To wait for a game, Twelve years is a long time .but the Diablo faithful have had to do just that since developer Blizzard released Diablo II in 2000. Since then people have leveled and looted for years and gradually mastered its gameplay systems.
Blizzard too has learned a lot over the last decade, and has wisely applied these lessons to the design of Diablo III. At its most basic level, Diablo III is still largely the same game, but with flexible skill systems that encourage you to constantly reshape your hero into whatever you need them to be. In the end, Diablo’s classic, loot-driven formula where you pick from a few pre-determined classes and level them up proves to be incredibly addictive the third time
Twelve years is a long time to wait for a game, but the Diablo faithful have had to do just that since developer Blizzard released Diablo II in 2000. Since then people have leveled and looted for years and gradually mastered its gameplay systems. Blizzard too has learned a lot over the last decade, and has wisely applied these lessons to the design of Diablo III. At its most basic level, Diablo III is still largely the same game, but with flexible skill systems that encourage you to constantly reshape your hero into whatever you need them to be. In the end, Diablo’s classic, loot-driven formula where you pick from a few pre-determined classes and level them up proves to be incredibly addictive the third time around.
Some people love Diablo III for its story, and the third’s narrative is stronger than its predecessor, but still filled with clichés and predictable twists. But that doesn’t really matter all that much, because the story merely serves as a way to tie together the various dungeons and quests in your hunt for gear.
Quality voice acting and some truly incredible cut-scenes between Acts help flesh out the universe, but past the first playthrough it’s not really anything worth paying attention to.
Even when the story failed to grab me, the loot system kept me hooked. Bringing your axe down for a killing blow or blasting an enemy with a skill that rips the flesh from their bones is empowering, but the eruption of gold and treasure that spews into the air induces a rush of jubilation. Picking through the gore that was my enemies so I can pluck out the gold and choice items is like panning for precious metals. No matter how many times it happens I still click on the treasure as fast as I can, quickly opening up my inventory to see if I’ve hit the mother lode or a dud.
Some items have their stats revealed the second you mouse over them, but when a yellow item drops and you have to wait to identify it there’s a moment where you feel like you’re waiting for lottery numbers to be announced.
It results in instances of elation and frustration, but with the bad times come the moments where I’m enveloped in a sense of joy, where the hours I’ve spent wading through monsters for the umpteenth time feel more than worth it. No other game besides Diablo III has engaged my hunger – my need – to get loot in the same way. I dream about it at night (seriously), and dwell upon it while I write this sentence.