Rare and unique items merely require casting time to identify, rather than a depletable resource. Magic weapons already have their properties laid bare. Potions are a thing of the past - replaced by one-time health globe pickups dropped by downed enemies. Instead, each class's attributes increase automatically when a new level is gained, and new skills unlock over time at specific levels. While all of this is familiar, Diablo 3 quickly makes scandalous departures from previous games. Loot, more than levels or character progression, remains the beating heart of Diablo 3. It's still a game defined almost entirely by clicking on things - you click on the ground to move your character to that point, you click on items to pick them up, you click on enemies to make them dead. With Diablo 3, Blizzard has taken the fundamentals of the franchise, broken them apart and rebuilt them into an action RPG so refined and compulsively playable that it's done the unthinkable: It's finally rendered its predecessor a footnote.ĭiablo 3 makes scandalous departures from previous gamesįrom a thousand feet up, Diablo 3 resembles Diablo Past, more or less. Other games did some things – well, if not better, perhaps newer – but Diablo 2 has never felt irrelevant. And every game from the last 11 years, even the Torchlight series, created by veterans from Diablo 2 developers Blizzard North, failed to build a loot system as persistently rewarding and aggressively addicting. Few could match the world-building that Blizzard wove into every corner of Diablo 2, from weapons to monsters to stashes and chests. There were better looking games over the course of the following decade, but almost none had the same unifying aesthetic, or the sense of place that Blizzard built into the wilds surrounding Khurast or Lut Gholein, or Hell, for that matter. With Diablo 2 and its 2001 expansion, Lord of Destruction, Blizzard set a standard for loot-based action RPGs that everyone else struggled to meet. Diablo 3 is the first game to render Diablo 2 obsolete.
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