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Titan Quest

Titan Quest
Titan Quest.jpg
Developer(s) Iron Lore Entertainment
Publisher(s) THQ
Producer(s) Jeff Goodsill
Designer(s) Brian Sullivan
Programmer(s) Max McGuire
Artist(s) Michael Sheidow
Rich Sullivan
Josh McHugh
Writer(s) Randall Wallace
Composer(s) Scott Morton
Michael Verrette
Engine PathEngine
Platform(s) Microsoft Windows, iOS, Android
Release date(s)

Microsoft Windows
June 26, 2006 (original release)
August 31, 2016 (Anniversary Edition)

iOS/Android
  • WW: May 19, 2016 (iOS)
  • WW: July 7, 2016 (Android)
Genre(s) Action role-playing, hack and slash
Mode(s) Single-player, multiplayer
Aggregate score
Aggregator Score
Metacritic 77/100 (51 reviews)
Review scores
Publication Score
1UP.com B–
Eurogamer 7/10
GameSpot 7.6/10
GameSpy 3.5/5 stars
IGN 8.1/10
PALGN 9/10
PC Zone 8.1/10
VideoGamer.com 8/10
Touch Arcade 4.5/5 stars
Gamezebo 3.5/5 stars

Microsoft Windows
June 26, 2006 (original release)
August 31, 2016 (Anniversary Edition)

Titan Quest is an action role playing hack and slash video game developed by Iron Lore Entertainment for Microsoft Windows personal computers. It was published by THQ in 2006. It was released on Steam in 2007, and later ported to mobile devices by DotEmu and released in 2016: later versions were published by THQ Nordic. The story follows a player-created protagonist as they navigate Ancient Greece, Egypt and China on a quest to defeat the Titans 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. An expansion, Titan Quest: Immortal Throne, was released in 2007.

Titan Quest was envisioned by game designer Brian Sullivan as a role-playing game set in Ancient Greece similar to Age of Empires. Production began in 2004 after a successful pitch to THQ. The script was written by Randall Wallace, 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. The music, composed by Scott Morton and Michael Verrette, was created to avoid the looping tracks of other games.


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