Titan Quest 2: A Titanic List For A Game We Wish Existed

Titan Quest 2 is a game that may only exist in our dreams, but that shouldn't stop us from writing a wishlist of what we'd like to see in it.

by on 24th Mar, 2011

titan quest 2

“Titan Quest” was an attempt at a “Diablo II” clone. It would’ve been a great game, had it not suffered from certain shortcomings--such as the bloodless violence. Calling the game a clone isn’t exactly the most charitable way to describe it, but that’s what it was, and it didn’t try to be anything else. With “Diablo III” in the works, gamers want more than just more of the same. Should “Titan Quest 2” ever enter development, it should be its own game, separating itself from the cloth from which it was cut. 


#10 Blood and Gore

Watching dead characters tossed around like ragdolls was all well and good in the first game, but it lacked the satisfying feel you get when a character is blown to bits or cut in half in God of War. If there’s anything TQ2 needs more of, it’s violence. 


#9 A New Inventory System 

Stacking Tetris blocks with your inventory system is about as much fun as pulling teeth. Like so many other action RPGs, “Titan Quest 2” needn’t be bogged down by so much inventory management. A simpler system would work that much better. 


#8 Secure Servers

“Titan Quest 2” doesn’t have to have a persistent online mode. Though that would be very cool, all it really needs is a secure server like Battle.net used to be during the early days of “Diablo 2.” Having to log into the server just to play (even offline) could be offset with the inclusion of achievements. 


#7 Persistent Pet

“Titan Quest” always felt a little lonely, especially in single player. The player roamed throughout the game without a single companion by his or her side. The addition of a persistent pet with levels and skill masteries would go a long way towards making the potential sequel a much less lonely, and much more memorable experience. 


#6 Fully Functional Towns

Should the game feature an online mode, player lobbies could be represented in the form of fully functional towns where shopkeepers, craftsmen and questgivers exist. Players could roam in the town, freely chatting and trading equipment amongst themselves. 


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