The Wizard, Witch Doctor and Monk move progressively further and further away from Diablo tradition and standard RPG archetypes into a world where you find designers name-checking Street Fighter and God of War. Of the four classes revealed so far, only the Barbarian returns from the previous game, and even that monster-smashing brute is transformed by more sophisticated skills and a resource system that's all about momentum. Diablo games are simple, immediate action-RPGs on the surface, but the classes turn them into bottomless wells to plumb, and they have tempted countless Diablo II players into countless replays.ĭiablo III certainly won't be any different in that respect - but the classes themselves, and therefore everything you can assume about the game itself, certainly will be. The randomised dungeons are a canvas for their self-expressive slaughter the monster designs a counterpoint to their spectacular skills the multiplayer a lab to experiment with their interactions the difficulty levels and ladder play a stress-test for their design. Sky-high level caps and ocean-deep customisation make each one an epic journey in itself. That's logical - but it's hard not to think that there's something more to it.įor all that we're promised a more fully realised world and a richer questing and storytelling experience in this sequel, there's definitely an extent to which, in Diablo games, the classes are the content. Blizzard says it's focusing on character class reveals for Diablo III - like the recent unveiling of the Monk at BlizzCon - because "seeing a guy running around exploding people" offers the most bang per buck, and conveniently avoids story spoilers to boot.
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