff's secondary to the main appeal. In reality, it's you and the landscape, as you twist levers, yank out chains and pound new staircases into the living rock. You spend 15 minutes powering a machine and then you stand at a cliff-face and hear a siren, then feel a rumble beneath your feet, then watch as huge chunks of machined land rush out of the earth, bobbing above you just for a second so you can see beasts toiling in the honeycomb strata. And then these pieces of earth fall back into place - intricately, with great precision - and you are standing at a cliff-face no longer.

Few games have had the mixture of confidence and ability to make this kind of thing work, and that's probably because one game got it so very right a long time ago, and everybody else has either been scared off or has failed to measure up in the detailing. Hob bears a clear debt to The Legend of Zelda: A Link to the Past, the classic 16-bit Zelda that said that the whole world could be a puzzle, and the whole campaign could be spent figuring it out.

jpg

Upgrading stuff is lovely in this game.

A Link to the Past conjured two different worlds that interlocked: it is hard not to think of the game as a single board that can be flipped over, allowing you to play on both sides. It also broke things down into dungeons and then the general landscape. Hob does neither of these things, although there is some play between the surface and the catacombs beneath it, and there are a handful of set-pieces along the way. Instead, your strange, childlike robo-character, blazing blue eyes moving on concealed servo-motors, one arm lost horribly and replaced with an intricate rock fist, is scurrying across the face of a single giant dungeon, a caretaker as much as an explorer, covering the same territory several times in some cases, lowering a mountain, and then spinning it on its axis, say, and then flooding it so the mountain becomes an island, so the grass returns and the air turns to warm mist. It is an astonishing piece of work.

As you would expect from the makers of a different kind of RPG - Runic Games is the team behind Torchlight, which came from the Diablo lineage, as did many of the team's founding members - combat plays a role, although there is not as much of it as you might be preparing yourself for. Horrible critters scurry over the world, and require timing and patience to dispatch. Some carry shields that can be broken, some lunge with pikes. Success depends upon an understanding of the generous invulnerability period granted by the dash and combat roll, and an understanding of the fact that these leering beasts are as much a danger to themselves as they are to you. Zip in and leap back when faced with a giant and his lieutenants, and there is a decent chance that the giant will accidentally kill his lieutenants on your behalf.

The story Hob tells is both simple and a bit confusing - and it seems to have been mangled slightly by last-minute edits, as in the case of that other great Zelda, The Wind Waker. Still, what remains is generous and stuffed with moments of genuine awe. Hob is a wordless game, but one that is beset by mysteries: even with the campaign finished I am left with a handful of things I don't understand, a selection of locations whose meaning eludes me. I will go back to try to better grasp the things that remain unclear and to rinse the map of heart fragments and upgrades. But I will also go back just to wander over the land I changed so much, and ponder how anybody could have made something like this.
 
Joined
Aug 10, 2012
Messages
5,894
Yeah lately Eurogamer has taken a nosedive in terms of quality. The Digital Foundry stuff is still worthwhile (I particularly like DF Retro), but reviews are completely worthless now. It was the last 'gaming media' outlet that I paid any attention to (as in, still had it in my daily feed), but not anymore.

Last review I read by them was of Hellblade - they awarded it a gold "essential" seal and that game was complete, utter non-game garbage. No thanks.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,094
I'm watching a stream and it seems that the game is incredibly chill ... or boring.

The entire game takes place in a huge open-world level where the player's avatar is free to move around and resolve environmental puzzles. Occasionally it will acquire additional powers.

Parts of the world are broken but they can be fixed by activating some triggers. Other parts of the world are occupied by some purple stuff which I assume it's some kind of corruption. (*Yeah, it seems corruption can be removed as well).

The level design seems to be the strongest point and also the weakest point of the game: most streamers become lost in the world. It's painful to watch.

The combat is standard console fare ... in fact the game seems to require a controller. There is no story although there might be some environmental storytelling.

Overall the game probably will take between 6 and 8 hours to finish. It has a certain charm but it doesn't seem to be challenging whatsoever. I think I will pass.
 

Heretic

Cipher
Joined
Dec 1, 2015
Messages
844

ACG compares it to Abzu and Journey. To me it seems quite monotonous. Or contemplative, if I were to be more positive.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Yeah I played it for an hour but now have requested a refund. It's quaint but lacks momentum - the anti-Torchlight. But thanks for the nice OST anyway.
I told you it was shit, you derphead. It's a shitty dumb-downed console puzzle platformer.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,094
i hear link to the past comparison. how accurate in term of feel of exploration/puzzle/bosses?

It's a 10h environmental puzzle. Exploration is good but you'll be sick of it by the end of the game.

There are no bosses except the last fight ... if you take the right decision.
 

HoboForEternity

sunset tequila
Patron
Joined
Mar 27, 2016
Messages
9,210
Location
Disco Elysium
Steve gets a Kidney but I don't even get a tag.
bah! humbug.

of course, shouldnt expected anything from vydeoyiagayamges ((("""Journalist""")))

there hasnt really been a good zelda clone since okami i think. darksiders 1 came close though. D2 sucks bonobo butts
 
Joined
Aug 10, 2012
Messages
5,894
Played it a little bit today, it's much better than Rime and there's a Matt Uelmen soundtrack, which is awesome.

It's very slow, though. It reminded me a little bit of Ico, but it's not as inspired as that game.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom