Blood, and lots of it when you land critical hits on humanoid monsters, but the violence is hardly realistic. Parents and the easily offended can turn blood off via a checkbox in the settings menu.
Torchlight's control scheme is charmingly simple - left click to move or attack, right click to execute a special attack. Tab toggles your special attack, and W switches you to a secondary weapons set and back again. A toggles a map overlay, a minimap, or no map. Spells and potions you don't use as often go on your hotbar where you can access them with the 1-9 keys. That's all there is to it, though if you want to remap the key bindings, you'll have to edit a config file or wait for a future patch.
Even for me, a WASD gamer to the core, it didn't take long to adapt, though in a panic I might have toggled my minimap a time or two. Old habits die hard. I do think it's a pity that Torchlight doesn't offer Xbox controller support (for the PC) since the controls are so concise, but it's probably hard for action RPGs to kick the cursor habit.
Even with straightforward controls, combat can become frenetic in Torchlight.
The real skill is in choosing your spells, abilities, and equipment, because Torchlight absolutely inundates you with skadss of each. On normal setting, you'll scoff at common drops and even green items, donning gear that's levels beyond you and reaping the benefits. You can even give spells like Heal All or Summon Skeleton to your loyal pet, a cat or dog, who will cast them at intervals. The pet is an extremely nice touch, since your companion has inventory slots and will even return to town to sell without you if you start to get bogged down with loot. In combat, the pet does a little damage and mostly doesn't make a nuisance of itself until the last few levels, when it needs healed fairly regularly.
As players level, they allocate points between stats (which dictate weapon and spell effectiveness, as well as which items you can equip), and skills. Since you only really have two skills active at any given time, I found it wise to specialize as much as possible in two offensive skills and spend the rest of my points on passive skills (like improved crit).
That's a pity, because I really would have liked to explore the staggering variety of skills more. With a paid respec mechanic, I would have tried out a much wider variety of my skills and probably had more fun with the class. A respec mod is now available on the Torchlight mod sites, but I'd like to see this as part of the core game. It's too possible that players will limit themselves to a mundane, "safe" build and miss out on some of the cool innovative combat options available.
It's worth noting that there are a number of fun extras in the game as well that only tangentially involve combat. Fishing, a quick minigame, allows you to catch performance-enchancing, shapeshifting fish for your pet. The gambling merchant invites you to spend cash on an unidentified item, which for me seemed to pay off big time once every five tries. In addition to having your pet return to town to sell for you, you might experience a travelling troll merchant deep within dungeons.
Besides a total lack of respec, the game's only other disappointment was in the final few floors. Without giving anything away, Torchlight kind of flattens out where most games accelerate towards the climactic finale. The final few levels sprawl ever larger and the mobs might be piled ten deep, but more mobs and more floorspace isn't always a fun idea. The final boss fight is, granted, is fairly epic, but the milquetoast response you get from Syl and the townspeople afterward leaves something to be desired.
Torchlight's art direction is neither too cartoony nor too realistic; Runic has straddled the fence in the way only Blizzard vets seem to know how to do. In the process they've created likeable-looking characters that will both scale well to older computers now and age gracefully in the future.
You may not notice what a great job Runic has done with environments until you get to the overgrown jungle temple-ish Estherian Ruins, not because the mining levels above aren't well done, but because the green contrasts so greatly with the muted blues and grays that defined Torchlight up until that point.
Three different dungeon environments in Torchlight: Estherian Ruins (left), Prison Stronghold, and Black Palace.
That's not to say that characters and spell effects don't take full advantage of the game's very bright palette, just that every set of zones has it's own feel, from the Dwarven architecture of the Lost Fortress to the glowering purples of Black Palace. The environments can also spawn hazards, such as lava splashing up through grates in Prison Stronghold and spears jutting up through the floor in Lost Fortress.
In larger battles, the visuals can become a little muddy.
My only sticking point with graphics is that sometimes the visual busyness of the action gets to a point that you can't find your cursor on the screen, let alone click your next target. Granted, I experienced primarily with stampede 'n slash Destroyer build whose sole purpose in the game was to charge headlong into the middle of a fight and do damage in all directions, but sometimes I'd be vexed by a caster I couldn't really see. Turning on the Rimlights setting didn't seem to make much difference - the effects were just layered on too thick.
That said, Torchlight doesn't use shaders, meaning that if your computer has something better than a Nvidia GeForce 2 card, it'll run Torchlight. It even runs on my Toshiba NB-205 netbook via a special "Netbook Mode" in the settings menu, though the graphics are pretty rough and the framerate borders on a science class slideshow. Still, it runs, and that's more than I can say for just about every 3D game I've tried.
Tracks from Matt Uelman's Diablo II soundtrack still haunt my iPod, and Uelman's trademark style, with the delicate string melodies and moodily driving orchestral passages, is in full effect from Torchlight's title screen. As with Diablo, the music completes this game by providing a whole layer of emotional involvement. It's significant but never oversells the moment, and the final boss fight music is, if anything, understated.
The sound effects and voiceovers are well done, and Runic wisely limited full voiceovers to transition screens. You might get your fill of the NPC quest giver Vasman's "Hello there!", but you'll never have to listen to him recite scrolling quest notes.