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''Titan Quest'' is an action role playing
hack and slash Hack and slash, also known as hack and slay (H&S or HnS) or slash 'em up, refers to a type of gameplay that emphasizes combat with melee-based weapons (such as swords or blades). They may also feature projectile-based weapons as well (such a ...
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
developed by
Iron Lore Entertainment Iron Lore Entertainment was a video game developer that was founded in October 2000 by Brian Sullivan and Paul Chieffo. In late June 2006, the company released ''Titan Quest'', an action role-playing video game for publisher THQ. ''Titan Quest'' ...
for
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. It was published by THQ in 2006. It was released on
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in 2007, and later ported to mobile devices by DotEmu and released in 2016; later versions were published by
THQ Nordic THQ Nordic GmbH (formerly Nordic Games GmbH) is an Austrian video game publisher based in Vienna. Formed in 2011, it is a publishing subsidiary of Embracer Group. Originally named Nordic Games, as was the parent company, both companies were re ...
. Versions for
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,
Xbox One The Xbox One is a home video game console developed by Microsoft. Announced in May 2013, it is the successor to Xbox 360 and the third base console in the Xbox series of video game consoles. It was first released in North America, parts of ...
and
Nintendo Switch The is a hybrid video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. The console itself is a tablet that can either be docked for use as a home console or used as a portable device, making it a ...
were released in 2018. The story follows a player-created protagonist as they navigate Ancient Greece, Egypt and China on a quest to defeat the
Titans In Greek mythology, the Titans ( grc, οἱ Τῑτᾶνες, ''hoi Tītânes'', , ''ho Tītân'') were the pre-Olympian gods. According to the ''Theogony'' of Hesiod, they were the twelve children of the primordial parents Uranus (Sky) and Gai ...
after they escape from their ancient prison. The gameplay is similar to the '' Diablo'' series, with player navigation being handled with a mouse-driven tile-based interface, and gameplay revolving around role-playing mechanics and real-time combat. Four expansions were released for the game: '' Titan Quest: Immortal Throne'' in 2007, '' Titan Quest: Ragnarök'' in 2017, '' Titan Quest: Atlantis'' in 2019 and '' Titan Quest: Eternal Embers'' in 2021. ''Titan Quest'' was envisioned by game designer Brian Sullivan as a role-playing game set in Ancient Greece similar to ''
Age of Mythology ''Age of Mythology'' (''AoM'') is a real-time strategy video game developed by Ensemble Studios and published by Microsoft Game Studios. It was released on October 30, 2002, in North America and a week later in Europe. A spin-off from the ''A ...
''. Production began in 2004 after a successful pitch to THQ. The script was written by
Randall Wallace Randall Wallace (born July 28, 1949) is an American screenwriter, film director, producer, and songwriter who came to prominence by writing the screenplay for the historical drama film ''Braveheart'' (1995). His work on the film earned him a nom ...
, while Sullivan acted as the designer. Despite being in a mythical setting, the team wanted to make the environments and towns feel as realistic as possible, leading to a large amount of research into ancient cultures. Enemies were inspired by the game's regional mythologies, with designs inspired by the stop-motion work of
Ray Harryhausen Raymond Frederick Harryhausen (June 29, 1920 – May 7, 2013) was an American-British animator and special effects creator who created a form of stop motion model animation known as "Dynamation". His works include the animation for '' Mi ...
. The music, composed by Scott Morton and Michael Verrette, was created to avoid the looping tracks of other games. First announced in 2005, ''Titan Quest'' received generally positive reviews when released, being both praised as a good example of the genre while at the same time being criticized for its traditional gameplay. Sales of the main game and its expansion have been estimated as approaching one million units. The mobile port was tricky for its developers due to adapting the game for touchscreen controls: like the console version, it received positive reviews upon release. The engine and gameplay of ''Titan Quest'' later became the foundation for ''
Grim Dawn ''Grim Dawn'' is an action role-playing game (ARPG), developed and published by Crate Entertainment for Microsoft Windows in February 2016 and released for Xbox One in December 2021. Developed using the ''Titan Quest'' engine, it is set in a th ...
'', a video game developed by team members from Iron Lore following the studio's closure. In 2016, an improved and expanded ''Anniversary Edition'' was released and received very positive reviews. On November 17, 2017, THQ Nordic released an expansion over ten years after ''Immortal Throne'', entitled Titan Quest: Ragnarök. In May 2019 THQ Nordic released Atlantis and in December 2021 released Eternal Embers.


Gameplay

''Titan Quest'' is an
action role-playing game An action role-playing game (often abbreviated action RPG or ARPG) is a subgenre of video games that combines core elements from both the action game and role-playing genre. Definition The games emphasize real-time combat where the player ...
set in the pre-Roman Ancient World: these include
Ancient Greece Ancient Greece ( el, Ἑλλάς, Hellás) was a northeastern Mediterranean civilization, existing from the Greek Dark Ages of the 12th–9th centuries BC to the end of classical antiquity ( AD 600), that comprised a loose collection of cu ...
,
Egypt Egypt ( ar, مصر , ), officially the Arab Republic of Egypt, is a List of transcontinental countries, transcontinental country spanning the North Africa, northeast corner of Africa and Western Asia, southwest corner of Asia via a land bridg ...
, and the
Silk Road The Silk Road () was a network of Eurasian trade routes active from the second century BCE until the mid-15th century. Spanning over 6,400 kilometers (4,000 miles), it played a central role in facilitating economic, cultural, political, and rel ...
leading through
Asia Asia (, ) is one of the world's most notable geographical regions, which is either considered a continent in its own right or a subcontinent of Eurasia, which shares the continental landmass of Afro-Eurasia with Africa. Asia covers an are ...
. Players take control of an
avatar Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appear ...
: players are able to choose gender, name and tunic color. The three-dimensional world is navigated through an overhead third-person view, with the player character being controlled with the mouse through a point-and-click interface, while abilities are mapped to keyboard buttons. The environment is obscured by a "
Fog of War The fog of war (german: links=no, Nebel des Krieges) is the uncertainty in situational awareness experienced by participants in military operations. The term seeks to capture the uncertainty regarding one's own capability, adversary capability, ...
" effect which blacks out unexplored environments on the minimap. Optional text tutorials for gameplay elements are unlocked progressively throughout the game and can be viewed at any time. As they progress, players gain
experience point An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experien ...
s through defeating enemies and completing quests for
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
s (NPCs) scattered around environments: these raise a character's experience level, which grant access to fresh skills and points that can be used to upgrade character attributes such as health and energy levels, dexterity, intelligence, or strength. If the player dies, they respawn at rebirth fountains scattered through the world, although they lose some accumulated experience points. Quests are divided into Main Quests related to the central narrative, and side quests unique to particular areas of the world. Other NPCs can be found in towns and cities that act as Merchants selling equipment and items: these can be both bought and sold. Player characters have multiple equipment slots, which can take armor for limbs and torso, weapons or shields, and accessories that grant passive boons. Fighting takes the form of real-time
hack and slash Hack and slash, also known as hack and slay (H&S or HnS) or slash 'em up, refers to a type of gameplay that emphasizes combat with melee-based weapons (such as swords or blades). They may also feature projectile-based weapons as well (such a ...
combat, with players attacking randomly-generated enemies highlighted by the mouse. Available weapon types for characters include swords, clubs, axes, and staves. In addition to the standard attack with an assigned weapon, offensive skills can be deployed. Using active skills triggers a cooldown meter, rendering that skill unusable until the meter depletes. Items and equipment can also be looted from fallen enemies and chests scattered through environments: these range in quality, with grey standing for low-quality gear while purple stands for a "Legendary" item, and orange denotes a Relic or Charm which can be equipped to the player to increase an attribute such as elemental damage resistance. The majority of items and equipment are randomly generated, and are associated with particular types of enemies. The world's currency, Gold, can be gained through quest completion, opening chests and defeating certain enemies. Gold is used with the various shop NPCs in exchange for their services. After leveling up for the first time, the player can access Masteries, skill tree-based upgrade systems where skill points unlocked upon leveling up can be used to access and boost different skills. Mastery abilities expend energy, which is replenished over time when skills are not in use or by using energy drinks. There are eight available Masteries to choose from (Defence, Warfare, Hunting, Rogue, Earth, Storm, Nature and Spirit). Players can access two Masteries at any one time, mixing skills from both trees. The combination of different Masteries create different character classes: for instance, combining Nature and Earth Masteries grants players the "Summoner" class, while Defense and Warfare Masteries create the "Conqueror". There are 36 possible Classes, which include pure disciplines within one Mastery and hybrids between different Masteries. After a certain point in the game, the player has access to Mystics, NPCs which can reallocate skill points for a fee. In addition to single-player, the title features cooperative
multiplayer A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or ...
, where players can accept invitation from up to six other players to join their game session through either
LAN Lan or LAN may also refer to: Science and technology * Local asymptotic normality, a fundamental property of regular models in statistics * Longitude of the ascending node, one of the orbital elements used to specify the orbit of an object in spa ...
or online connection. Alongside being able to fight enemies together, players can swap messages and exchange loot. There is also a Level Editor available, where players can access developer tools and create their own levels which can be shared with other players. The editor features a large number of options for environment customization, including adjusting the shade of environmental elements like roads.


Synopsis

''Titan Quest'' begins with a narration, detailing how the
Titans In Greek mythology, the Titans ( grc, οἱ Τῑτᾶνες, ''hoi Tītânes'', , ''ho Tītân'') were the pre-Olympian gods. According to the ''Theogony'' of Hesiod, they were the twelve children of the primordial parents Uranus (Sky) and Gai ...
once ruled the primordial darkness before the light of the
Olympian Gods upright=1.8, Fragment of a relief (1st century BC1st century AD) depicting the twelve Olympians carrying their attributes in procession; from left to right: Hestia (scepter), Hermes (winged cap and staff), Aphrodite (veiled), Ares (helmet and s ...
appeared: after a great war, the Titans were exiled and imprisoned, and the Olympians ushered in a golden age for the mortal world. An unknown time later, a trio of lesser Titans known as Telkines broke the communication conduit linking Olympus with the mortal world, and summoned armies of monsters to terrorize the world and prepare for the release of the Titans. The player character begins their quest at the village of Helos, where beasts are destroying the local crops. Fighting their way through Greece, they learn of Telkines from a group called the Order of Prometheus. After defeating the first Telkine beneath the palace of
Knossos Knossos (also Cnossos, both pronounced ; grc, Κνωσός, Knōsós, ; Linear B: ''Ko-no-so'') is the largest Bronze Age archaeological site on Crete and has been called Europe's oldest city. Settled as early as the Neolithic period, the na ...
, the player then travels to Egypt and attempts to restore the connection between Earth and Olympus. The ritual fails, and they must defeat a second Telkine. The player then pursues the final Telkine along the Silk Road to China. Pursuing the Telkine to the Wusou Mountains, the player is too late to prevent the release of the Titan
Typhon Typhon (; grc, Τυφῶν, Typhôn, ), also Typhoeus (; grc, Τυφωεύς, Typhōeús, label=none), Typhaon ( grc, Τυφάων, Typháōn, label=none) or Typhos ( grc, Τυφώς, Typhṓs, label=none), was a monstrous serpentine giant an ...
, who travels to Olympus to destroy the gods. After the player defeats Typhon,
Zeus Zeus or , , ; grc, Δῐός, ''Diós'', label= genitive Boeotian Aeolic and Laconian grc-dor, Δεύς, Deús ; grc, Δέος, ''Déos'', label= genitive el, Δίας, ''Días'' () is the sky and thunder god in ancient Greek relig ...
speaks to the player, telling them that they, a human champion, have proved humanity can live without the protection of Olympus.


Development

''Titan Quest'' was the brainchild of game designer Brian Sullivan: while he was working on ''
Age of Empires ''Age of Empires'' is a series of historical real-time strategy video games, originally developed by Ensemble Studios and published by Xbox Game Studios. The first game was ''Age of Empires'', released in 1997. Nine total games within the ser ...
'', which sported a Grecian setting, he came up with the concept of creating a similar game while including the region's mythology. The concept work for ''Titan Quest'' began in 2000, when its developer
Iron Lore Entertainment Iron Lore Entertainment was a video game developer that was founded in October 2000 by Brian Sullivan and Paul Chieffo. In late June 2006, the company released ''Titan Quest'', an action role-playing video game for publisher THQ. ''Titan Quest'' ...
was formed by Sullivan and Paul Chieffo. The two brought together a skeleton team to create a demo with which to find a publisher. During this time, the game was described by producer Jeff Goodsill as being "on the drawing board". The creative leads on the project were Sullivan, Chieffo, programmer Max McGuire, and artists Rich Sullivan and Josh McHugh. According to Sullivan, the pre-production process lasted over a year. Iron Lore's January 2004 pitch to THQ was successful, and development began once they had secured a contract in 2004. The initial staff up to that time was just nine people working in a small office area: when production started and further staff were hired, the team size grew to 38, which included temporary and late development additions. Sullivan was involved in multiple areas of the development, but his main responsibility was game design and overseeing content creation. ''Titan Quest'' was aimed at both casual and hardcore gamers, as the necessary prices for games necessitated reaching out to a wide audience to get a profit. For this reason, the team chose the action role-playing genre. Developing the game was made more difficult by the necessity to create Iron Lore around it, recruiting and training new staff. Other studios were also involved with development. Towards the end of development, Demiurge Studios was brought in to help with the final stages during the alpha-beta-ship stages. Demiurge first helped with memory optimization; then worked on the level editor and modification functions so they worked as an independent function; and finally created installers for both the demo and the main game. Demiurge's involvement gave Iron Lore more time and energy to devote to fixing bugs and polishing gameplay. The CGI opening cinematic was created by
Blur Studio Blur Studio is an American-based production company which specialises in CGI visual effects, CGI animation and CGI design. Located in Culver City, California, the studio has produced CGI-animated films, teasers and ad spots for television, as wel ...
. According to designer Ben Schneider, the basic story was built around the recurring motif in multiple mythologies where a younger generation of deities defeat older primal beings, with the main premise being that victory being overturned. They stayed within their mythological subject matter rather than straying into historical events: this was due to an incident during the release of ''Age of Empires'' where the developers needed to cut a scenario showing Korean people coming under attack from invading Japanese due to potential political and popular backlash in both countries. The game's story and script were written by
Randall Wallace Randall Wallace (born July 28, 1949) is an American screenwriter, film director, producer, and songwriter who came to prominence by writing the screenplay for the historical drama film ''Braveheart'' (1995). His work on the film earned him a nom ...
, a screenwriter who had written recent successful films ''
Braveheart ''Braveheart'' is a 1995 American historical drama film directed and produced by, and starring Mel Gibson. Gibson portrays Sir William Wallace, a late-13th century Scottish warrior who led the Scots in the First War of Scottish Independence ...
'' and ''
Pearl Harbor Pearl Harbor is an American lagoon harbor on the island of Oahu, Hawaii, west of Honolulu. It was often visited by the Naval fleet of the United States, before it was acquired from the Hawaiian Kingdom by the U.S. with the signing of the ...
''. ''Titan Quest'' was his first time writing for a video game. Together with Iron Lore staff, Wallace created a story where humans and the Olympians faced both the Titans and the mythical beasts allied with them that had retreated to the forgotten parts of the world. According to Wallace, Iron Lore wanted story to be a priority in contrast to most other video games, with the player experience focusing on growing their character and learning the world's lore from NPCs. Speaking about his experience writing for the game compared to his work on films, he needed to work within more rigid guidelines and the need to make the story fit in with the gameplay and content. This meant that some scenarios needed to be cut either due to budget limitations or some sequences working so well that they were extended. A major change from his writing for films was that it was the side characters rather than the main character that drove the story forward, so he needed to make them entertaining and important to furthering the plot. The team wanted a world with a scope beyond the main story, with material covering all of its locations. They also included NPC storytellers that would relate local legends and myths to the player in a similar way to storytellers of the time. Later, lead gameplay designer Arthur Bruno faulted the presentation as unappealing compared to the version of Greek mythology portrayed by ''
God of War A war god in mythology associated with war, combat, or bloodshed. They occur commonly in both monotheistic and polytheistic religions. Unlike most gods and goddesses in polytheistic religions, monotheistic deities have traditionally been p ...
'' series, saying that the original atmosphere "was seriously lacking a sense of dread and mystery".


Design

The game's art director was Michael Sheidow, who had done concept work for ''
Dungeons & Dragons Online ''Dungeons & Dragons Online'' is a massively multiplayer online role-playing game (MMORPG) developed by Turbine for Microsoft Windows and OS X. The game was originally marketed as ''Dungeons & Dragons Online: Stormreach''. Upon switching to a hyb ...
'' before joining Iron Lore. Initially hired as lead artist, Sheidow was at the time feeling "burnt out" by the design approaches used for ''Dungeons & Dragons Online''. He became art director after the then-current art director proved inadequate for the job, and after the initial shock, set to work managing the general artwork for the title. He was in charge of a 12-strong artistic team, and they needed to create a cohesive experience without a clear narrative to guide them. They also needed to account for the four months "wasted" time under the previous art director. A large amount of research went into what environments, architecture and other elements could be put into each environment so it fit in with the game's setting. Sheidow personally did several helmet designs for the game, all based on surviving examples of early-
Bronze Age The Bronze Age is a historic period, lasting approximately from 3300 BC to 1200 BC, characterized by the use of bronze, the presence of writing in some areas, and other early features of urban civilization. The Bronze Age is the second pri ...
helmets, along with added elements from other ancient helmet types. He created a broad range of helmet shapes which could be then adjusted with different materials to create high variation. The majority of weapon design was handled by Joe Mirabello, who claimed to have created nearly 1000 different weapons split between six types. Enemy creatures were taken from the various mythologies the team drew from, and their designs inspired by the stop-motion work of
Ray Harryhausen Raymond Frederick Harryhausen (June 29, 1920 – May 7, 2013) was an American-British animator and special effects creator who created a form of stop motion model animation known as "Dynamation". His works include the animation for '' Mi ...
. Sheidow valued the chance of working with mystical creatures, as his previous work had been limited to stock fantasy monsters from the ''Dungeons & Dragons'' universe. According to him, the process started when the chosen enemy monsters were given initial designs by lead concept artist Rich Sullivan. Each design was reviewed, and the most suitable was chosen. Creature designs needed to incorporate design choices from the game, such as the monsters' environments and individual fighting styles. They also needed to consider how much detail to put into character models depending on their relative position to the camera at any given time. When it reached the modelling stage, the monster designs were further refined to work within the restrictions of the game, then it was sent to the art time again for final adjustments and mapping of unique animations. The particle effects were handled by Travis Doggett: one of the more prominent pieces of his work were the mastery skills, which had particular themes related to their abilities. According to animator Brian Labore, model animation proved a taxing task, as there were over eighty different monsters which ranged from typical mythical beings to more exotic and unique enemies from each region. The player character also had "hundreds" of animations to incorporate. The game used a specially-developed proprietary engine developed by Iron Lore staff. This was done as, when development started, no third-party engines existed that could support the team's vision for the game: in Sullivan's words, there were "plenty of technology solutions for someone creating a shooter, but not as much for a role-playing game". One of the key parts of the new engine was an environmental creation tool dubbed "the editor" by staff. This tool combined a tile-based horizontal plain with a height-based map, and allowed for subtle adjustments to environments and terrain with easy-to-use developer tools. Level and plain boundaries were set using cliffs and plateaus within the environment. Objects such as chests and enemies could be then "dropped" into environments using a point-and-click system, some of which could be directly integrated using special "tile" elements which stitched into the wider environment for objects such as bridges and crags. All of this necessitated a large amount of research on multiple subjects, including the flora of Egypt and the appearance of Ancient Greek roads and paths. This development tool was the version released with the retail version so players could create and share their own levels. Level and map creation was handled by a three-person team, with each one needing to agree upon a specific layout and design before it went into full production. While early builds used a high amount of detail along level boundaries, the team switched to simple boundary designs as they "read better" for players and allowed better technical performance. The challenge the content creation team set themselves was creating these areas while making boundaries seem natural. This combination of height and grid-based navigation and environments had not been done when the system was being designed in 2002: most of the map was shaped using the height map, while specialist features and horizontal navigation used the grid. In a preview about the game, the developers said the game was built around "database driven modular proxies", a system where different elements within environments were seamlessly interacted and could interact freely. The
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech ...
(AI) was designed so individual units would behave differently depending on situation and combat ability. The pathfinding for AI units such as NPCs and enemy units was handled using the
PathEngine PathEngine is a software company as well as an advanced path finding software development kit, created under the leadership of Thomas Young. The company was founded after Young left Infogrames Sheffield, and the first commercial version of the sof ...
, a licensed middleware engine dedicated to this task. ''Titan Quest'' was one of the first major Western titles to use
PathEngine PathEngine is a software company as well as an advanced path finding software development kit, created under the leadership of Thomas Young. The company was founded after Young left Infogrames Sheffield, and the first commercial version of the sof ...
. Gameplay was compared frequently to Blizzard's '' Diablo'' series. According to Sullivan, the comparison was inevitable as ''Diablo'' helped define the genre, and was emphasized by the lack of action RPGs at the time. While the core gameplay remained traditional, they attempted to innovate in other areas. Character creation was simplified to simply choosing a name and gender rather than character types being tied to classes or chosen proficiency. They also effectively removed tutorials so players could get straight into gameplay, using games like ''
Neverwinter Nights ''Neverwinter Nights'' is a series of video games developed by BioWare and Obsidian Entertainment, based on the ''Forgotten Realms'' campaign setting of the ''Dungeons & Dragons'' role-playing game. Aside from also being set in the Dungeons & Dra ...
'' as an example of tutorials impeding players during early stages. When creating the skill system, the team looked at earlier successful RPGs and considered how they could improve on them. They also wanted to avoid creating characters who had "a little of everything" while offering replayability. The result was the creation of the themed masteries, with the added element of skill acquisition not being tied to level progression, allowing for players to bank skill points for different purposes. This system was built to encourage player freedom and represent logical character progression rather than tying one character to one class. Spawn points for enemies were governed by a random generation system, of what monsters are spawned depending on both environment and player level. Loot was controlled by a database system which mixed and matched characteristics to produce "over 100,000" item combinations. Loot drops were also made to fit the types of creatures killed, in contrast to other games such as ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the '' Warcraft'' fantasy universe, ''World of Warcraft'' takes place within the world of Azer ...
'' which had animals dropping currency and weapons regardless. Loot types were also designed to be clearly visible on enemies so players could pick and choose which enemies to engage and which defeated enemy to loot. According to Bruno, the team were limited with the amount of impact and realism they could put into combat by the necessity of keeping the game within its prescribed
ESRB The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games in the United States and Canada. The ESRB was established in 1994 by the Entertainment Software Ass ...
age ratings of "E for Everyone" and "T for Teens": this meant that blood was non-existent and hit reactions were minimal, negatively affecting player impressions of the game. Multiplayer was part of the game plan from its beginnings, with the main goal being to foster a community around the game. Bruno later faulted the lack of secure multiplayer as one of the major faults with the game: THQ apparently was unwilling to invest in this.


Audio

The music and sound design for ''Titan Quest'' was handled by Scott Morton and Mike Verrette. In his role as sound designer, Morton worked from specifications sent by other parts of the ''Titan Quest'' development team. This enabled the free modification of sound elements, but also meant that unexpected and large work loads with short deadlines were a constant possibility. The sound design process for each object and character that needed sound effects was the same: based on their appearance, a new sound effect would be created. In the case of monsters, different sound effects were created for different scenarios, such as them seeing the player for the first time or when in battle. The sounds within environments were designed to be "real" and "visceral". The game's audio engine enabled these sound effects to be dynamically shifted depending on their setting. The music was challenging due to drawing from multiple cultures, then being brought together into a cohesive score while keeping each region distinct from the other. To get the right feeling, the team did research into the historical musical instruments used in each of the game's regions. Rather than a linear progression of looping musical tracks, the norm for most games at the time, the score was broken up into stingers that were brought into the environment when needed. This cuing of themed musical pieces was coupled with a second system tied to environmental progression: musical pieces were arranged in the playlist, then could be cued in depending on the circumstances and environment on-screen. For vocal tracks, the lyrics were written in Ancient Greek: the main vocal piece, "When Gods Fall", was infused into the other vocal tracks and acted as a "cornerstone" for the score. The vocals were provided by Taunia Soderquist.


Release

''Titan Quest'' was first announced in May 2005, with its first public exhibition being at that year's
Electronic Entertainment Expo E3 (short for Electronic Entertainment Expo or Electronic Entertainment Experience in 2021) is a trade event for the video game industry. The Entertainment Software Association (ESA) organizes and presents E3, which many developers, publishe ...
. The game released on June 26, 2006 in North America, and June 30, 2006 in Europe. According to Bruno, when originally shipped, the ESRB raised the game's rating to "M for Mature" due to the scantily-clad Nymph familiar, although the rating was later amended to its current one. In Japan, the game released on September 1, 2006: it released in English with the manual translated into Japanese. The game was released on
Steam Steam is a substance containing water in the gas phase, and sometimes also an aerosol of liquid water droplets, or air. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporizatio ...
on July 17, 2007 alongside its expansion by THQ. An updated version, ''Titan Quest'' Gold Edition, was released on October 22, 2007 in the West and April 25, 2008 in Japan. It contained both the main game and its expansion. The ''Titan Quest''
intellectual property Intellectual property (IP) is a category of property that includes intangible creations of the human intellect. There are many types of intellectual property, and some countries recognize more than others. The best-known types are patents, co ...
was purchased by
Nordic Games The Nordic Games were the first international multi-sport event that focused primarily on winter sports, and were held at varying intervals between 1901 and 1926. It was organized by Sweden's Swedish Central Association for the Promotion of ...
after THQ began selling off its shares in the wake of its 2013 bankruptcy. Beginning in 2016, Nordic Games began supporting the game's Steam version with patches to fix gameplay and multiplayer issues, along with glitches and bugs. A port of ''Titan Quest'' for mobile devices was developed under license from Nordic Games by DotEmu, a French developer who had previously developed a successful mobile port of '' Ys Chronicles I''. The controls and interface were redesigned from the ground up to work for touchscreen controls, something the team spent months on. Despite the changes, the team worked to make the gameplay as close as possible to the original experience. They also put in additional options for actions such as targeting enemies with mastery abilities and searching for loot It released on May 19, 2016 for iOS. The Android version was released on July 7.


Reception

On its release in the US, ''Titan Quest'' debuted at #3 in the dedicated PC game charts. In the UK, the game debuted at #25 in the multi-platform charts. In a later interview, Bruno stated that the title had sold "surprisingly well" despite a slow start, with combined sales for ''Titan Quest'' and ''Immortal Throne'' reaching over one million units by late 2008. It also continued to sell well on Steam, though exact figures were not given. ''Titan Quest'' received positive reviews upon release: aggregate site
Metacritic Metacritic is a website that aggregates reviews of films, TV shows, music albums, video games and formerly, books. For each product, the scores from each review are averaged (a weighted average). Metacritic was created by Jason Dietz, Marc ...
recorded a score of 77/100 based on 51 critic reviews. Eric Neigher of 1UP.com enjoyed ''Titan Quest'' while noting that it stayed within genre traditions: he rounded off his review by saying "While it may not break, or even dent, any new ground, ''Titan Quest'' features a beautifully realized game world based on a tried-and-true core mechanic, with tons of replayability". Jim Rossignol of
Eurogamer ''Eurogamer'' is a British video game journalism website launched in 1999 and owned by alongside formed company Gamer Network. Its editor-in-chief is Martin Robinson. Since 2008, it is known for the formerly eponymous games trade fair EG ...
said that, while it stood high among its contemporary peers, ''Titan Quest'' did not evolve the genre enough for him to really enjoy it.
GameSpy GameSpy was an American provider of online multiplayer and matchmaking middleware for video games founded in 1996 by Mark Surfas. After the release of a multiplayer server browser for the game, QSpy, Surfas licensed the software under the Ga ...
's Miguel Lopez praised the visuals, gameplay, character customization and editing tools. His main criticisms were performance difficulties and the large potential for cheating in multiplayer.
GameSpot ''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition ...
's Ryan Davis called it "the next-best thing" to a new ''Diablo'' title, praising its single-player campaign and multiplayer while faulting its familiar feel, inventory system and recurring technical issues. IGN's Tom McNamara generally praised the gameplay despite some awkward elements, called the sound design "well done", and positively noted its graphics despite some technical troubles. He also cited the multiplayer as the main part of the game's replay value, as it was otherwise fairly linear in design. ''PALGN'' reviewer Mark Marrow called ''Titan Quest'' "one of the best PC games on the market for the year", saying it revitalized its genre despite some minor issues with gameplay and presentation. ''
PC Zone ''PC Zone'', founded in 1993, was the first magazine dedicated to games for IBM-compatible personal computers to be published in the United Kingdom. Earlier PC magazines such as '' PC Leisure'', '' PC Format'' and ''PC Plus'' had covered games bu ...
''s Sam Kieldsen praised the gameplay and leveling system, along with its graphics and soundtrack. His main criticisms were its low difficulty, repetitive structure and weak storyline. VideoGamer.com's Tom Orry said the game "doesn't really do anything new", but praised its presentation and noted that it was more accessible than others within the genre. In his review of the mobile port, Shaun Musgrave of Touch Arcade shared many points of praise with earlier reviewers, along with calling it a good port despite some minor issues such as framerate drops. Gamezebo's Rob Rich praised the gameplay elements carried over from the original, and positively noted its graphical detail despite persistent framerate drops. His main complaints were the inventory system, and problems with contextual commands such as picking up items.


Expansions


Titan Quest: Immortal Throne

Development on an
expansion pack An expansion pack, expansion set, supplement, or simply expansion is an addition to an existing role-playing game, tabletop game, video game or collectible card game. These add-ons usually add new game areas, weapons, objects, characters, or ...
began shortly after the release of ''Titan Quest'', with preparatory work happening during the final stages of the main game's development. The expansion, '' Titan Quest: Immortal Throne'', was first announced in late 2006 and eventually released in March 2007. Set immediately after the first game, ''Immortal Throne'' followed the player as they investigated a new outbreak of monster attacks originating from the
Underworld The underworld, also known as the netherworld or hell, is the supernatural world of the dead in various religious traditions and myths, located below the world of the living. Chthonic is the technical adjective for things of the underwo ...
.


Titan Quest: Ragnarök

Over eleven years after the release of the original ''Titan Quest'', the expansion '' Titan Quest: Ragnarök'' was released for the game's ''Anniversary Edition'' in November 2017 by THQ Nordic. On March 24, 2020, the expansion was released on the Xbox One and PlayStation 4, followed by a Nintendo Switch version in June 2020.


Titan Quest: Atlantis

In May 2019, another expansion, '' Titan Quest: Atlantis'' was released. Atlantis is the first expansion to introduce a side-act to the game, that is unrelated to the main storyline.


Titan Quest: Eternal Embers

The fourth expansion Eternal Embers was released on December 3, 2021. The DLC was developed by Digital Arrow.


Anniversary Edition

''Titan Quest Anniversary Edition'' was released on Steam on August 31, 2016. According to
Steam Spy Steam Spy is a website created by Sergey Galyonkin and launched in April 2015. The site uses an application programming interface (API) to the Steam software distribution service owned by Valve to estimate the number of sales of software titles o ...
, it exceeded 1.6 million owners within a month of its release.


Sequels

''Titan Quest'' would be one of only three projects Iron Lore worked on in its lifetime, and the only original project alongside ''Immortal Throne'': after completing work on '' Soulstorm'', an expansion to '' Warhammer 40,000: Dawn of War'', the studio was forced to close in February 2008 due to difficulties in securing any funding for future projects. Some of team founded a new studio called
Crate Entertainment Crate Entertainment is an American independent video game developer based in Massachusetts. The company was publicly announced on February 18, 2008 by former members of Iron Lore Entertainment. History Following Iron Lore Entertainment's failu ...
and licensed the ''Titan Quest'' engine to develop ''
Grim Dawn ''Grim Dawn'' is an action role-playing game (ARPG), developed and published by Crate Entertainment for Microsoft Windows in February 2016 and released for Xbox One in December 2021. Developed using the ''Titan Quest'' engine, it is set in a th ...
'', dubbed by staff as a spiritual successor to ''Titan Quest''.


References


Notes

{{Notelist


External links


''Titan Quest'' website (archived 2007)
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