After the long wait, Diablo 3 is now here. Diablo 3 is
not for everyone, it is for dedicated gamers only. I know because I’ve paid for
this. It costs a lot of bucks but I’m telling you this is worth it. If you are a gamer and you are not playing
this, man I’m telling you you’re missing almost half of your gaming life.
But before anything else let me give you a
blast from the past…
Diablo is a darkfantasy/horror-themed action role-playing game developed by Blizzard North and released by Blizzard Entertainment on December
31, 1996.
Set in the
fictional Kingdom of Khanduras, located in the world of Sanctuary, Diablohas
the player take control of a lone hero battling to rid the world of Diablo, the
Lord of Terror. Beneath the town of Tristram, the player journeys through
sixteen dungeon levels, ultimately entering Hell itself in order to face
Diablo.
Diablo II is a hack and slash action
role-playing video game, developed by Blizzard North and published by Blizzard
Entertainment in 2000 for Windows and Mac OScomputers.
The game, with its dark fantasy and horror themes, was
conceptualized and designed by David Brevik and Erich Schaefer, who with Max
Schaefer acted as project leads on the game. The producers were Matthew
Householder and Bill Roper.
Building on the success of its predecessor Diablo (1996), Diablo II was one of the most popular games of
2000. Major factors that contributed to Diablo
II's success include its continuation of popular fantasy themes from the
previous game and its access to Blizzard's free online play service Battle.net. An expansion to Diablo II,Diablo II: Lord of Destruction, was released in
2001. A sequel, Diablo III, was announced in
2008, and was released on May 15, 2012.
AND NOW!
Diablo
III is a dark
fantasy/horror-themed action
game by Blizzard Entertainment, the third installment in the Diablo franchise. The game, which features elements of thehack
and slash, dungeon
crawl and action RPG genres, was released in North America, Latin America and
Europe on May 15, 2012 and is scheduled to be released in Russia on June 7,
2012 Before its release, the game
broke several presale records and became the most pre-ordered PC game of all
time onAmazon.com. Diablo III subsequently set the new all-time
record for fastest-selling PC game by selling over 3.5 million copies in the
first 24 hours of its release
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Giant
Bomb
May 22, 2012
It's such a rare thing that my interest in continuing to play a
game keeps increasing not just toward the end of the game but past the end, yet
somehow the more Diablo I play, the more Diablo I want to play. It doesn't do
anything especially new with the action-RPG genre, but it does all the old
things very, very well, and sometimes that's more than enough.
Action-RPG combat has rarely ever
been this addictive.
Blizzard made no attempt to reinvent the
wheel a couple of years ago when it revitalized StarCraft after
its decade-long absence, choosing instead to simply modernize and spit-polish
that franchise's well-known fundamentals until they reached the company's
trademark high-gloss sheen. They've taken the same tack in reviving Diablo after
its own 12-year hiatus, and once again the result hews to the nostalgic
strengths of its antique predecessors while also managing to feel like it
belongs on a release list in 2012. And it's a hell of a lot of fun to play,
with hooks that keep you playing longer in one sitting than you might have wanted
to. I'm not the type to often play through a game more than once, so I guess
it's saying something that after more than 35 hours with the game--first
playing all the way through with my primary character, then playing through a
bunch of itagain on the next difficulty, jumping into numerous dungeon runs
with friends, and dabbling with several other classes (all of whom I'd love,
time permitting, to take to high levels themselves)--I really just want to keep
playing more Diablo
III.
This new game's staunch adherence to
its loot-driven action-RPG conventions might tell you right off the bat if you
should even be interested or not. Do you like loot? Not just a little bit of
loot, but ubiquitous, shiny, delicious, stat-increasing loot everywhere you
look? Just like its predecessors--and perhaps even more so than them--Diablo
III is a game about constantly building and rebuilding your character with new
gear and abilities to meet the challenges that are constantly increasing in
front of you. It's also a game where the extent of your interaction with the
world entails clicking to move, and clicking and tapping some number keys to
kill everything in front of you. You play it entirely from a fixed overhead
camera angle, and the story, aside from a handful of lavish CG cutscenes, plays
out exclusively through small character models gesticulating a bit while their
dialogue comes out of speech bubbles. In short, it rigidly assumes the form and
structure of the old Diablo games, so if you already know you're burned out on
that specific formula, you may move along.
The social features get you playing
with your friends easily... you know, if you have any.
If that sort of game does it for
you--and there are plenty of you out there--you'd have a tough time finding one
that's better put-together than Diablo III. A game where you spend 98 percent
of your time killing stuff (and the remaining time performing upkeep on your
ability to kill stuff) would get old pretty fast if the combat weren't a ton of
fun, so it's a good thing Diablo III's is. I think it's the hardest-hitting
I've ever seen in the genre. There's something about the interactions between
your fighter and enemies, the visual and sound cues that go along with every
strike, that just makes the combat feel, for lack of a better word, right. So often you feel like an
unstoppable whirlwind of destruction when you wade into a dozen or more enemies
and juggle your skills back and forth to control the crowd, focus down a single
tough elite monster, or kite a bunch of enemies around as you frantically try
to heal. The action is just tightly designed in a way that seems like a lot of
designers spent a lot of time tuning it to perfection. Fighting enemies in this
game never gets old, which is a good thing since finishing the story once sends
you straight back to the menu with an urging to begin again on the next
difficulty, where the loot is much better and the enemies don't just hit harder
but also change up their tactics, forcing you to change up yours. I can't
stress enough how enjoyable it is to keep playing after you see the credits the
first time.
The game's classes cover all the
bases you'd want, from the pure burly melee of the barbarian to nimble and
arcane DPS courtesy of the demon hunter and wizard, respectively, to the horde
of sinister pets that accompany the witch doctor into battle. My personal
favorite, the monk, is like a martial paladin who can effectively heal up in
between roundhouse kicks and a blur of fist strikes. Each class' skills are
split across a variety of categories, and almost every skill has a long list of
"runes" you pick from to add some ancillary effect that further
differentiates them. The breakdown of skills into those different categories
initially seems constraining, but there's actually a dizzying number of ways to
build the skills of a given class to fit different play styles and challenges.
Why the game hides the full ability to mix and match your skills behind the
optional "elective mode" checkbox in the options, however, is
completely baffling to me. Elective mode is absolutely essential to getting the
most out of the game's combat, so it's a shame there isn't some tutorial tip
that goes out of its way to let you know how much freedom to customize you
actually have. Once you click that single checkbox, the gameplay really opens
up.
Seriously, play a monk.
If this were purely a combat game, I
guess it could be conducted with stick figures and primary colors, but of
course it's worth addressing the world and story Blizzard built up to propel
your loot grind along. The plot proceeds with equal parts gravitas and cheese,
about like you'd expect from a story about a literal war between heaven and
hell, but that setup does make for some truly epic, screen-filling boss
encounters and sieges for you to fight your way through. It's also fun to
revisit some memorable old locations like Tristram (which
comes with just a hint of the discordant acoustic guitar that practically
defined that first game) and catch up on the continuing events of familiar
characters like Deckard
Cain and the skeleton king Leoric. Much more impressive is the expertly considered art design
that bathes the game in exquisite detail and makes excellent use of color
choice and lighting to create unique mood specific to each location. Don't
think that the tiny character models and bird's-eye view of the action somehow
make this game outdated from a visual standpoint. The art is so strong that
each scene takes on a painterly effect that almost transcends its polygonal
makeup, and I kept noticing how much detail was crammed into the periphery of
each map, like a collapsed bridge here or some old statuary there, in places
you can't even explore. There's a liberal use of ambient animations, like birds
flying at the camera or old architecture crumbling when you run by, that make
the environments feel more lively, and the game's excellent use of ragdoll to
send enemies flying over ledges or into the water is always amusing.
But again, it's about the loot, and
how much fun the fighting is that gets you more of it. The game changes
dramatically when you join up with other players, since the monsters get harder
and you're able to settle into a more specialized role while other classes
cover their own roles, allowing you to change up the way you play and what
combination of skills you're using. The game isn't incredibly difficult your
first time through, but I found it doled out new equipment and better drops at
a good, steady pace as I got a handle on all the things my class could do, so
that by the time the next difficulty rolled around, I was jumping at the chance
to get in there with some friends and explore a range of new combat
possibilities under much greater duress. It's when three or four high-level
players are all in there doing their thing at once, with the action devolving
into a high-speed orgy of colored lights and particle effects, that Diablo III
is at its best. The game makes the elegant choice of distributing separate loot
to each player, so you don't have to worry about some jerk grabbing the
spaulders or daibo you wanted, but so far I've found there to be a nice spirit
of sharing among all the players I've played with as we pass loot around that
suits other people's classes.
The auction house is certainly
capable of saving you some time.
It's too early to say what eventual
impact the game's persistent auction house will have on Diablo III's economy
and the value of rare items, especially since Blizzard hasn't rolled out the
ability to sell stuff for actual dollars yet. It's safe to say that launch will
have a profound effect on the way items are bought and sold, but even now the
transactions being conducted with gold are providing an interesting case study
in the ebb and flow of in-game economics. It's been amusing to see comparable
items being listed right next to each other with an order of magnitude
disparity in their pricing, leading me to believe some players are listing
items as high as they can to see what they can get away with, or others are
trying to sell gear without knowing the value of what they actually have, or
both. Who can even say what the absolute value is of a one-handed sword with
100 damage per second and a bonus to attack speed? More practically, the game's
auction house gives you so much control over search filtering that it's almost
embarrassingly easy to specify the exact type of weapon or armor you're looking
for, the level range, the stats you want, and exactly how much you're willing
to pay for it. At the moment, there are enough people selling great loot at
bargain-basement prices that too much time in the auction house can sort of
trivialize the gear you find in the game itself. Whether that's a problem for
you probably comes down to personal preference, and given that the auction
house exists only at the game's main menu, it's easy enough to ignore if you
want to maintain some sort of loot-lust purity as you make your way through. If
you don't have a ton of time to grind through dungeon runs in an endless search
for more loot, though, it can be a real time-saver.
Speaking of multiplayer and that
auction house, you could scarcely know about Diablo III at all without having
heard about the game's always-online connectivity that requires you to be
constantly in touch with Blizzard's servers to play it at all, even by
yourself. That approach to maintaining the sanctity of the in-game economy (and
making sure a bunch of people don't hack and/or pirate the game) comes with
plenty of ups and downs. On the upside, the level of integrated connectedness
is pretty impressive, letting you chat with friends while you're playing alone,
seamlessly invite them into your game or join theirs whenever you feel like it,
and even inspect their characters and see their achievements popping up in real
time. On the downside...if you can't connect to Battle.net, you can't play the
game, no matter whether you want to play it with other people or not. That has
real, unfortunate consequences when Blizzard doesn't have its act together, as
evidenced by the calamity that ensued in the first 36 hours of release when I
frequently had a hard time getting into the game at all, and latency-related
issues messed with performance and booted me out a couple of times. It's been
smooth sailing in the week since then, though, and given Blizzard's experience
running large online networks for long periods of time, I'm hopeful those
problems were an isolated incident under massive launch-day stress and not
something we can expect to see again.
I can't stay mad at Diablo III for long, anyway. It's such a
rare thing that my interest in continuing to play a game keeps increasing not
just toward the end of the game but past the
end, yet somehow the more Diablo I play, the more Diablo I want to play. It
doesn't do anything especially new with the action-RPG genre, but it does all
the old things very, very well, and sometimes that's more than enough.
Diablo III Review
Posted by Chris - May 31st, 2012
Wow,
a little over six years, you say? Six-and-a-half-flipping years of developing Diablo III. Crikey. That’s a long time to do anything.
And it’s here and, well, what about Diablo III took so long to make?
It
sure as hell wasn’t the story or devotion to the setting established fourteen
years ago. It’s just god-awful; it cripples the Diablo universe beyond repair. It’s kind of hilarious
from just how outrageously bad it is.
There’s
a singular desire within Diablo III’s narrative to constantly go big or go to hell. It is, after all,
a conflict of epic proportions, an eternal war between Heaven and Hell, and
you, the all-powerful chosen one, will save us all! There’s a forced gravitas
in every aspect of the storytelling. The voice direction overacts to the point
where no one seems to ever talk like any normal person would; everyone speaks
in a Macbethian tone, as if every line was more world-shattering and
game-changing than the last. It’s kind of funny, but if you’ve ever dug the
sheer sinister evilness of Diablo and, to a lesser extent, Diablo II, it’s also just as sad to see how far
Blizzard has fallen in creating atmosphere and telling a good story. Compare
any cutscene from Diablo II to Diablo III‘s. It’s shocking just how tonally jarring the shift between to
two games is.
“…it is far less interesting and far more generic.”
There’s
no nuance; the plot reads like it was written for children; there’s no good
characterization; and the only chunks of the game that seem to the written
decently, dialogue for followers, just have no place in a world that was known
for its sheer demonic filth. It has become high fantasy and it has lost all
sense of its previous identity. As a result it is far less interesting and far
more generic. This applies just as much to the game’s look as audio. Diablo III is a pretty game, but this stylized reality
doesn’t lend itself to a gothic atmosphere at all. And while the sound design
is fantastic with punchy, piercing sound effects and gross, mushy sounds of
stuff dying, the music is far off base, going for the same go-for-broke
attitude of the story. None of Matt Uelmen’s trademark percussion, atmospheric
use of empty space, or bass lines from hell are here. Most of Diablo III‘s music doesn’t have a distinctive signature to it. It could be
from any other game which employed a massive orchestra. Uelmen’s absence is
missed.
Blizzard
also does an excellent job of integrating their awful storytelling into
gameplay; dialogue from idiotic demon lords and cheesy secondary do a great job
of highlighting just how actively and egregiously bad it all is while you’re in
the middle of the action, so all of Diablo III‘s storytelling failings are very, very hard
to simply ignore. The lore also plays off like audio logs, as you pick them up,
and they expand the world in ways that just make it far less interesting. Less
is more. The less I know that the demon lords were just a bunch of quarreling
and bickering politicians of Hell, the more I believe that they just are and are going to skin everything alive, because they’re just evil bastards like
that.
For
as much as Diablo was really just about intense mathematics, spreadsheets, gear
checks, and finding your optimal solution to lay waste to all things, there’s
always been a prevalent, defining atmosphere of grit and total despair. That’s
just not there in Diablo III; not even a hint of it.
Depressing
grievances aside, the killing-guys experience is primo stuff. Any single attack
in the game hits with a fierceness that redefines the “A” in “ARPG.” Perhaps…
mega-action would be more apt forDiablo III. The spick and span polish gone into this MARPG’s
clickity-click-clickness is undeniable. Even destroying physical props, like
tables and bookshelves, results in a stupid amount of catharsis.
The
best part is there’s practically a kajillion ways to go from zero to kill.
Skill points are completely abolished in favor of a skill/rune system with an
infinite number of re-specs. Dozens of mega-action skills for any class are
given modifiers to mega-action it up in vastly different ways. It’s not close
to feeling balanced, as Blizzard has released ninja fixes to nerf some of the
overpowered skills, but the game has a long ways to go before hitting upon
solutions that will make all classes viable throughout the hardest
difficulties. It’s a ballsy move on Blizzard’s part to do away with skill
points entirely, and anyone saying Blizzard isn’t innovating with Diablo
III is way off. There’s a
massive amount of potential that can result in some incredibly unique builds.
We’ve already seen some of that, like the ranged Barbarian build that has been
able to combat the melee problem on the higher difficulties, and we’re not even
a month into the game’s release.
An
equally crazy decision was to get rid of being able to pump numbers into
attributes manually, and the payoff here isn’t great. If anything, it’s a
contributor to the second-most deeply problematic and flawed part of the game –
the loot. The short of it is, loot isn’t interesting. It’s just okay. The only
things caring about are if the gear affixes increases your class’ primary
attribute and your health, and what kind of damage output it has. There’s
nothing to it; if a piece of gear has higher numbers than the one you just had,
you put it on. It’s like if every new tier of gun in Battlefield 3 was objectively better than the one before it.
There’s nothing interesting, nothing to consider other than if it’ll make your
numbers higher. New gear affixes start popping up after completing the game on
normal, but with the game currently designed in a way that emphasizes damage
output over all else, it’s something that needs a total redesign. There’s still
a small spark, a little eye opener here and there, when the numbers you found
are just that much higher than the ones you’d found before, but if I were a
gambling addict, it wouldn’t be because of Diablo III.
What’s
worse is how long it takes for any of these gameplay elements to even matter.
With the game starting on Normal before letting you tackle the harder
difficulties, this base difficulty is offensively easy. My first ten hours were
literally spent with one hand on the mouse clicking for mega-action, and the
other resting on the table so that it could support my head from collapsing
onto my keyboard. It’s far, far too easy, and the mega-action can only carry
the first ten hours so far. It’s not until Act III that the game starts pushing
you around, daring you to play with just one hand and actually starts letting
you use gems. That’s then whole hours into the game – just to drag some little
gems into little sockets. It’s only by then does the richness of the combat
begins to shine on through, and all your skills start going to work. Too much
of Normal is boring, with the difficulty curve being so slight that the only times
you die seem to be when either your internet or the servers short out of a
random lag spike.
“…Blizzard’s online-only mandate has done very little to benefit me as a player.”
Oh,
that. From a personal experience, Blizzard’s online-only mandate has done very
little to benefit me as a player. Selling off a few items on the auction house
has resulted in some pocket change and the idea of storing the game logic onto
the cloud will prevent duping and hacking from crippling the game economy, but
when I suddenly cut out from the game, it’s annoying because the implementation
stops being transparent. When my Wi-Fi is being spread out all across the
house, the game becomes unplayable. When I can’t just play and not consider the
possibility of a disconnect or a sudden session of server maintenance,
Blizzard’s saddled their own business problems on piracy and lack of control
over their games and has made it our problems as well. That’s no good.
So
probably the best way to live with the online requirement is to just constantly
play other people online. The cooperative game ups the challenge quite a bit,
and with four players on the same screen, that’s four times the mega-action,
and you can never have enough mega-action, as the screen becomes littered with
corpses, fire, arrows, plague-bearing frogs, and burly mountain men. It’s
complete chaos and it’s these moments when the Diablo III’s problems just wash away, making their way out
through my fingertips.
Knowing
that Diablo
III is going to have the backing of Blizzard’s
dedicated post-release support puts the game in a great position to fully
realize its enormous potential. The game we have now isn’t going to be the game
we’re going to have by the end of the year. It’s a fun game that takes too long
to get going anywhere, but its combat is so slick and refined that everything
else around needs to step up to that level of quality. The universe of Diablo is most certainly destroyed, but the game is
far from it.
Diablo 3 review
Tom Francis at 09:58am May 22 2012
Comments207
I have to start this with
a warning, then a little tantrum, a few insults and a dash of paranoia.
Apologies to those of you who already know what I’m going to say and are either
fine with it or all raged out – you guys can skip this section.
Diablo 3 can only be
played online. You can play it on your own or co-operatively, but neither mode
works when Blizzard’s servers are down, and neither mode is fun when Blizzard’s
servers are slow. In my six days of playing it, I got disconnected twice and
experienced unplayable lag five times, each time when my own internet
connection was working fine. At times, the servers were down for hours.
That’s pathetic. There
are valid reasons for forcing multiplayer characters to play online, but none
for excluding an entirely offline single player mode. If you don’t have a
connection you can reliably play multiplayer games on, don’t buy Diablo 3. Skip
the rest of this review. Blizzard have chosen to exclude you completely, and
I’m genuinely pissed off by the hostility and callousness of that decision.
For the rest of us, it’s worth knowing that the $60/£45 price for
Diablo 3 doesn’t mean you’ll always be able to play it. The game itself would
have to be phenomenally good for all this to be worth putting up with.
The Diablo games are
simplified top-down RPGs: you click on a monster, and your guy hits him with a
satisfying thwunk. If you’d asked me what made the repetition compulsive beyond
that, I’d have said two things: the agonisingly tough choices in which skills
to pick each time you level up, and the excitement of finding a fantastic rare
item.
In Diablo 3, both those
things are gone.
You never make any
permanent choices about your character. Each time you level up, you get access
to a new skill, and you fit these into an increasing number of slots.
Eventually you can have six equipped at a time, and between fights you can put
any of 20-odd skills in those slots. Every level 30 Wizard has access to the
same skills as every other level 30 Wizard, the differences are just a question
of what they currently have equipped.
It takes a while for your range of possible skill combinations to
get interesting, particularly if you don’t realise there’s a hidden option to
remove some of the baffling restrictions on what you can combine. But when it
does, about two hours in, it gets really interesting.
Every level up brings a new skill or two, and every new skill can
be the foundation of dozens of different character builds. Experimenting with
new abilities, and strategising about how to combine them with the others, is the game. A seemingly feeble skill sometimes
spurs you to try it with others you’ve shelved, and discover an entirely
different playstyle that works in its own way. And a powerful one sometimes
mixes with something you’ve been using for hours to create a spectacular new
tactic.
As the Wizard, I liked
to stick with a set of area-effect spells that freeze and shatter huge mobs.
But once I got Disintegrate, a magic death ray that cuts through whole ranks of
enemies at once, I was able to ditch some of the others to focus on
survivability: teleportation, invulnerability and reactive ice-armour to chill
attackers. It’s incredibly satisfying when a new tweak like that turns out to
be effective, and your playstyle ends up feeling like an invention.
Part of the reason for
that, and a lot of the meat and complexity of this system, is in the runes.
Like skills, they unlock at predetermined levels. But they offer an optional
modification to a skill you already have. I can tweak Disintegrate to fire from
both hands at once, hitting a wider path of targets, or channel it into one
beam while smaller rays zap anything that gets close to me while I fire. Both
are magnificently powerful in different situations, and I loved figuring out
which one gelled well with other skills.
By a certain point, the
difference between your Wizard and mine isn’t your Wizard, it’s you. The
skill/rune combinations you’ve picked from the billions of possibilities are an
expression of something very personal about the way you like to play, and that
makes it easy to get attached.