The most interesting one being a big injection of steampunk. Is it a coincidence that, as in Diablo II, the first act is grass, the second sand, and the third a forest? I think it’s more of a homage than anything else, because there are many unique aspects that set this world apart from Sanctuary. I also love the variation: there are four times as many different monsters, items, scenery, … than in Torchlight I from 2009. There’s still no cool worldmap like in Sacred, but it definitely feels more coherent than its predecessor. There are (snowy) grasslands (Act I), sandy dunes (Act II), and dark forests (Act III). In Torchlight II, this has been radically altered: dungeons are connected through multiple zones that also represent the outside surface. It very much feels like a single act from Diablo II. There’s one single town that acts as a central hub. In Torchlight, you basically ascend a huge mine, divided into levels, which are grouped together by a common theme: crypts, caves, inferno stuff, and so on. As always, let’s first dive into the world design. Both hack & slash games were released in 2012, so it is safe to assume that Runic did its homework and took out the magnifying glass to see how Diablo 3 works - or doesn’t. Maybe I should start by saying that this is an even better version of the original game, although the release time-frame and some additions make it more akin to a modern Diablo 3 than a classic Diablo 2. Of course, I did not play its successor yet. In my original Torchlight review, I called Torchlight a ’near-perfect Diablo 2 clone - Diablo 2.5’. Wonder is the first truly new 2D Mario game since the release of the New Super Mario Bros. Wonder: Pipe Dreams Do Come True 2023 has been an amazing year for games, and Nintendo’s wonderful Wonder is no exception.
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