Follow TV Tropes

Following

YMMV / Titan Quest

Go To

  • Alt-itis: The game encourages players to mix-and-match masteries to form 36 possible classes—45, including solo masteries or the Ragnarök expansion. There is even an achievement for having a character of each mastery above level 10!
  • Anticlimax Boss:
    • You're lead to believe that you'll have to fight Minos and the other judges in the aptly named Tower of Judgement, but instead you're attacked by a crazed Cerberus and then Minos will simply let you pass without a fight.
    • The Telkine in Egypt. After Megalesios, who was hard to put down and hard to survive, this one can barely scratch you.
  • Awesome Music:
    • From the soothing maidenly chant of the main theme at the beginning to the Greek chorus screaming and cheering during the battle with the titan.
    • All the ancient Greek, Egyptian, Middle-Eastern and Chinese instruments bring the world to life.
    • Awesome and Heartwarming: The Chinese theme being reprised heroically for the fight against the third Telkine, Ormenos. It conveys perfectly the support that the locals of various lands gave The Hero and how much they entrusted to him/her.
    • Both the Immortal Throne and Ragnarök main themes manage to convey the legendary hero being called back from retirement.
  • Big-Lipped Alligator Moment: The Tritons and Porcus the Ketos attacking the Corinth harbour at the start of Ragnarok has absolutely nothing to do with the rest of the expansion, just giving you another task to do in Greece before you meet Ylva and depart for Germany to follow the main story.
  • Complacent Gaming Syndrome: The game does its darnedest to avoid this, trying to design the game such that any build can be successful. However, players tend to gravitate towards specific "efficient" builds for farming for loot.
    • Unfortunately the ridiculous overabundance of undead enemies, who are massively resistant to most classes other than the elementalist ones, can seriously crimp the viability of a lot of masteries. Brigands (Rogue/Hunting) in particular struggle with enemies who are completely immune to their bleeding damage, only take 20% of their poison damage, and ignore 60% of their piercing and physical damage, reducing their damage output to less than a quarter of what it would be against living enemies.
    • Pure Dexterity characters are also not supported, as late-game armour typically requires either pure Strength investment, or one-part Dexterity to two-parts Intelligence (a few prioritize Dexterity but still require a smaller Strength investment). Again, Brigands get the short end of the stick, since their focus on Bleeding and Poison damage means they want to focus on Dexterity as much as possible - which means they get left with no wearable armour by Act IV.
    • The Dream mastery is subject to this, due to synergizing very well with all other masteries. It's a rule of thumb that given a first mastery of choice, Dream + [mastery] is the strongest variant of that build.
    • Players tend to farm Gorgon heroes and bosses for their chance of dropping a +3 to All Skills piece of equipment. Gilded Skeletons are also farmed for the same reason, but they are less popular due to their lower drop chance.
  • Demonic Spiders: The game has multiple examples.
    • The Dragonians in China are awfully tough: they always come in large groups, are really strong and resilient and can torch you into oblivion with their Breath Weapon. Champion Wyrm-Mages add high-powered Lightning attacks and are usually the player's first encounter with Reflection.
    • The Tigerman Pack Leaders can pack deal tons of damage and have the ability to debuff your physical resistance. When grouped with Tigermen Prowlers and Tigermen Sorcerers, you have the ultimate enemy party. Taking on them head-on is often suicidal.
    • Some of the bottom-tier mobs have disproportionately high attack power. A point blank AoE character (e.g. a Defense Mastery specialist) can be torn to pieces if surrounded unless heavily optimized. To be safe, test the trash in each new area before going in.
    • The Dark Obelisks that spawn plasma skeletons. They just love to run up to you and scorch you. Whenever you kill them, more skeletons show up until you destroy the Obelisks.
    • Limos negate any damage you inflict to them because they leech their lost life from you.
    • At first glance, Lamias look like your average centaur. However, they move much faster and attack more aggressively. A group of them can surround you and turn you into Swiss cheese before you can say "Oh, Crap!".
    • Machae Master Archers. Their arrows deal huge damage, they love to run away, their arrows have stupid amount of poison damage on them and Pierce resistance is one of the hardest to find. One of the later sidequests requires you to kill three beefed-up miniboss-versions of these guys. That One Sidequest, indeed.
    • The Melinoe Maidens and Melinoe Blade Dancers. They make use of two weapons, have the Onslaught and War Wind skills. Running away will not save you, as they eat up huge chunks of your health with the blink of an eye.
    • Empusa Soul Reapers have auras that will drain your health and energy at alarming rate. Fatal-guaranteed for those who rely on melee attacks.
    • The Valkyries can heal en mass and summon warriors. The worse part is that No Ontological Inertia doesn't apply; killing the Valkyries will not cause the summoned warriors to vanish.
    • The Phantasms in the second expansion are moving very fast and are spellcasters. When they die, they release an energy blast that disrupt your skills and cancel your buffs.
    • Crystal Golems are highly resistant to damage and unleechable. Even more annoying is their ability to go in crystal form which makes them invulnerable and cause reflective damage if you attack them.
    • Mimer Drones have a projectile attack that petrify you. Both the attack and the projectile are very fast and difficult to dodge.
    • Depending on your build: Undead in any form can easily become this due to being completely immune to Vitality, Life Drain and Poison damage. Skeletons in particular due to their tendency to spawn in huge groups, often bursting out of the ground when you don't expect them. Ghosts also combines this with high physical resistance, making them all stone walls for non elemental builds.
    • Harpy Sirens are probably the mother of all the demonic spiders. Their attacks can go all across the screen and cause stunning, skill disruption, energy drain and confusing to your pets. Combined with entrapment immunity, there's no escaping them and getting surrounded is guaranteed death.
    • Almost every enemy with the "Yggdrasil" prefix, that you have to face both ascending the world tree to Asgard, and descending through its roots to Muspelheim. While mostly fairly harmless in their own right, they almost universally have a passive damage reflect effect, which will also cause you to inflict any debuffs or other negative effects on yoursef as well. Glass Cannon builds can kill themselves in seconds if they're not paying attention.
    • Exclusive to the Eternal Embers DLC, the butcher (a spider) and the gorger (a beetle). They both can cast a circle of energy burn. If you're not protected against it, the energy burn will kill you. If it doesn't, then the energy loss will prevent you from making special attacks.
  • Disappointing Last Level:
  • Friendly Fandoms: Fans of Titan Quest and fans of Grim Dawn get along just fine because both ARPG use the same game engine and there are many similarities between both games. Some of the people who used to work on Titan Quest also work on Grim Dawn.
  • Funny Moments: Most of the Letters, hilarious little Easter Egg items dropped by some hero monsters that paint a rather irreverent portrait of the game, from a mopey teenage Maenad's diary entry whining about how the hero she's crushing on doesn't seem to notice her, to various monsters writing letters home to their mothers, to a bizarre recipe for "Karkinos Bisque", to a complaint form submitted to the Underworld's "Grievances and complaints" division about a sword lodged in the belly that the author wishes removed ("Additional comments/concerns: Ouch").
  • Game-Breaker:
    • In the expansion, thanks to the caravan system which allow you to share loot with all the other players, you can replenish newbie characters with a set of green and blue weapons since the beginning. It's slightly balanced by the fact that in order to use certain magical weapons and armors, the character must reach a certain level.
    • One possible prefix for amulets is "Puppeteer's". With a name like that, you expect it to strengthen pets. It does. 10% total speed and +200 life for all your pets. Oh, and +6.0 mana regen per second for your character. Considering the way the game calculates mana regen, this charm will mean most classes will never run out of mana again. Have fun leveling the field with all those fancy zero-cooldown spells, then walking for five seconds and you have full mana again.
    • There's also the Sabertooth, a green monster drop from the tigermen. It has the same base attack speed as a knife while being as strong as a sword, always has a huge bonus to attack speed as an effect, has a high Pierce ratio and you can still enhance it with relics.
    • The Lightning skill from the Storm mastery. It can be used against enemies standing behind walls. Its range is also insane. Enemies stationed at the far end of the screen (the Great Wall in China for example) could be zapped many times before they can reach you. Add the Chain Lightning skill upgrade and multiple monsters can be hit in a single attack.
    • When fully upgraded, Volcanic Orb can damage tightly group of monsters with fiery death. The stunning effect will insure they stay in place and the burning effect will cause damage over time. Even better, the orb can target anything on the map regardless of the distance.
    • The "Menhir Wall" skill from the Runes mastery:
      • The skill looks useless at first. The player character summons a wall of stones that do nothing but soak up damage and occasionally stun the enemy, and to make matters worse, the stones only last for 10 seconds, while the recharge time is 22 seconds.
      • However, they become scarily powerful when the skill is invested in. Firstly, the stones themselves can take a lot of punishment, even against endgame bosses. Additionally, the stones have a Draw Aggro effect, in contrast to other summons, instantly diverting the vast majority of enemies that can't pierce through the stones. The player character can safely fire projectiles from behind the wall. Oh, and the recharge time? Equip a few -% recharge items, and you can resummon the wall back to full health before the enemy has a chance of breaking it down.
    • Scrolls are an intentional version of this trope. They are one-use spells that have a variety of powerful effects, most commonly used when a player is struggling through regular gameplay.
    • Hiring princess Ylva as your party member. She's lightning fast and scales with your level. Her skills include dagger throwing and charging at enemies. With Ylva around, she can practically do all the work for you.
  • Goddamned Bats: Many enemies will flee when injured, particularly the weaker ones and those with ranged attacks, necessitating a chase (or re-click if the player is also using ranged attacks) to finish them off.
    • Swarms of bugs. They fly very fast and are very hard to spot until you get stung. They are even harder to spot during nighttime.
    • Valkyries in Asgard have two traits that make them annoying; they are the only Enemy Summoners where No Ontological Inertia is defied, and they also heal any allies. An unlucky player character can be harassed by wave after wave of Asgardians while the Valkyrie heals them when trying to Shoot the Medic First.
    • Any of the giant fauna encountered in Jotunheim and Muspelheim are this, since the enemies are all Stone Walls that show up in copious numbers.
    • The Nixies shoot cold projectiles (which reduce the accuracy of your own ranged attacks), move very fast, and are immune to projectiles while moving due to turning to water while they do, making them an annoyance to hunt down.
    • Without question, the Undead are the worst enemies in the game. The most common enemy type, appearing in all 4 acts and expansions, they're all completely immune to bleeding and vitality damage, almost completely immune to poison (80% fixed damage reduction which cannot be negated), skeletons are resistant to piercing damage and ghosts are equally resistant to physical damage in general. This cripples the ability of several entire classes to deal with them in an even remotely effective manner- Rogue, Hunting, Spirit and to a lesser extent Dream masteries (if they focus too much on their vitality damage skills instead of lightning) are all almost helpless (gods help the poor sucker Brigandsnote ) and ghosts in particular give Warfare and Defense-focused characters conniptions. Act IV becomes a huge difficulty spike for non-elementalist characters because of the sudden hordes of Lost Souls you have to deal with that shrug off almost all your offence. It doesn't help that they have a tendancy to spring up out of the ground without warning, or that they come in gigantic hordes, and skeletons are among the fastest-moving melee enemies in the game. They'd almost qualify as Demonic Spiders if they weren't so common.
  • Goddamned Boss:
  • Good Bad Bugs: There are multiple ways of duplicating items (Source):
    • The simplest is to save, move the item into shared storage, and quit the game without saving.
    • For people who want to do it more legitimately, the player can fight Doppelgangers, which copy all of the player's stats, skills, and equipment.
    • Due to a quirk with how the game manages drops, the player can let their Dvalinn's Simulacrum die, use a portal
    • In the Hardcore Dungeons, you have to chose to either continue forward in the dungeon, fight the end boss and get a better loot or leave now with a less rewarding loot. Sometime, one of gate leading to either path will already be lowered, meaning you can claim both loots.
  • Hilarious in Hindsight: One of the supporting characters is a Spartan warchief named Leonidas, who is a soft-spoken and wise Reasonable Authority Figure, as well as wearing a piece of armour on his chest. One year later, Sparta and the name of Leonidas became forever associated with the sight of a whole army of screaming, barechested Blood Knights.
  • It's Short, So It Sucks!: A common criticism of the Atlantis expansion is that it's nothing but a collection of sidequests that could be finished in just one afternoon.
  • Misblamed: The original CD release of the game crashed during an early quest if it's a bootleg copy of the game. Angry pirates trolled Iron Lore's forums, falsely accusing the company of releasing a buggy game. This made a lot of bad press that hurt the game's sales.
  • Narm: The sound clips for Trolls roaring in Act V don't sound beastly at all; they sound like a young adult doing an impression of a cheesy Halloween monster.
  • Obvious Beta: Ragnarök has signs of being rushed for the Christmas release, due to glaring bugs such as performance issues in the new act, drops and rewards not scaling to difficulty level, drops taking ages to stop moving and becoming selectable, sidequests becoming impossible to finish if done out of order, egregious misspellings and typos, and Steam achievements being broken. The same can be said regarding the Atlantis expansion. Unlike the previous releases, the launch day release had crashes and slowdown bugs.
  • Only the Creator Does It Right: While the THQ Expansions and DLC have brought lot of quality of life improvements and additional new content, the general consensus from the fanbase is that they couldn't match Iron Lore's level of quality and polish.
  • Play the Game, Skip the Story: Titan Quest prioritizes gameplay first, while quests consist of "stop this monster" or "fetch me this item". It's entirely possible to beat the game without reading the dialogue.
  • Porting Disaster: Titan Quest has gotten new life from being ported to modern game consoles. Unfortunately, most of its ports are buggy.
    • In general, the ports suffer from Loads and Loads of Loading, as reviewed here.
    • The PS4 port was completely unplayable when first released, with the game being unable to save, inventory items disappearing, the player easily being able to become stuck, side quests becoming impossible to complete, performance issues, UI issues, gameplay issues.... One review goes on and on about the issues the port has. The game has since been patched, but there are still numerous problems with the port.
    • The Xbox One port shares much of the same problems as the PS4 port.
    • The iOS port crashes frequently, and cloud saves sometimes become corrupted.
    • On the Nintendo Switch port, the player cannot proceed to Act II after beating Megalesios.
    • The Android port, on the other hand, lacks many of the issues other ports face.
  • Scrappy Mechanic:
    • Dying always closes your town portal, forcing you to backtrack all the way from your last rebirth fountain to the site of your death. This can be very frustrating, since the last rebirth fountain can be very far (the Manticore's lair is one of the most notable one). Worse, monsters can kill you near your rebirth fountain, turning your entire existence into an endless cycle of life and death in a mere seconds.
    • Cool Down. Some skill cooldowns are painfully slow, with the longest being 6 minutes (Summon Outsider and Colossus Form). Using scrolls also has a cooldown, even when you try to use a different scroll. Even drinking potions has a cooldown for crying out loud!
    • You can't enchant set items and unique items. This forces you to continually farm for rare "Monster Infrequent" items, which are especially useful in later difficulties.
    • The Ragnarök update adds one with Paranoia Fuel. High-quality chests in Act V, instead of dropping valuables, have a small chance of being booby-trapped instead. The mechanic is more of a nuisance than anything when the player would rather die in the action parts of the action RPG.
    • The game has long been criticized by RPG fans for the skill hotkeys. Pressing the hotkey cause a crosshair to appear and you need to aim and press the hotkey again to activate the skill. This was huge waste of time in a driven action game. Fortunately, the Atlantis expansion fix this by activating the skill immediately after pressing the hotkey. The fix has also been introduced retroactively on the base game, but you still need the Anniversary Edition.
    • In general, you level up very, very slowly by the standards of the genre; later in the game you can put in over an hour of hardcore monster slaying and questing and maybe gain a single level (slaying a major storyline boss or completing a story mission might give you EXP worth maybe 5-10% of your next level). Making matters worse, unlocking skills is gated by the requirement for you to sink your limited supply of skill points into upgrading your Mastery rank, and as the cost to the next tier increases the further you go, you can end up having to sink 3 entire (very slow) level-ups worth of skill points into it before you can even gain a single new skill, seriously slowing down build progression even further. This can make gameplay feel rather stagnant, as hours of gameplay go by without you being able to make any meaningful changes to your character's skill set. Notably, in the game's Spiritual Successor Grim Dawn you level up much, much more quickly, and the skill point cost between mastery tiers doesn't rise nearly as fast, only requiring 5 points per tier (enough for at least 1 new skill every 2 levels) until you get into the highest tiers of each skill tree.
    • Items dropped by enemies or chests are 3D models affected by the physics engine, causing them to fall to the ground before settling, where they cannot be picked up until they stop moving. Occasionally an item can get caught on a loose polygon or something, which prevents it from settling properly for several seconds, forcing you to wait around until the physics engine finishes spazzing out and it stops moving. This is particularly noticeable with the Staff of Xanthippus quest item you need to retrieve to complete the "Xanthippus the Healer" sidequest on Knossos, which tends to get caught on the edge of the chest it's kept in. Fortunately, if an item falls off the map you can still always pick it up by clicking on its name, which is always left within your reach.
    • The decision for Eternal Embers to only be playable on Legendary difficulty was not well-received, especially since you still can't access it until after beating Act IV (Immortal Throne) and most players don't actually bother taking a single character through all 3 difficulty tiers, preferring to play different characters instead. You do have the option of creating a new character to start at Legendary, but that's little consolation for players who want to use their established characters to explore the new content, only to realise it's going to take them another dozen hours or so of gameplay to get them up to it.
  • That One Achievement:
    • "Hardcore Legend" requires that the player beat the game on Legendary difficulty without dying.
    • "Avatar of Thanatos" requires the player beat 500,000 monsters (previously 1,000,000). Even with an idle setup, this will likely be one of the last achievements a player will get.
    • "Sisyphus go home!" when they changed it to require the player to reach level 80 (having previously required level 75). The amount of experience to increase from level to level is exponential. The amount of experience required for levels 1 - 75 is the same experience required for levels 75 - 80. You'd be grinding for levels for a long time. This was so bad that the developers actually had mercy and reverted it back to 75 again.
    • "Sick lewt" requires you to actually wield the Sickle of Kronos. Not only is it a drop from Ormenos that has very specific conditions to get, but it has insane requirements in the form of player level 80 (which in the original game maxed out at 65 mind you), 3000 strength and 1000 intelligence (both of will rarely go over 600 even on Legendary). Better find some of that also rare requirement-reducing equipment.
    • "Greece Lightning" requires you to finish three complete playthroughs of the game's story (from the start of original campaign to the end of Ragnarök) on all three difficulty levels consecutively, in less than 20 hours total. You basically have to play on boosted speed as well as rushing through without stopping for almost anything (keeping fighting and sidequests to a minimum), which will likely leave you painfully underleveled (particularly by the time you reach Legendary) as well as struggling to keep up with enemies who are just as accelerated as you are.
  • That One Attack:
    • If you let Typhon hit the Hades Statue on Olympus, he'll briefly gain an extremely powerful vitality-draining attack that will murder you and heal him to the max, even if you have 100% protection from vitality attacks. Even better, after the update, he can use this skill whenever he wants.
    • Anyone with an attack that cause entrapment and effectively immobilize you in place, while monsters poke you to death with arrows and spells. It's pretty aggravating in the Legendary difficulty where multiple monsters spams this attack over and over. Thankfully, Defense and Hunting both have skills that reduce the duration of traps.
    • Cerberus has an attack where he (they?) raises his head and causes poisonous flames to roar up through the cracks on the arena floor. While the cracks are a fixed part of the map, so you can always see where the flames are going to appear when he does it, this still gives you precious little space to dodge between them, made worse by one of his other attacks that spits a lingering puddle of poison onto the floor to further limit your room, and the flames linger for several seconds after his casting animation ends, allowing him to renew his attack on you with his melee attacks or acid breath. And if you think that still doesn't sound like such a big deal, the poison damage of the flames is cataclysmic and will kill you pretty close to instantly unless you have near maximum poison resistance, making the fight incredibly punishing if you screw up your positioning for even a couple of seconds.
    • Nidhoggr ~ Tormentor of the Dead has an attack where he repeatedly summons groups of Frozen Dead around you, which explode if you get too close to them, doing a large amount of damage and stunning you briefly. Needless to say, with Nidhoggr's other devastating attacks (including 3 variants of elemental breath and a ground stomp that can stun you for even longer) getting hit by this can quickly be fatal if you're unlucky. The problem is that Nidhoggr can and does regularly summon one of the zombies right on top of you, causing it to explode before it even manifests and making the attack literally impossible to avoid. Fortunately he has a slight delay after his summon animation which means he probably won't be able to attack you again before the stun wears off and you can run for it while chugging a potion, but it can still leave you in a dangerous situation, especially if he nearly had you cornered already when he does it.
  • That One Boss:
    • Act I:
      • Polyphemus is pretty much a crash course in the art of hit and run combat. He has a mountain of health, hits ridiculously hard, and one of his special attacks is a roar that instantly halves your current health. You pretty much need to use stunning abilities or, failing that, hit him a few times and run before his roar triggers. Oh, and he comes out of nowhere with no buildup, so you won't know he's coming until he's literally beating your face in.
      • Shadowmaw has a breath attack and can summon shades in addition to dealing melee damage. He's fairly average for a boss in his level range... but spawns in a cave where most players will be 10 levels lower than him.
      • Alastor, Scourge of Acheron has a massive life leech, has a ton of health for his level, and can summon up to a dozen high-powered skeletons. Yeah, not fun. Unless you play as a Theurgist and max up the harming-undead thing.
      • The first Telkine, Megalesios, is quite a pain in the ass, as if you don't kill him in time, he summons two life-sucking demons to heal himself.
      • Talos from the Epic and Legendary Mode: huge, slow but obscenely powerful. His melee attacks will stun you, his melee special attack is a lightning storm that will both stun and fry you and last but not least, his distance attack is a fire blast that will destroy you if you haven't maxed the Fire Defense. Plus, in Epic and Legendary Mode all your elemental resistances are dramatically reduced.
      • The Satyr Shaman at the beginning of the game, which is normally a Warm-Up Boss, can be this if it's equipped with a Life Leech weapon. Chances are you won't be able to damage it enough to negate the life gain. Luckily, you can exit to the main menu and reload, which will change its equipment.
      • The Minotaur Lord is pretty easy to beat. However, in Legendary difficulty, he can kill you with just one hit as he has the onslaught skill from the Warfare mastery.
    • Act II:
    • Act III:
    • Act IV:
      • Kallixenia the Liche Queen: Tons of Health Points, fast as greased lightning and constantly spams you with venomous, life-draining attacks alternated to powerful, hard-to-avoid meteors from nowhere.
      • The Bloated One is a giant Albino Spider that must be killed to complete the "Eurydice And Orpheus" quest. It has a nasty melee attack, and if the player tries attacking it from afar, it will launch a spider web that traps the player for more than enough time for it to bring the player's health to zero. If that's not enough, it can also spawn smaller Albino Spiders, which left unchecked will zap the player for high amounts of Electrical Burn damage.
      • An extremely powerful, large skeleton called Toxeus the Murderer can appear in a bonus area in Act IV. He doesn't need to be killed to loot the massive chest at the end of it, but it's hard if you don't have the appropriate skills. Still easier than killing him, though.
      • In the same bonus area is Nate. A single punch from him is enough to murder you. He also has boss' high resistances on top of his undead resistance. The only safe way to kill him is using range attacks with enough distance to avoid provoking him. It can be very boring to whittle down his health by small increments for 30-45 minutes.
  • That One Level:
    • The Himalaya's mountains were awful to slug through because the snow was bleach white, causing a lot of strain on gamers' eyes. Fortunately, a later patch toned down the brightness of the snow, making the whole trek more tolerable.
    • Mimer's Maze in Act V is one hellish level. It's full of Demonic Spiders constructs with disabling effects, high damage resistance, and leech immunities.
    • The Atlas Highlands beach. You know the developers are really pushing it when they mix giant crabs, Harpy Sirens and a whole battalion of merfolks (complete with witches, archers, lancers) as your welcome committee. With so many monsters swarming you, there's little room to maneuver without drawing even more critters at your feet.
  • That One Sidequest:
    • Most sidequests in the game are somewhat short and to the point. However, one sidequest in the expansion Immortal Throne requires the player to find four gems, used to unlock the gate to a room full of goodies, free to be looted. The gems are rather easy to find, however they're very far apart (one is found right before the final boss, while the sidequest is taken with about 3/4 of the expansion's campaign still left), which may severely confuse players who're doing it for the first time.
    • In Elysium, there's a quest where you must defend the camp against three waves of invading armies. You have to protect the banner at all cost or the mission will fail. While you have unlimited retries, the frustration lies in dying as the last check point is pretty far.
    • "Celtic Plaid" from Ragnarök is, on the surface, a very simple quest that only requires you to travel back to the first three regions of the base game (Greece, Egypt and Asia) to buy some cheap dye items for a Celtic weaver. Unfortunately, what dyes the merchants carry are completely randomised- and if you aren't lucky, you can warp through every city in a region without finding a single merchant who sells it, forcing you to reload the game to reset all the merchants' inventories and try again. Possibly several times. This can be hellishly annoying if your luck is bad enough. Adding insult to injury, the reward isn't even worth the effort!
  • They Changed It, Now It Sucks!: The Ragnarök soundtrack uses a different set of instruments compared to the soundtrack of the original game and its first expansion, which has warmer, melodic music.
  • They Wasted a Perfectly Good Character: Near the end of the second expansion, you meet the three Norns, but don't contribute anything to the game. You can interact with one (Urd), but she doesn't reveal anything useful, the second (Verthandi) provides respec services but doesn't even have any voice lines like most NPC vendors do, and the third one (presumably Skuld, but she doesn't even get a name tag to identify her) just wanders around doing nothing.
  • They Wasted a Perfectly Good Plot: The Atlantis expansion pack gave an opportunity to bring Poseidon in the story, since the player already encountered Zeus and Hades, but he never made such appearance.
  • Too Good to Last: After Iron Lore Entertainment folded, chances for a sequel were gone. Titan Quest 2 was originally planned to deal with others Titans threatening humanity. This trope is subverted a decade later with THQ Nordic's surprise support, including a new Ragnarök expansion pack.
    • Fortunately, Titan Quest 2 was announced in August 2023, albeit being created by a new developer, Grimlore Games.
  • Tough Act to Follow: Ragnarök, being released 10 years after the last expansion and being made by a different studio, has a lot to live up to Titan Quest and the Immortal Throne expansion.
  • Underused Game Mechanic: The game has a day/night cycle, which affects... absolutely nothing whatsoever. It doesn't affect enemy spawn patterns, or AI behavior, or NPC routines, or certain abilities, or anything at all. Literally the only purpose it serves is to make enemies harder to see because it's too bloody dark.
  • Unexpected Character: After you've slain Tiamat, the true Final Boss of Atlantis is a fourth Telkine.
  • Visual Effects of Awesome:
    • Seeing skeletons being blown apart and have their bones scatter all around the place is very pleasing to eye.
    • The destruction of automata on Crete is also enjoyable as they break apart at their joints. It's possible to sever the torso from the legs, which will stand upright temporarily before flopping over to the side.
    • The ripple effects when walking on water. If you kill an enemy in it, any items it drops will actually cause a splash when they fall into it. And if you summon a Core Dweller to accompany you and it follows you into water, its every footstep will send up gouts of steam. And this game was done in 2006!

Top