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Reviews
Diablo 2 is one of the best real-time
RPG's that I have ever played. It has all the aspects of a
great game: easy user interface, challenging levels of play,
from when you start out to when you finish. It also has
different character types for different play, and many
different skills for each. Although I have not completed the
game, as I am only in Act 2, this review may not be plausible
for you hardcore gamers out there. But from my relatively short
time in playing, I can judge this game as one of the best I
have ever played. from
David "Cold Fire"
Kruta
After more
than three years in the making, Diablo II has finally arrived.
The belated sequel is easily one of the most anticipated
computer games of all time, so it's not surprising that
Blizzard North has managed to produce another highly
entertaining and accessible game. But while its hack-and-slash
gameplay will seem instantly familiar to those who played its
predecessor, Diablo II is a more complex and much larger game,
which helps explain its extended production. However, in
exchange for the additional complexity and size, you'll have
to tolerate low-resolution graphics and a few more gameplay
problems than you might have come to expect from Blizzard
games.
Although it was hugely successful
both commercially and critically, the original Diablo was
criticized for its relatively short single-player game and
solitary dungeon setting. Diablo II is set in a much larger
gaming world, and its action isn't isolated to a single
locale. Divided into four distinct acts, each with its own
setting, Diablo II now permits outdoor exploration in addition
to a predictable series of dungeon crawls, although the
outdoor areas aren't terribly interesting in and of
themselves. The overall goal of Diablo II is exactly the same
as it was in the first game, namely to hack through hordes of
monsters to gain items and enhance your abilities so you can
confront and speedily dispatch the resident Lord of Terror,
Diablo. This time around there's a better story to serve as
the framework for the slaughter, as each of the game's acts is
linked together with impressively produced and lengthy
cinematic cutscenes. The quests you receive are no longer
random, as they were in the single-player version of the
original game, and collectively the tasks in each act are
loosely linked together to make the overall story more
cohesive. Diablo II's primary focus is still on
action-oriented gameplay, but the more sophisticated
presentation of the cutscenes and the additional plot depth
give the action context and more relevance than in the
original game.
The actual gameplay still consists
almost exclusively of killing monsters to gain treasure and
experience points. Since your character constantly gains more
and more formidable abilities and weaponry, that relatively
simple style of play proves to be just as addictive as it was
in the original Diablo and in other games that have since
exploited the same formula. It's difficult to extract yourself
from a game that always keeps you on the verge of being
rewarded for another achievement.
Early in the game, that otherwise
effective blueprint is overused, since swarms of weak
creatures are hurled at you. The game is so easy until the end
of act one that it gets tiresome wading through crowds of
pathetic beasts, several of which are less fearsome versions
of counterparts from the original game. The lack of resulting
tension is noticeable, especially since the first Diablo
increased its difficulty very quickly by requiring relatively
inexperienced characters to battle behemoths such as the
Butcher and the Skeleton King. There isn't a similarly
difficult showdown in Diablo II until the very end of the
first act, although there are plenty of challenging
confrontations after that point in the game. Blizzard has
always seemed intent on producing games that are extremely
intuitive for new players; with Diablo II, the developers may
have been concerned that neophytes would find all of the new
character skill choices intimidating and accordingly
structured the game so that the early stages would give you a
less stressful opportunity to get accustomed to the new
character development system. In addition, since the graphics
for the creatures and areas at the beginning of game were also
created quite early in the game's development, they are
substantially worse than those that appear further into the
game. The first act of the game is generally not
representative of the quality and challenge of its remainder.
More experienced players may be bored
early in the game because of the lack of difficulty, but
they'll certainly appreciate the additional character
development options. In addition to there now being five
player-character classes instead of just three, the
differences between the new classes are more significant than
they were in the original game. In Diablo, while each of the
classes had different strengths and inherently performed some
actions better than the other classes, there were only a
couple of unique class skills. In Diablo II the character
development system has been overhauled, and almost all skills
are unique to a particular class. In addition, you get to
select which skills your character acquires or improves, so
even characters of the same class can develop completely
differently. Similarly, whereas the original game's mana
attribute simply determined a character's spell points, it's
been redefined into a more broadly useful attribute that all
character classes need to keep track of. The increased
differentiation between classes and the more expansive
selection of skills appreciably enhance the game's replay
value, especially since Blizzard did a good job of making each
class interesting. While the additional complexity may make
Diablo II a little less accessible to casual gamers, it's
definitely the game's most significant improvement over
Diablo.
On the other
hand, the graphics in Diablo II are disappointing, especially
when compared with those in the original game. When Diablo was
released at the end of 1996, its SVGA graphics were amazing.
More than three years later, those low-resolution graphics no
longer look impressive and barely look adequate, and yet
that's all Diablo II offers. There are some notable graphical
improvements, such as the game's lighting and translucency
effects and the new parallax scrolling that gives a 3D gloss
to otherwise flat objects, but the game's 2D graphics are
generally disappointing and look pixelated and lack sharpness
on larger monitors.
The graphics are also almost
constantly obscured by the game's automap function. You can
turn the map off or dim its brightness, but the game's outdoor
environments make the map even more necessary for navigation
than it was previously, so most of the time it'll be blocking
your view of the game world. There should have at least been
an option to display a smaller version of the automap in a
corner of the screen where it wouldn't intrude as noticeably.
Fortunately, the developers made some tweaks to the game's
design and interface, and the resulting improvements are
noticeable, even though they may not go far enough. For one
thing, the game has no discernible loading-time transitions
between areas - only between acts. In addition, instead of
having to constantly mouse-click to initiate attacks, you can
now just hold the mouse button down to continuously attack a
creature, which limits the amount of tedious mouse-clicking
that was required in the original. There are also additional
hotkeys available for skills or spells, but there still aren't
enough available to give quick access to all of a character's
useful abilities. Surprisingly, Westwood's Nox did a better
job of granting you quick access to an area map and your
character's abilities, spells, and items, even though
accessibility was a key strength of the original Diablo.
While Diablo's cooperative
multiplayer mode was undeniably addictive and included a
variety of difficulty levels unavailable in the single-player
game, players still complained about the fact that most of the
game's quests were only accessible in the game's single-player
mode. In Diablo II, the single-player and multiplayer modes
are almost identical, and all of the quests and difficulty
levels are available in both versions of the game. Multiplayer
Diablo didn't permit you to save the game whenever you wanted,
and a character's death resulted in a hazardous and
ill-equipped trip back to the same dangerous area to retrieve
the character's valuables. The designers of Diablo II
apparently believed the resulting tension generated by the
multiplayer mode of the original game was worth porting to the
single-player mode, because that's the only way to save your
game in the sequel. You can no longer save the game whenever
you want, and when a game is saved (either automatically or
when you exit a session), new monsters are generated to
populate the gaming world. There are waypoints that can be
activated so you can get back relatively close to where your
character was last exploring, but creatures will have
respawned in that area, even if it was previously cleared out.
Leaving a game without using the "save and exit"
option in the main menu could result in the loss of recently
acquired booty. While the new system does prevent you from
constantly reverting to saved games and robbing yourself of
the thrill of danger while exploring a new area, it's a design
decision that's bound to frustrate some players.
The most significant problem with
multiplayer Diablo was that it was too easy for hackers to
create powerful magic items and alter character attributes and
other data files, since all of the game data was stored
locally, on players' hard drives. Within a couple of weeks of
Diablo's release, it was virtually impossible to play a
non-password-protected game on Blizzard's free Internet
Battle.net server without being harassed by players solely
intent on ruining other players' games with their unnaturally
overpowered characters. Battle.net now has an optional archive
to store character data, which should finally cure the hacking
problems that plagued the original game, since would-be
cheaters won't be able to alter that data anymore.
Blizzard's Battle.net Internet
servers, which were initially launched concurrently with the
release of the original Diablo, have proven to be unable to
cope with the number of players currently trying to play
Diablo II online. Gameplay has so far proven to be laggy,
which is surprising considering Diablo II played well during
beta testing and the original game played smoothly online.
Once additional capacity is added, Battle.net should be a more
accessible and enjoyable option, which is particularly
relevant since features such as worldwide rankings and the
game's hard-core mode are only available online. Blizzard does
deserve credit for adding the hard-core version of the game,
which prevents you from resurrecting slain characters no
matter how many hours have been devoted to developing them.
This feature makes for a truly tense and exciting gaming
experience - it's an option that many won't dare try, but
death for a character in Diablo's spiritual predecessors,
Nethack and Rogue, could have similarly brutal consequences,
and those games proved to have enduring appeal.
The development team for Diablo II
clearly made it a priority to respond to all of the perceived
problems with the original game, and players will likely
appreciate most, if not all, of the resulting design changes.
Diablo II offers a larger gaming world, the opportunity to
play an open multiplayer game without being intruded upon by
cheating players, and a more complex and interesting character
development system. While its graphics appear somewhat dated,
Diablo II has incredible replay value, and most importantly,
it offers a lot of addictive gameplay in either the
single-player or the multiplayer mode.
from
GameCenter
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