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.

Titan Quest II - Greek mythology action-RPG sequel by SpellForce 3 devs

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,849
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Anything from that Obsidian set is pretty recognizable
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,815
Pathfinder: Wrath
https://store.steampowered.com/news/app/1154030/view/4247539099365279394
Titan Quest II - The road to gameplay

One of the most common points of feedback we've been getting from the community is that you want to see gameplay. You won’t have to wait much longer! Tune into the THQ Nordic Showcase on August 2nd to see the first Titan Quest II gameplay trailer!
But there’s more! You will also be able to play Titan Quest II at Gamescom from August 21-25.

Combat pillars


Before getting to the meat of our article today, we wanted to offer more clarity on what kind of aRPG gameplay Titan Quest II offers and that is deeply rooted in what the original Titan Quest offered.
  • Titan Quest II is a classic-style top-down aRPG game, with a modern, yet traditional, take on combat.
  • The original Titan Quest’s enemies were always characterful, and we're doubling down on this by offering a wide variety of enemy types. Stronger foes stand out with their hard-hitting abilities that you must answer in some form (for example, by dodging or preparing a strong defensive build), while weaker enemies are dangerous in numbers, but you can quickly eliminate them with well-placed abilities.
  • Epic boss fights are also part of the Titan Quest DNA. (Remember Typhon?) Expect a large variety of abilities from our bosses with a clear sequence that you are rewarded for learning.
  • Your active abilities come from your choice of two masteries. You can equip a large number of abilities at the same time and customize them using modifiers to personalize your build. Masteries also offer separate passive abilities that will drive much of your power scaling. You can choose feats for your passive skills, which add further bonuses.
  • Level-ups award active skill, passive skill, and attribute points. Attributes and their connected secondary attributes determine what gear you can wear, and they scale your damage and other stats. At certain thresholds, they also unlock skill modifiers that are always active in the background.
  • On death, the enemies that killed you (and those nearby) respawn at full power. You respawn in the nearest hub, but teleporters are placed across the world for convenience. Expect them near boss locations in particular. An on-death portal helps you get back into action quickly. Co-op parties need to initiate activities like boss fights together and are blocked from leaving until the fight is won… or lost.


Looting, items & character styles
Moving on to the main part of this update, let’s go into a bit more detail on how the item system works and show off some examples!
Since Titan Quest II is a classic-style aRPG, looting and character scaling via items are at the heart of the game. Different locations have an assigned level. This level scales enemy stats as well as those of the items looted. Therefore, progressing further in the game or raising the difficulty level are both directly rewarded with better loot.


To start with, we’re offering the following equipment types:
  • 1-Handed Weapons:
    o Swords
    o Spears
    o Daggers
  • 2-Handed Weapons:
    o Axes
    o Bows
    o Staves
  • Off-Hand Items:
    o Shields
  • Armors:
    o Helmets
    o Shoulder Guards/Capes
    o Bracers
    o Leg Guards
    o Torso Armors
  • Jewellery:
    o 2x Rings
    o Amulet
  • Potions:
    o Health Potion
    o Energy Potion


These weapons and armor come in six broad categories which can be combined with masteries to create a wide variety of styles. These styles are determined by attributes. There are three offensive character attributes, a supporting defensive attribute, and three secondary attributes:
  • Might - Good for powerful aggressive styles, using heavy armor and weapons. Unlocks damage-related skill modifiers.
  • Knowledge - A more tactical-minded perfectionist or scholarly style. Unlocks scale or utility related skill modifiers.
  • Agility - Suited for characters with quick eyes and reflexes, who like to outplay their opponents. Unlocks speed-related skill modifiers.
  • Vigor - Governs health and tenacity as well as overall capability. Sometimes it's enough to be tough.
  • Resolve - A secondary attribute fueled by your might, knowledge, and vigor. People with extraordinary determination show greater ability to bend the arcane powers of fire and ice to their will, as done by elemental warriors and magi.
  • Cunning - Pulling from knowledge, agility, and vigor, this is a secondary attribute that gives success to both assassins with poison daggers and druids controlling the weather.
  • Fitness - A combination of agility, might, and vigor, with obvious advantages for anyone who wants to deliver physical pain.


Attributes and their secondaries together create a highly flexible system that allows you to, for example, split your attribute points across two offensive attributes, thus focusing on the damage types they both contribute to, and enabling gear and unlocks for both attributes. Of course, you can also choose to focus on just one attribute for high values in its related damage traits and rush for the modifiers unlocked there. But your choice of items may be narrower as a consequence.
Pairing all this with the ability to re-spec both attritubes and skills, we make a strong commitment to respecting your time as a player and allowing you to shape your character the way you want to--though this will require some work and experimentation on your part.
In addition, potions don’t get emptied and discarded, as they are equipped items with charges that refill based on damage you do. They also have affixes, lending the further ability to customize your play. The affixes' effects will be active for a short duration as you consume charges. This means that you’ll never have to worry about sacrificing inventory space for stacks of potions, nor about whether you are able to reach the next checkpoint with your potion limit. Simply fight and deal enough damage to get more chugs.



Rarities and affixes
Items in Titan Quest II are heavily defined by their rarity. A weapon’s style determines its base stats and properties, but the number of affixes differs based on rarity.
  • Common: only basic properties
  • Magic: 1-2 affixes
  • Rare: 3-4 affixes
  • Infrequent: 2-4 affixes and a special inherent property
  • Unique: completely custom properties



Basic properties are going to be consistently the same across what we call “item families”--a loose grouping of similar item styles, which we spread across the world so that you get a different look based on where you looted your items from. When it comes to weapons, our system can stitch together different weapon parts in order to create more visual variety for your loot.
But Grimlore, you say, what good is having lots of cool-looking weapons if they are all iron beat sticks for warriors? Glad you asked! In the mystical world of Titan Quest II, you will at times also find more exotic weapons like an icy axe, or a lightsaber. Or was it lightning saber? In any case, these will have more varied damage profiles at a base level (without wasting an affix) for all you battle-magi out there to really take your weapon builds off the beaten path. Your masteries' abilities may help with this as well. These shiny items aren’t considered “unique” in our game’s framework, however. Unique items look fancier than that. We should probably show you.


Where it all goes
Ok, that’s a lot of items, and you want to have your cake and eat it too. We get it--cake is great. So is the caravan system. Ours works quite similarly to the original Titan Quest, but we heard you need a lot more space. Buying chests will act as a bit of an in-game gold sink (no real-world money required; we don’t do that here.) There is no limit to how many chests you can have. They will all work on a cross-character level, although we plan to provide a self-found mode as well, to allow you to isolate your character if you wish. Organize your chests with icons, colors, and names, and you’ll have a pretty solid setup, we think!
That’s all we have for now. We are very much looking forward to hearing your thoughts on your first glimpse of Titan Quest II’s gameplay, and hope that several of you reading will be at Gamescom to experience the game first-hand!
 

ferratilis

Arcane
Joined
Oct 23, 2019
Messages
2,953
A sequel in name only. It's hard to imagine TQ2 without those physics from the original engine.
 

Zariusz

Liturgist
Joined
Nov 13, 2019
Messages
2,062
Location
Civitas Schinesghe
Graphically looks great but tbh we already knew that, there is also that weird almost twitchy movement to animations like in the original. I mean technically twitchy attack animations aren't a good sign but what can i say, it activates something in the back of my brain like if i was playing Titan Quest, i even start to hear all those sound effects from traps and projectiles. Also yeah no ragdolls no buy.
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,158
Location
Nantucket
I'll play it but the lack of "impact" in the gameplay is a big disappointment compared to Path of Exile 2 and Diablo 4. Say what you will about D4 but it nailed that.
 

H. P. Lovecraft's Cat

SumDrunkCat
Shitposter
Joined
Feb 7, 2024
Messages
2,813
The biggest mob I seen was like 5 enemies. Diablo 4 got shit on for it's mob density but it was never this pathetic lol.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,815
Pathfinder: Wrath
Looks good ¯\_(ツ)_/¯ We'll see, though, it kinda reminds me of Diablo 4 and that's not ideal.
 
Joined
May 31, 2018
Messages
2,882
Location
The Present
I never played the original. This looks underwhelming. I'm not sure this style of game holds up well against souls-likes, which I view as the next evolution of Diablo games.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,079
I never played the original. This looks underwhelming. I'm not sure this style of game holds up well against souls-likes, which I view as the next evolution of Diablo games.

Diablo and all of its clones are seriously the most retarded genre of games. Just click-click-click-click-click and watch pretty gfx while the trash mobs die. Here's your tendies uh I mean "loot".

I can understand liking that sort of thing when you are 12 years old but I really don't get how a grown adult man can play something like this for more than 5 minutes and not be bored to tears.

I don't particularly enjoy Soulslike either but that's more due to the level and encounter design. At least the combat in those requires you to learn the gameplay systems and employ a modicum of skill.
 

abija

Prophet
Joined
May 21, 2011
Messages
3,332
Yeah it makes no sense that a grown adult man could turn brain off and relax for a bit after a day of work.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,815
Pathfinder: Wrath
The thinking is character building and challenge content. Grim Dawn has plenty challenges (roguelike dungeons, higher crucible waves, the scaling random dungeon, optional bosses, etc.) so the genre can be thinky.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,940
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
It's supposed to evoke traditional Greek guitar music. A not uncommon videogame soundtrack trope. Another example, from Expeditions Rome:

 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,796
Presentation is ok tech-wise, but p devoid of style and identity.

The bigger problem, however, is that I didn't see anything that would indicate building on the main draw of TQ1 - its character development and dual-classing system. Instead, the gameplay and short glimpses of char sheet indicate copying all the nu-shit from recent years. If true, this makes it doa for me.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,159
Location
Platypus Planet
It has already been known for quite some time now that Titan Quest 2 is retaining the dual mastery system so this is one thing you don't need to worry about. Think it was revealed as early as when the game was initially announced?

https://videogames.si.com/news/titan-quest-2-announed

Grimlore Games confirmed that one of the defining features of Titan Quest, the ability to mix two different classes together to form something unique, will return for Titan Quest 2. Combat in the game is supposed to feel more tactical and less “like a clickfest,” according to the developers, though of course we haven’t seen this principle in action.

Of course how deep it ends up being remains to be seen.
 

Cohesion

Codex made me an elephant hater.
Patron
Joined
May 14, 2015
Messages
1,436
Location
Moscow, Russia
Codex+ Now Streaming!
Yeah it makes no sense that a grown adult man could turn brain off and relax for a bit after a day of work.
Fedora Master
OoXtlZl (1).jpg
 
Joined
Sep 10, 2022
Messages
25
Now that's eurojank I love. Medium excited. I hope Path of Exile didn't influence it too much since it looks a bit like it.
 

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