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Diablo III review


There are people who have been waiting for it for 10, long, years. There are people who dreamed at night what adventures they would face when the shadows returned. There are people who started petitions and petitions to see him return as soon as possible ... then it was Diablo III, between the initial general joy.
Initial because, once the beautiful packaging has been discarded, it is good to know that disappointment will dominate the minds of all the hardcore fans of this epic as well as beloved series. Diablo III is not the direct descendant of the two previous chapters but, rather, a "fit" and fashionable son, who is not interested in traditions and family stories. But let's go in order!



A meteor in the dark… with your username and password

The third installment of the series begins with a splendid computer graphics video that sees our old companion, Deckard Cain, concentrating on consulting ancient and dusty tomes in a gothic cathedral, in an attempt to predict an impending disaster that will affect the world. some men. Almost immediately, a huge meteor will hit the cathedral in question, plunging poor Deckard into the depths of it. Here we enter the field, heroes of the light ready to revive the fate of the world threatened once again by the nefarious forces of evil. The premises of the title, not exactly original nor even less profound, will obviously not be a shocking surprise for veterans of the genre also because, in the context of hack 'n' slash, the plot factor has never necessarily been a problem: what an enthusiast of the videogame branch expects it is not so much a detailed and deep storyboard, but rather an extended and extremely explorable universe, with infinite possibilities (especially in terms of usable objects and treasures). Diablo 3, from this point of view, offers something in line with the two older brothers, having an arsenal of weapons, armor and various jewels of all respect and absolutely on par with the two previous chapters, both qualitatively and quantitatively. By accessing the game for the first time, we will notice the "real" novelty of the title: Diablo 3, to all intents and purposes, is set up as an MMO, totally online and with the need to use a username and password to access your account . The new setting of the title is a move by Blizzard aimed at fighting piracy in an impeccable way: if on the one hand the choice could be suitable to protect not only the interests of the company but also of all those who have decided to legally purchase a copy of the game, from a purely playful point of view, the choice has caused 'terrifying' implications. First of all, in the very first days following the launch it was almost impossible to be able to access the game servers, between bugs present within the title that caused the same to sudden crashes to the desktop and overcrowded and inaccessible servers (which leads to think, among the other things, to gross errors in the estimate of sales or, according to some 'theories' circulated on the forums, would highlight the total disinterest of Blizzard in offering a quality experience to the players, solely focused on selling as many copies as possible). In addition to the various game errors which, it must be emphasized, have been resolved for the most part in a very short time (even if a certain overcrowding of servers remains almost a month after launch), the real problem that has plagued (and is afflicting ) the game is the quality of the service offered to buyers due to the assumptions mentioned above: Diablo 3 needs an always active connection to the Blizzard servers to 'run', otherwise it will be impossible to access the game. This translates into scenarios that touch the 'conceptual' insanity of certain Serie B films, with players who die in single players due to lag or are expelled from their game due to prolonged inactivity or, worse still, cannot play in lonely because of overflowing servers or problems of a 'personal' nature related to your service provider (not to mention the annoying spam of 'gold-sellers' which, in the last few days, has already invaded the title and forced a good chunk of population to disable the general game chat). In addition to this, just like a real classic MMO, we will have to choose the server in which to play without the possibility of "translating" characters between the various hosts available: in practice, those wishing to migrate from one server to another would be practically forced to create a new character from scratch. The gravity of the situation is even more acute, if you consider that the title was released in 'disabled' form (the PvP will be integrated in a few months), despite being in development for more than three years and 'filtered' by a beta lasted more than 6 months, with a rather precise and timely 'feedback stream' from users. If we add to this the price of the title (higher than the norm for PC titles), the 'omelette' is well served: what will ever happen?



How should I destroy you, evil thing?

Once logged into your account, the first choice we will have to take will be that of the class to opt for: the choice will be limited to 5 classes available (Barbarian, Monk, Shaman, Wizard and Demon Hunter) and the level maximum achievable will be 60. Each class will have, initially, a totally 'personal' introduction in computer graphics to the universe of the game, which will explain the reasons (not exceptionally original) for which our parents leave in search of the evil one. Each different profession will be inextricably linked to one of the four basic statistics present in the game (Strength, Dexterity, Vitality and Intelligence, which will grow with increasing levels in a totally automated form): for example, the magician will tend to have a very high Intelligence while the Barbarian, for his part, will prefer the Force. The statistics, in addition to the obvious implications deriving from the primary effects RPG players are used to, will also have secondary effects that will make them necessary for all classes: for example, the Force will intervene not only to increase melee attacks but will guarantee even a higher armor class, as well as Intelligence will affect the character's magical defense. The classes themselves, apart from 'high-sounding' names, will not offer great novelties in the role-playing field (but, obviously, it is not that infinity could be expected) and, at the same time, they will represent neither more nor less than one ' reinterpretation of the 'old' Diablo 2 classes: an example? The shaman, a class that in the very first footage of the title was 'celebrated' and 'hailed' as innovative, is set very similarly to the necromancer of the second chapter, with evocations of undead 'amenity' and many magical powers focused on poison damage. The same can be said of the other two 'novel' classes of the title, the Monk and the Demon Hunter, mediations of classes belonging to the previous title (the first between the Paladin and the Assassin, the second between the Amazon and the Assassin) with some small hints of 'personality' (especially as regards the Monk's style of play). The other two classes, already belonging to the previous edition, have undergone some 're-style' roles of considerable invoice: the Barbarian has abandoned the role of 'ferocious warrior' in favor of the role of 'Tank' of the title, while the magician will have available a range of skills that, according to the opinion of many, will make him the most versatile class of the game, moving him a little away from the role-playing stereotype 'so much attack, little defense'. The real novelty in terms of gameplay is the new character customization structure, to which it will no longer be possible to distribute points or statistics (which will automatically increase in value by a certain amount each level) or as regards the skills (which will be about one forty per class, mixed between active and passive): the only form of customization left is that of the 'runes' associated with skills. Each skill will have a total of 5 runes available that will modify the essence, adding secondary effects or enhancing the basic starting effect of the skill. Speaking in general of the abilities, they will exploit various 'sources of energy' (the 'generic' multiclass Mana of the previous chapter has been set aside), sometimes multiple (as in the case of the Demon Hunter, who will use "Hate" and "Discipline ”): Each form of energy will be particular and will have an equally particular method of reintegration and growth. For example, the demon hunter will have to hit with certain skills to regenerate the "hate" (which will regenerate very slowly over time) and use more powerful skills but, at the same time, will have to opt for specific equipment in order to increase the value. absolute of the aforementioned source of energy (which will not increase with the level up): on the contrary, the Shaman will use the "Mana" of classic role-playing invoice, which will regenerate over time and which will increase in absolute value as the level of the character. One of the main criticisms addressed to the game, especially in comparison to the possibilities offered by the previous titles, was the total or almost total absence of customization: largely truthful criticism, but not entirely. If obviously Diablo 3 does not have the strategic depth and the opportunities at the level of character management typical of the previous chapter, it is also true that the title offers a quantitatively higher range of moves and the opportunity to modify every single skill with five secondary effects: not we are certainly facing a clear improvement of the past features of the series but, in fact, the new skill modification system offers a fair amount of freedom as well as a certain basic 'conceptual' originality. Of course, in terms of planning and customization of individual gameplay, Diablo 3 offers very little to veterans and nostalgics of the "times gone by", with a nod to the new (and impatient) generations: what many are asking is the why, to an innovative skill management system introduced, the already tested statistics distribution system used in the past has not been added (or even improved)?



Dark depths

The game, which for the moment consists only of the "campaign" mode (which can be tackled in single or four-player co-op in a "drop in / drop out" style), can be faced with different difficulties that will require a commitment gradually. higher and greater mastery of the character (the Inferno mode, to all intents and purposes, will be 'infernal'): the title must be completed several times in order to unlock the next difficulty level and, obviously, everything will not be shared between various characters (creating a new character will mean restarting from the first difficulty level). Playing at higher difficulties will make us enjoy superior benefits and new 'rewards', such as unlocking new businesses, obtaining emblems and effigies etc etc: obviously, the focus of the game will consist in obtaining better and better equipment which, of course, can only be found by gradually increasing the difficulty of the game (although, it is useful to underline that the drop of really 'powerful' objects decreases significantly with increasing difficulty). Furthermore, the title can be played in 'soft-core' mode ('normal' mode in which the death of the character will result 'only' in the lowering of the integrity value of the equipment) and 'hard-core' (death will cause the character to be unused). As already mentioned, the maximum level that can be reached with a single character will be 60 and, the progression in the levels, will allow us to unlock new skills, runes and, for the very first levels, the possibility of using new 'spaces' of the skillbar. Stopping to talk about the actual gameplay, the game is based on the classic gameplay that the series has accustomed us to, with some significant mechanical additions (such as the introduction of checkpoints from which to restart in case of death and the release of 'globes healing 'such as' loot' of defeated mobs). The maps will be quite large to explore and filled with enemies and treasures: each map will also contain a variable number of random dungeons, the interiors of which will be randomly constructed and populated (albeit in line with the 'flora and fauna' of the level in which there finds). Compared to the second chapter, the dimensions of the maps and dungeons have been reduced, both in terms of size and in terms of quantity: usually, each map will contain a maximum of three / four random dungeons which, at the same time, will consist of two levels (the first more articulated, the second more 'modest' and which usually houses a boss and the "treasure chest"). At the same time, the dungeons will also be 'simpler' to manage and much less labyrinthine than in past editions, for the melancholy desolation of exploration veterans. Furthermore, by delving into the maps, we will have the opportunity to fulfill our task as a 'goat and cabbage savior' by completing particular 'events' which will be, in practice, secondary quests given to us by NPCs scattered throughout the various levels of the game. From a purely mechanical point of view, the player will move his character using the mouse and keyboard as in past editions: the novelty at the interface level, in addition to the graphic re-style oriented towards a 'colored darkness', also lie in the renewed skill bar, which will allow the use of 6 abilities immediately recalled with the use of keys that will be freely modifiable. The fights will require a fair tactical acumen and a good command of the class, especially as the game difficulty increases: the mobs, in fact, will be equipped with a fair AI and, with the increase in difficulty, they will become stronger and more resistant, as well as that endowed with new and deadly powers (especially as regards the "Bosses," surrounded by a gold 'aura', and the "Elite" mobs, colored in 'electric blue') such as the ability to teleport, create walls to block movements of the player or detonating ice spheres designed to freeze area. A fun novelty introduced by Diablo 3 is the rewards and achievements system: in Diablo 3 we will be rewarded with experience bonuses for certain 'particular' actions performed in the game, such as killing a good number of enemies in sequence or 'ending' adverse threats causing an entire wall to collapse on them. As for the achievements, they will work like the Playstation 3 Trophies or the Xbox 360 Achievements: by fulfilling one of the many objectives available, ranging from killing "elite" monsters to creating magical items, we will be rewarded with a title and the enterprise points that will accumulate on our account, functioning exactly like the mechanisms used on the console. By unlocking certain companies, then, we will also get effigies and coats of arms as a gift, with which we can modify our personal banner in game in total freedom, using a special editor. Like any good self-respecting dungeon crawler, Diablo 3 is equipped with a discrete compartment dedicated to the creation of weapons and armor and their "enchantment": we will have two NPCs available to take full advantage of the section, the blacksmith and the jeweler, which we will get progressing in the game. The first, as can be guessed, will allow us to build magical objects of fine workmanship (which will come out of the process with a predetermined number of random magic bonuses), through the use of ingredients obtained from the recycling of magical objects 'looted' by enemies and a sum variable money: the blacksmith, also, can be upgraded in order to access increasingly stronger weapons and armor, using items scattered throughout the game for the 'leveling' (which will change depending on the level of difficulty played) as well as sums of gold of increasing magnitude. The jeweler, for his part, will have a very similar 'functioning', offering the possibility of creating gems of different types and qualities, which can be set into weapons and armor and which will give different bonuses depending on the chosen 'destination' item, both qualitatively than quantitatively. It should be emphasized how the aforementioned section, especially as regards the creation of weapons and armor, has been badly balanced with respect to the general trend of the title: the objects that we will manufacture, in fact, will almost always be rather 'weak' ( net of a waste of considerable resources, both in terms of recycled items and coins spent in upgrading the NPC / creation of the object) and, most of the time, it will be convenient to comb through the auction house and invest the coins laboriously 'farm' in items offered for sale by players, rather than risking large amounts of capital in a rather 'stingy' crafting system of valuable items.



I buy!

The other big news of the third chapter of the saga is the introduction of the auction house, with the possibility of scrolling through a virtual catalog that consists of all the types of objects sold by other players and that we can buy using real money or ' fictional ': obviously, it will still be possible to buy items' face-to-face' (as was the case in Diablo 2). The auction house will not be 'globally' accessible, but will be divided into three areas geographically related to three continents (Asia, Europe, America) and, at the same time, diversified among "soft-core" players (who will be able to buy in game with both real and fictitious currency) and "hard-core" ones (which can only be purchased with fictitious currency). The introduction of the "Auction House" made many turn their noses up, especially as regards the detail relating to the 'percentage' that Blizzard retains on all transactions, especially in relation to those that take place with real money: the feature was 'officially' introduced by the American company to counteract the spam of auctioned items in the bud, which would only burden the search engines inside the service offered by Blizzard. Reading here and there on the forums, however, there are alternative opinions to the question that, on balance, they know of 'dark conspiracy': if already in themselves the hack 'n slash are' gear based '(that is, very focused on the quality of the equipment), the innovations introduced in Diablo 3 (especially related to the fewer possibilities offered in terms of character customization, with an eye on the total and unjustified absence of a system of points to distribute) make it a game almost exclusively focused on equipped weapons and armor. It is natural that this, also in view of the introduction of PvP (which, according to rumors, will abandon the 'world pvp' modes of the second chapter in favor of a World of Warcraft-style arena mode), will very likely result in a boom in purchases on Auction House with real money (purchases much faster and 'convenient' given the stellar prices of items in 'fictitious' currency, which would require hours and hours of gold farm to be concluded), demeaning both the game itself (whose heart, given the genre undertaken, should lie in the continuous exploration of the dungeons in search of the 'rare' drop and in the collection of materials useful for the 'crafting' of objects) that 'correctness' and ethics between the various players, greatly benefiting those who pay (a bit like it happens in almost all MMOs that offer the choice between the 'free2play' model and the 'premium' model).

The ... hens have eyes

The more purely technical sector has had its weight in the 'diatribes' triggered by the title (but it is a trend that repeats itself undaunted every time an expected title lands on our gaming platforms): if on the one hand the audio sector stands out on good levels (with music and sound effects rather close to the tradition of the brand and an acceptable dubbing in other languages), the video sector has turned up their noses to most, veterans and not. Diablo 3, despite being endowed with a generally pleasant graphic rendering, marked a radical 'style' change in the conception of its universe. The title, in fact, uses a design (and a more general atmosphere) of 'chromatic darkness' and which winks at a very cartoon stylistic conception (above all, the high-level weapons and armor are very reminiscent of World of Warcraft): it is natural that the question raised more than a few eyebrows, especially in relation to the atmospheric backlash resulting from the combination of a cartoonish design with a universe of strong gothic and bloody hues to which the series has accustomed us. However, the general design stands at discrete levels and the overall aesthetic characterization (from mobs to equipment) will be rather varied and detailed. To increase the 'childish' effect of the aesthetic, there will be Bloom effects scattered everywhere and a very extensive use of 'sparkling' lights, which will cover various segments of the title, from the magical aura of weapons to skills , from the coloring of the bosses to the visual rendering of the armor itself. Personally, it has happened to me several times to lose sight of my character in rather crowded situations during cooperative sessions or, even worse, to die due to a confusing stylistic rendering of the skills, which will often make us 'sweat' in the attempt to understand who or what left that huge fire trap on the ground (which, at high levels of difficulty, can 'oneshot'): the whole problem is obviously triggered by the continuous use of explosions full of vivid colors and lights. Since it would have been difficult (as well as' sacrilegious' for some) to translate the 'heavy' hack 'n slash brand into the varied world of 3D, Blizzard opted for an isometric view with 3D scenarios (or, more simply, “2,5 , 7 D ") to which the" young shoots "responded by expressing strongly negative opinions: the graphic detail of the title did not scream a miracle (even if I personally liked the aesthetic rendering of the backdrops), but this also translated into a low demand in terms of hardware conformation (Windows® XP / Vista / 9.0 (latest service pack) with DX 2,8c, Intel Pentium® D 64 Ghz or AMD Athlon ™ 2 X4400 7800+, NVIDIA® GeForce® 1950 GT o ATI Radeon ™ X1 Pro or higher, 1,5 GB RAM (XP) / 7 GB (Vista / 12), 1024 GB free disk, DVD-ROM if you purchase the disk version, broadband Internet connection and minimum resolution 768 × XNUMX). The game scenario, of course, will follow the general design choice close to cartoons, showing a fair level of detail: a 'technical' novelty linked to the 'backgrounds' will be the possibility offered to the player to destroy a good part of the objects on the screen. , which will sometimes result in the very useful possibility of destroying an object (for example, a wall) to hit a large group of enemies. As for the animations, they will be quite fluid and 'natural' (and here we must underline the enormous work done by the team of programmers from the beta testing phases, during which the characters were afflicted by a series of rather 'snapped').

Verdict 7/10 Zelda Auctions Were Better WW Comment Diablo is dead; indeed no, he is alive. Actually no: Diablo is in a "coma". Blizzard has failed to live up to the expectations that a title of this magnitude should have met: if on the one hand Diablo III rests on discrete gameplay bases, fun and 'addictive', on the other hand a series of problems of various kinds have heavily undermined the final yield. If you also think that the game was released in the middle and, quite often, it will happen that you can't even play it due to problems related to the request for an internet connection that is always active, it will be easy to understand that buying Diablo III at full price (and slightly higher to the norm) will be a painful choice. It is natural that, being the title orchestrated as a canonical MMO in certain respects, we can reassure ourselves on the support of Blizzard aimed at improving the general performance of the title (in addition to the addition of the PvP sector): but for the moment, Diablo III remains , quite simply, a discreet game. Pros and cons Wide choice of Equip
Excellent sound sector x Auction system
x Constantly playing online even during single player

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