16 years, that’s how long its been since the first release of Diablo yet I can still remember some of the moments with it fondly. I can remember the first time I wandered down to that level and physically leaping out of my seat when the butcher first growled “Aaaahhhhh fresh meat!” when I dared enter his lair. I spent many hours attempting to get further and further into the dungeons and only after pairing up with people I had never met before online was I able to progress further and ultimately defeat Diablo. My time with its sequel released 4 years later was a much more social affair with many LANs dedicated to pushing our characters through the 99 levels that it offered to us. Today I find myself back in that same world again, playing through a world that’s been with me almost all of my gamer life. One that I’ve become very fond of.
Diablo 3 takes place 20 years after the events of Diablo 2. Deckard Cain and his niece, Leah, are investigating an old prophecy that’s foreboding a great conflict between man and the terrors of hell. During his investigation a star falls from the sky towards Deckard and his niece and destroys much of the cathedral leaving only a hole into which Deckard falls. You, known only as The Nephalem, have come to investigate the falling star and arrive at the town of New Tristram to find it under siege from the undead. So begins your long journey, one that draws many parallels to the past releases.
There’s something to be said about Blizzard’s approach to the visual and auditory nature of all of their games. They’re never on the cutting edge of graphics (which I was very thankful for as half of my time with the game was spent on an almost 2 year old MacBook Pro) but they never feel as dated as other games who attempt the same style do. Their heavy use of stylization, clever lighting effects and heavy use of perspective makes the low poly graphics feel like they’re a lot more detailed than they actually are. This also means that in heavy battle situations even those with modest computers won’t be playing through a slideshow, something that has always worked in Blizzard’s favor.
Like all their games the accompanying music, foley and cinematic cut scenes help to elevate the Diablo experience further. Blizzard really are no slouch when it comes to making cut scenes that are tear-inducingly beautiful and the ones in Diablo are no exception to this rule. Russell Brower, the man behind nearly all of the music in Blizzard games of the past decade, has done a fantastic job with Diablo 3’s music which aptly sets the mood for the entire game (bar one level, but I’ll get to that later). The voice acting is also done well although I felt the dialogue was a bit of a let down in some parts but that’s no fault of the voice actors.
Combat takes wild swings from being a breeze where you feel like an unstoppable killing machine to the disastrous lows where you spend 10 minutes and many deaths trying to beat a single enemy or elite pack. Granted for the vast majority of the game (everything up to Act III/IV hell for me) you probably won’t struggle bar getting a pack/elite with a rather nasty combination. Even then it’s usually a quick change of skills and a repair away from being a walk in the park again. Failing that all you’ll need to do is take a quick trip to the auction house to be able to elevate yourself out of the current rut you’re in, so long as you’ve got the requisite cash of course.
The itemization in Diablo 3 seems to work well in the beginning with upgrades dropping left, right and center. However as you progress through the levels you’ll notice that upgrades start to come further in between, leaving you wondering what the deal is. For the most part its because up until Inferno difficulty most items that drop will be below your level and thus won’t be much of an upgrade. The auction house goes a long way to mitigate this, as does the fact that there are no soulbound items, but that also means you’re somewhat reliant on it should you want to progress at a reasonable rate. Granted this isn’t that bad since semi-decent upgrades can be had for a pittance if you’re willing to search and wait but it is starkly different to the way it was in the previous installments in the Diablo series.
The gem system is back but instead of relying on the Horadric cube to do all your combining and upgrading of gems you instead have your very own artisan that can do the upgrades for you (for a fee, of course). To get better gems you have to pay to train him and as you progress further you’ll need to seek out additional items in order to upgrade him and the gems he creates for you. Gems are also infinitely resusable which is a welcome change as now you can spend quite a lot on crafting good gems and not have to ditch them when you get a gear upgrade (or delay that upgrade because of the gems). This also means that the secondary market for gems is somewhat non-existent as all you need is a friend who’s run Inferno once or twice to come into your game and shower you gems they don’t need but are godly to you.
The crafting system starts off as being a wonderful alternative gear path allowing you to convert unwanted items into crafting materials that can then be used to craft items. All of the items are random however meaning that there’s a very high chance that you’ll create a piece of equipment that you’ll have no use for (which can then be turned back into mats again, if you so desire). Since the investment cost at the lower levels is, funnily enough, low you can quite easily create multiple items and usually get a hit that’s an upgrade. Additionally you can also train the blacksmith to create items that are a higher level than what you can current use, giving you something to look forward to as you level. I did exactly this all the way up to level 30 or so, and that’s when crafting started to fall apart.
The investment cost at higher levels starts to consume all of your available gold should you chose to keep pursuing it. Additionally the material requirements start to ramp up as well meaning that you can craft fewer and fewer items the further you progress. This means that chance starts to play a much bigger factor in whether crafting is worth it or not and in my experience it stats to lose its luster very quickly after level 30 or so. The base idea of the crafting system is sound what it needs is some finessing to make it less prone to rolls of the dice when the investment required for crafting each item is so high. If you’re an action house wunderkid this might not be so much of a problem, but not everyone who plays this game is.
The talent system has been streamlined extensively, taking heavy cues from the improvements that had been made in the upcoming World Of Warcraft Mists of Panderia expansion. Instead of the typical talent tree with 3 different play styles segmented neatly by the different tabs they dwell on Diablo 3 instead goes for an ability based system, allowing you to pick and choose the abilities you want to use and then augment them in specific ways. This streamlined approach appears at first glance appears to be a vast simplification of the traditional RPG system, one that had the potential to remove a lot of the diversity from the game. The actual result is far from that with Blizzard reporting that the most common build is only used by approximately 0.7% of players. Even with my extensive amount of play time in this game I’m still finding myself experimenting with different skills to see if they’ll give me an edge in damage or survivability, something that I had only thought would be possible with traditional talent systems.
Many of the set pieces feel like they are done either for the fans or in spite of them. Much of the game feels a lot like its predecessor with the progression through levels (town/rural -> desert -> keep -> heaven/hell) being eerily similar. Thankfully the environments feel fresh and distinct from their counterparts in Diablo 2 so it doesn’t feel like they’re just 3D renderings of the former 2D sprite based environments. The rainbow unicorn level (I.E. the not “cow level”) is one that was obviously done in reaction to fan’s bellyaching around Diablo 3 being too colourful when compared to its predecessor. This is the one place where the music is just plain wrong but that’s just part of the whole experience of this particular level.
The story of Diablo 3 is definitely above the level I’ve come to expect from most AAA games that only have it as a side note to the main game of multiplayer but somewhat lacking in what I’ve come to expect from Blizzard. The Diablo world, and its current incarnation, is not short of lore and back story for nearly every main character and NPC that you come across. However, and this may be because of the character class I played or not, I never really felt any empathy for the characters apart from Deckard Cain (the only one who I can remember being in past Diablo games). I also never really felt any driving motivation for my character either, mostly because of the way he interacted with the main protagonists.
Whilst a lot of the NPCs would show fear and doubt my character never showed a lick of hesitation when it came to talking down to prime evils or even supposed members of high society. After a while it started to sound more like bravado than anything else which was only compounded by the fact that many of the other characters acted somewhat irrationally towards him (like Azmodan saying at every turn that I would fail, even after I had completely decimated his army). The other classes might have been better but this combined with the lack of empathy for any of the characters meant that I didn’t really care that much for the story. I don’t hate it, I’m just indifferent to it.
So it’s at this point in the review where I look back at the game and ask myself “well, was it fun?”. The beginning stages of Diablo are very enjoyable especially as you get your first rare drop or you completely kit yourself out in blues for the first time. It gets a whole lot better with friends too as the multiplayer experience has been streamlined and integrated perfectly. Still I couldn’t help that feeling I had in the back of my mind, one that I used to get when I was playing World of Warcraft at max level. Sometimes I feel compelled just to do things for the sake of doing them and towards the end as I was approaching 60 I started to wonder why I was doing it. Granted this was at the end of a probable 20 hour binge over the course of the last 4 days, so I was probably just burnt out on playing.
Diablo 3 feels like a game that was made for the fans. The settings and the gameplay instantly dredge up that nostalgia feeling whilst keeping the experience fresh and exciting. Whilst I don’t believe there’s nothing in this game for those who haven’t played before their experience won’t be the same as that of long time fans of the series. I’m not sure if I’ll roll another character but I’ll definitely be joining my friends when we set out to conquer Inferno mode.
Diablo 3 is available on PC right now for $89.99. Game was played through the Normal, Nightmare and Hell difficulties with the Monk class reaching level 60 with around 32 hours of total play time.
I’ve played my fair share of MMORPGs since my first introduction to this genre way back in 2004. After falling from the dizzying heights that I scaled within World of Warcraft I set about playing my way through several similar games only to either find them half done, unplayable or have their community boil down to just the hardcore in little over a month. There are only two MMORPGs that I’ve ever gone back to after an extended period of absence: World of Warcraft and EVE online. Both had characteristics that begged me to come back after I had left them for good and both have continued to reinvent themselves over the course of their long lifetimes. Today I want to take you through World of Warcraft’s latest revision, the Cataclysm expansion.
This expansion signals the return of Deathwing, one of the dragon aspects of Azeroth who’s first appearance in Blizzard’s Warcraft line of games dates all the way back to Warcraft 2: Beyond the Dark Portal. His emergence from the depths of Deepholm have torn the world asunder, laying waste to much of the original world and changing the landscape of Azeroth permanently. This expansion differs significantly from the previous 2 in that it did not add a whole new world, it reinvented the old whilst adding a few new zones. This allowed the developers the opportunity to redo the entire old world in order to make the 0-60 levelling experience more fluid as well as allowing everyone the opportunity to use their flying mounts in the old world. This is in addition to the complete overhaul of every class, 2 new races, a dozen new dungeons, 4 new raid encounters, a new secondary profession, rework of the stat system and an overhaul of the badge based reward system.
I had a few choices when it came to exploring this new old world that Blizzard had set before me. Reports from friends told me the levelling experience was quite nice and the new starting zones were of similar quality to that of the Death Knight area, long praised for its intensely immersive experience. Still I had 2 level 80 characters ready, willing and able to experience the new content right away and logging onto one of them I was instantly greeted by some of my long time World of Warcraft buddies. The decision to level my 80 Shaman had been made for me before I knew it and I set about blasting my way to 85.
The first thing I noticed was the vast improvements to the game experience that Blizzard have added since the last time I played. First there’s a quest helper that not only tracks all your quests it also points you in the right direction and marks out an area for you to find the mobs or items required to complete it. Additionally the character panel has seen a significant revamp with many of the stats now providing insight into what they mean, like the amount of hit required to not miss a certain level target. There’s also lots of tiny little additions that make the game experience just that much better, like the little icon that hovers above your head when you get 5 stacks of Maelstrom Weapon as a shaman something which required a whole other mod to achieve. The revamped raid/party bar is also quite good and a testament to how necessary the Grid mod was before Blizzard rolled their own. There are still a few things missing that I still consider necessary like a damage meter and a loot browser but overall Blizzard has shown just how closely they watch the community and listen to what their needs are so that they can include those things into the main game.
The levelling experience from 80 to 85 was incredibly enjoyable, probably the best experience I’ve had out of any of the previous releases. I was never lost for somewhere to quest as part of my usual trips back to Ogrimmar there would always be a quest on the Warchief’s board that would send me to a level appropriate area. Whilst this has left me with a couple areas left uncompleted (like Vashj’ir and Uldum) it did mean that I didn’t spend time on lower level quests that yield significantly lower experience. The usual line is that the levelling time from 80 to 85 was supposed to be the same as 70 to 80 but I found that it was significantly less, probably about half or so. I think this can be attributed to the random dungeon system they added in a while back with the added bonus that instead of having to do long quest chains to get those juicy dungeon quests nearly all dungeons have quest givers right at the start.
Like any of the Blizzard titles what really got me was the depth and breadth of the lore behind each of the areas. Whilst many of the quests are you’re standard kill X of those, gather Y of these type of encounters there are quite a few that really bring you into the world that Blizzard has created. The screenshot above is from one such encounter where after leading a band of goblins up the hill I’ve finally met with Alexstrasza who soon after takes me on a direct assault against Deathwing himself. There’s also extensive use of the phasing¹ technique giving you that feeling of being the hero of the world, even though you’re in a world of heroes. This lead me to follow many long quest chains to their completion as I just had to know what happened next, spending hours battling various foes and gobbling up the quest text at every opportunity.
The end game has improved significantly as well. Back in Ulduar Blizzard began experimenting with teleporters that would take you a fair way to the part of the instance you wanted to be at. They continued this in Icecrown Citadel and they have made their way into every instance I’ve played thus far. The instances themselves are also quite entertaining with new boss mechanics and some instances even having in game cinematics. Sure you’re over them once you’ve seen them for the 5th time but it’s a nice touch and goes a long way to revamp the old dungeon grind.
I’ve spent the last month playing through the level 80 to 85 content and I’m still not lost for new things to do in Cataclysm. It seems every other day I find myself in a new dungeon I hadn’t yet done or a new section of a quest area I hadn’t yet discovered and that’s just what keeps me coming back day after day. I’ve still yet to dive into the revamped old world in the form of levelling a new character but from reports I’m hearing from both long time veterans and first time players the experience is as enjoyable as my level 80 to 85 experience. So for those of you thinking about reactivating your old account or for anyone who’s had the slightest inclination to play World of Warcraft you won’t go wrong by starting now in the new world that was torn asunder in Cataclysm.
World of Warcraft: Cataclysm is available right now on PC for$39.95. Game was played over the course of the last month on the Oceanic Dreadmaul server as a Enhancement Shaman.
¹Phasing, in World of Warcraft, is when part of a world is in a sense instanced. This allows them to show a different world to different players which is usually used to show the effect of a quest on the world around you. The example given is that if you get 10 wooden planks to repair someone’s house it will in fact be repaired. However anyone who hasn’t yet done that quest will see that house as still damaged.