Developed/Published by: Blizzard Entertainment Released: August 19th, 2014 Completed: 22nd May, 2017 Completion: Finished it, then did some of the post-game content. Trophies / Achievements: 52%
This is a good example of a game that I wouldn’t bother my arse to play. These days, anyway. In my memory, when the original Diablo III came out I actually played through the demo, but that was in the bad old days when it was being designed to have a marketplace and all this other crap that people hated, and I wasn’t that into it because of stupid things like how your equipped weapons on a monk (my chosen hero) can be anything but he still just punches people, so I didn’t keep playing. Until now, obviously, because I had to do some research for a thing, so I just shot through this.
And by shot through this, I sort of actually really mean that, because any average player will be able to carve through Diablo III: Reaper of Souls like a knife that’s literally glowing blue it’s so hot through some butter that’s been left out for most of the day. Diablo III has been updated and modified with aspects like the “loot 2.0” system and so on that by about a chapter into the game you’ll be so incredibly overpowered that it’s a “point direction, press X” simulator. For most of my playthrough, actually, I had a combination of gear where an ever-refreshing aura just killed enemies that got close, so I really didn’t have to do anything at all. Which is fine because your monk still holds, like, an axe and a knife and then punches people. Which is still annoying.
The reason for the ease of course is that you’re supposed to be rushing through the game so you can reach the level-cap and then enjoy doing all this end-game content, like getting bounties, going into randomly generated “rifts” and getting the most epic gear possible, except that when I play Diablo III: Reaper of Souls—and this does admittedly come from someone who never found even the idea of World of Warcraft that exciting—I think… why bother? I’ve already seen everything the game has to offer in terms of concrete “content”?
There’s probably a sweet-spot with challenge in Diablo III—something like even playing as hard as expert on your first playthrough—but I can’t say I was that bothered to find it. Diablo III’s narrative is such ludicrously epic tripe—all waffle about angels and demons warring—that there’s simply nothing to connect to on a human level, and after the first chapter… no, let’s be honest, about half-way through the first chapter I just started sticking a podcast on while holding X and a direction.
Sorting your loot, the bit that’s supposed to be fun, isn’t even that rewarding! Just terrible.
Will I ever play it again? No.
Final Thought: Look, the point I’m probably dancing around here is something about how you can’t just layer on an MMO-style loop and expect it to entertain players who might have been attracted by a closed narrative experience. But I found Diablo III so utterly uninspiring I really can’t be bothered to type it all out, so please just imagine it.
“This piece has such a strong overall visual impact and mood, and strikingly captures the cusp of an epic battle about to be waged between the forces of good versus evil! Both the composition and focal area give this piece such presence!” -Christian Lichtner, Diablo III Art Director
Here’s a poor attempt at a test fit of my diablo crusader. Not pictured are the helmet, other under shoulder, arm, hip, belt? and both hands. I also brought in the upper arm pieces since they stuck out a little too far. I’m beating out the katsu crunch.
“This painting really gives such a powerful sense of the Monk’s history and character. The lighting is beautifully executed and reinforces the focal area to capture a moment in time, with so many great little design touches throughout!” -Christian Lichtner, Diablo III Art Director