‘Diablo 3′ Review

May 24, 2012 by  

Diablo 3 Review

Game Rant’s Andrew Dyce reviews Diablo 3

Fantastic wars between good and evil, with wise wizards and demon lords doing battle for the right to rule humanity: this is nothing new to video games, or fantasy storytelling in general. But there is something to be said for casting aside dense and complex mythology, and letting one’s sword or bow do the talking. That’s the itch that the first two games in the Diablo series scratched to great success, but once again the realm of Sanctuary has fallen under attack from the vilest creatures of Hell.

The past decade saw Blizzard quietly working away at Diablo 3, almost immediately hailed as the be-all end-all of the hack and slash, dungeon-crawling genre. With no shortage of pretenders to the throne gaining success in its absence, does Diablo 3 achieve the lofty goals set by its most ardent supporters? It would be more accurate to say that it has lived up to those set by its own developers. And while not quite as lofty, those particular goals are met exceedingly well.

While the game itself suffered what can only be described as one of the worst singleplayer game launches in history, the developers have apologized and for the moment, seem to have righted the ship. Not a moment too soon, as Diablo 3 grants the task of saving the realm of humanity from the hordes of Hell to the player from the game’s first moments. This may not be a particularly new theme for fans of the series, but as motivation for moving forward, it serves its purpose well.

The story soon takes a backseat to the endless questing and dungeon-looting anyways, so the extended plot is mostly conveyed through a series of breathtaking cinematic cutscenes. Players will no doubt long for a gameplay experience on par with the visual prowess of the cinematics – unfortunately still not feasible – but, unavoidably, the gameplay itself fails to live up to the grand tone and spectacle of the completely divorced expository scenes. The story or fantasy mythology of a dungeon-crawler RPG may not be the most integral aspect, but the fact remains: the dialogue in the cutscenes is better, the character design is more refreshing and impressive, and the terrifying enemies are, actually, genuinely terrifying as opposed to merely boss-like.

The story communicated within the game is not poorly executed, and the occasional dose of well-crafted vignettes only adds to the experience. But this impression that more drama and originality exist untapped outside of the actual gameplay is one which constantly resurfaces.

The heart of the Diablo 3 experience as crafted by Blizzard lies in the combat and item acquisition, and the extensive mechanics and systems which lie under these respective hoods. The five character classes available – Barbarian, Monk, Demon Hunter, Witch Doctor and Wizard – offer a mix of melee, ranged and spellcasting skills as finely-honed and varied as the pedigree of the developer would imply. The beginning stages of the game communicate the strengths and weaknesses of each class quite clearly to newcomers: melee warriors who can plunge directly into the fray and absorb massive damage, ranged fighters who are potent from a distance but constantly in need of falling back, or mages that rely on the elements and spirits to follow their battle plan.

As could be expected, each class feels completely different from one another both in and out of combat. With a wide array of enemy types and unique weaponry and armor, every class offers satisfying offense while still bringing challenges throughout the course of the campaign. The scaled weapons and cosmetically-varied gear follow the formula long established in the RPG genre, as do the ghoul-filled randomly-generated dungeons. Appearances are, in this case, quite deceiving. A brief look at a section of Diablo 3 gameplay may seem to be an exercise in clicking, re-clicking, then clicking again, but the true sophistication of the game exists under the surface.

Diablo 3 Review Combat

Instead of relying on a basic range of attacks that increase in ferocity with the player’s rising experience, Blizzard has crafted a constant stream of primary, secondary and special attacks, accompanied by unique runes which fundamentally alter said abilities. While the Barbarian may begin with a standard melee attack, the initial swipe may soon become a concentrated strike (dealing extra damage in a wide radius, or slightly more damage across a smaller impact zone) or a sweeping slice (which causes bleed damage after impact or turns slain enemies into walking explosives). The final result is an arsenal of attacks and modifiers that follow no strict hierarchy, and place the demand on the player to analyze each fight instead of relying on a tried-and-true formula.

Successful combat strategies are learned, not earned. That is, players who pay attention and prioritize enemy forces are the ones who will avoid keyboard-throwing frustration, not those who simply rely on leveling to unleash more powerful attacks. The attacks do gain potency and brutality as the character levels, but even more modest and calculated attacks and spells can lead to greater success than merely brute force. This becomes even clearer when playing cooperatively, as a skill which had previously seemed somewhat useless can change the shape of an engagement when combined with another class’ abilities.

It is quite an accomplishment to say that the co-op systems put into place are some of the most effortless we’ve recently encountered in a PC title, despite the issues which plagued the game’s launch. Playing with friends is not merely an additive experience but a necessity to appreciate the time and energy that went into crafting the individual class’ specific fighting styles. Simply put: the combat and gameplay of Diablo 3 doesn’t try to reinvent the genre, but hone and perfect the systems that have come to define it. And in that regard, the game most definitely succeeds.

Diablo 3 Review Leveling

With the basic tenets of the genre so strongly relied upon, the most lasting aspects of Diablo 3 – both good and bad – are found in the details. The need for health potions is lessened by occasional health orbs dropped by enemies, allowing the player to maintain reserves for more challenging bosses. Inventories overflowing with magical items required for crafting are remedied by the presence of a Town Portal, granting the player the ability to return to their home base as frequently as they like, and aided by an abundance of waypoints that can be just as easily returned to. In both cases, what could be game-breaking additions never impact the overall skill required to play, merely allowing the player to focus on the aspects of the game that are most rewarding – and, of course, most addictive.

By the same token, there are numerous changes to gameplay that, for lack of a better word, seem half-baked. Certain unidentifiable items found among loot can be deciphered with a right-click. Why? It’s hard to say. No reason is ever given, and the act never ceases to seem like a placeholder. Complaints like these may seem like trivial nitpicking, but when placed alongside the finely streamlined and honed gameplay, they are nothing short of dumbfounding. In a few cases, their lack of polish can lead to frustration, not merely irritation.

For instance, enemies constantly spew out gold coins upon death, commanding completionist (read: Diablo) fans to sweep the battlefield to make sure no loot is left behind. Of course, the number of vendor items which are more powerful than those found while looting throughout most of the game is minimal at best, defeating much of the point in accruing currency. Aside from the Auction House, that is. Considering that most non-magical, non-rare items can be sold for relatively little, their presence within the game seems completely arbitrary at points. Much of the gold that is gathered must be spent upgrading the player’s own crafters to keep pace with their own progression. Since completing quests results in far more gold than scrounging, it seems that a more direct relationship between these elements could have been implemented. Especially since the presence of pets capable of collecting scattered gold for the player were removed because they “felt like they were mandatory.”

Diablo 3 Review Classes

These drawbacks and nagging issues fall short of tainting the overall experience, but with over ten years of development, it’s hard to justify their presence at all. When so many elements of the game were removed prior to release due to their lack of polish or perfection, what remained was safely assumed to be as finished as it ever would be. Perhaps falling victim to the expectations set by an extensively-prolonged development cycle, Diablo 3 nevertheless possesses some faults more likely to pop up in much less refined releases. It is worth noting, though, that these all-too-familiar annoyances and puzzling mechanics only stand out because the rest of the game is presented so smoothly.

Blizzard clearly had a single goal in mind, introducing new and refreshing depth to a straightforward combat system, and creating an ever-changing world in which it could be unleashed. But by remaining so committed to the genre, and refining the basic gameplay more than any other facet of the experience, we can’t help but feel that the game could have been much more.

It’s doubtful that more development time would have accomplished that – for obvious reasons – so instead of lamenting what could have been, we’ll enjoy Diablo 3 for what it is: simply one of the best dungeon-crawler, hack and slash experiences available today.

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Diablo 3 is available now for the PC and Mac. Game Rant played the PC version for this review.

Follow me on Twitter @andrew_dyce.

Our Rating:

3.5 out of 5

12 Comments

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  1. Great game, very addictive, although one point I’d like to make is that Gold does come in handy quite a bit when buying from the auction house. Much of the game’s difficulty is scaled back by having really good gear and you won’t always be able to just get the best stuff in your random drops.

  2. One other thing, playing this with a buddy of mine really hit home to me how much I love the co-op aspect of the diablo games. Took me back to old times and really solidified my dislike for the cluttered, spamm-ish atmosphere of pretty much every MMO out there. 2 – 4 player co-op is where it’s at for me and this game really delivered there.

  3. Good review. I gave it a decidedly more negative review over on my site because of the effect that the Auction House had on my experience.

    Your points about the useless items is well taken. I think the fact that gold is better spent on the AH than on your crafters is actually a pretty big drawback as well. There’s little motivation to upgrade the crafters when I can just buy better stuff on the AH for my gold.

    So my problem isn’t that it’s not a well-made game. It’s that the motivation to play just isn’t there for me. I can buy what I need to trivialize the game, so I don’t see the point in completing the same story over and over and over just to prove what is already fact – good gear makes the game easy, and good gear is easy to come by with the AH (and even easier after they open the RMAH).

    I’m a devout Blizzard follower, but Diablo 3 largely feels like a misstep to me. The few things that are “new” from Diablo 2 mostly only serve to make the game worse.

  4. “Certain unidentifiable items found among loot must be returned to a town before they can be deciphered with a right-click”

    That is completely FALSE. All you need to do is right click the item and you’ll identify it even within a dungeon. It seems that only yellow equipment needs to be identified first. I guess the devs don’t want you to be able to rapidly equip such items in the heat of battle or something. It sure beats carrying those stupid scrolls along. Same goes for Town Portal.

    Outside of that little error, great review!

  5. The itemization so far is pretty laughable. I dunno, I hit level 30 on my monk and just got tired of it. It doesn’t have much replay value in my opinion. And the story takes a turn for the embarrassing around Acts 3 and 4. To each his own I guess.

  6. Waiting for the PvP, but it’s a great game and you really get what you paid for when you try to play on nightmare\hardcore.

    • Playing HC right now is an effort in futility. Every time you log on it’s a roll of the dice as to weather you go LD in a pack of mobs or not. Couple that with no way to actively control damage spikes (with potions) and creatures that can literally one shot you on Inferno and it’s a recipe for frustration.

  7. the only real problem I have with this review is you are saying that Blizzard has been working on it for 10 years, they have released WoW and Starcraft 2, have been working on and releasing World of Warcraft expansion packs,and are working on Startcraft 2 expansions, and they’ve also been working on a new MMO for a while now. I would’ve given it a 4.4/5 simply because the always-online thing, what if I wanna play when my internet is down?

    • The score wasn’t 4/5 because of the always-online requirement.

  8. I really don’t like the combat system. When I was finishing act 2 as a Wizard, I found I needed to change my skill sets entirely moving from a lightning based wizard attack to using more magic missile and orb. While we waited for the final mini-lord of lies to morph into the huge lord of lies, I had to quick change my skills setup to pull it off. In Diablo 2, I just had a bunch of spells bound to a bunch of keys so I could change my setup at will and with ease. You can’t do that here in Diablo 3. You have to choose a few select skills and use those only..which really hurts the customization and personalization of the game. It actually really turns me off. I find myself wishing I simply had the ability to use more skills than I do.

    I find myself wishing someone else besides blizzard produced the game based on the old Diablo/Diablo 2 content and gave us a modern refresh.

    The new diablo 3 just feels way too restrictive and limiting.

    And don’t get me started on the forced being online thing…that’s ridiculous.

    • Also don’t forget that combat on Inferno is basically perfecting the art of the “kite”. This might be fine for the ranged classes but that is not what the Monk and Barb signed up for. Also kiting with a melee class is a huge pain in the butt.

  9. One other point… elective mode partially helps, but you are still limited to 6 skills total. and that sucks.

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