

# **Titan Quest II Playtest Impressions: A Promising Comeback to a Classic ARPG**
For aficionados of *Titan Quest*, the announcement of the eagerly awaited sequel *Titan Quest II* last year was a noteworthy moment. The original title, which pioneered innovative features like the dual-class system within the ARPG genre, has long been revered as a cornerstone of the category. While we still have a bit of time before fully immersing ourselves back into the realm of *Titan Quest*, I recently had the chance to participate in a closed playtest for *Titan Quest II*.
The playtest presented only a brief glimpse of the first chapter of the forthcoming ARPG, but it was a splendid opportunity to sample the game’s universe and systems. As a devoted enthusiast of the original, I was keen to see how Grimlore Games would evolve this cherished franchise. It is essential to mention that the playtest does not reflect the final version, and we were granted only a limited preview of what *Titan Quest II* entails.
—
## **A Stunningly Designed World**
Upon starting the playtest, I was welcomed by a cinematic cutscene that laid the groundwork for the game’s storyline. The visuals were immediately captivating, and after the initial sequence, I was directed to the title screen and character selection menu. At this point, the character creator functions more as a character selector, providing an array of pre-built male and female characters to pick from. Although there were no customization sliders, the available models offered sufficient diversity to present some choice. After naming my character, I was plunged right into the action.
What immediately captured my attention was the level of detail in the game world. Grimlore Games has achieved a fantastic balance of preserving the aesthetic of the original *Titan Quest* while infusing their own artistic touch. The environments are lavishly detailed, and the lighting and textures breathe life into the world of Ancient Greece in a manner that feels both nostalgic and contemporary. The UI manages to strike a balance between familiarity and innovation, providing a seamless experience that will resonate with fans of the original.
—
## **Fluid Navigation and Exploration**
Traversing *Titan Quest II* adheres to the standard mouse-and-keyboard controls typical of modern ARPGs. Currently, there is no controller support in the playtest, but according to the game’s Steam page, this feature will be included in the final release. One minor peculiarity I noticed was that the left mouse button is defaulted for movement and interaction, meaning it cannot be assigned to an ability. However, there is an option in the control settings that allows the left mouse button to manage all three functions. Once activated, the game’s movement and navigation felt quite reminiscent of *Diablo 4*.
One of the more thrilling updates in *Titan Quest II* is the introduction of verticality and traversal mechanics. Players can now ascend cliffs, scale ladders, and jump across small gaps, adding a sense of dynamism and exploration to the world. Grimlore has also integrated numerous hidden pathways and treasures, prompting players to explore off the beaten path in pursuit of secrets.
—
## **Combat: A Blend of Satisfaction and Frustration**
Combat in *Titan Quest II* is shaping up to be an enjoyable experience, although it still exhibits some rough edges. Melee combat, for instance, is both gratifying and somewhat frustrating. The gratification stems from the fluid hit animations and the ability to chain attacks with dodges, making melee combat feel like a seamless interplay of strikes and repositioning. However, enemy AI currently leans heavily on swarming tactics, which can render encounters repetitive over time.
Conversely, spellcasting in *Titan Quest II* is a genuine highlight. Spells feel potent and visually striking, making magic-based combat exceedingly gratifying. While I generally prefer melee combat in ARPGs, I found myself leaning towards spellcasting simply because of how enjoyable and rewarding it felt.
—
## **Masteries and Character Customization**
One of the hallmark features of *Titan Quest* was its dual-mastery system, and I’m pleased to share that it returns in *Titan Quest II*. During the playtest, we had access to three masteries: Warfare, Earth, and Storm. Players can mix and match masteries to forge unique character builds, allowing for a significant degree of customization.
The skill system is managed through the Masteries tab, where players can allocate points into abilities and enhance them with supplementary effects. While this type of system isn’t novel to ARPGs, Grimlore’s execution is intuitive and enjoyable to navigate. For my initial playthrough, I crafted a battlemage that merged melee combat with formidable fire spells, resulting in an axe-wielding fire caster that was both effective and delightful to experience.
—
## **Difficulty Balancing Requires Refinement**
One element of the playtest that was prominent was the inconsistent difficulty. Some encounters felt overly easy,
READ ARTICLE
