First There Was Diablo
Sequels aren't easy. They inevitably have much to
live up to, and long-awaited action RPG title Diablo 2 had
more than most. Following up one of the most successful computer games
of all time was always going to be tough. To understand how tough,
you need to understand Diablo.
It's ironic that the first time I saw the Diablo
demo, I wasn't impressed. Gameplay consisted of constant mouse clicking,
and that was all. It looked awkward and shallow. Real time action
was not conducive to role playing and for me, it was turn based
or nothing. I was pretty sure Diablo would be another also-released
that was barely remembered by the end of the year.
Then my friends and I discovered Battle.net, magic
items, and the Diablo economy. It seemed the rest of the world discovered
them around the same time. Everything exploded.
I lost at least six months of my life to Diablo.
I haven't experienced before or since the intensity of excitement
created by online trading. It was a frenzy I will never forget.
I was up until 3am or 4am every night for weeks. I had to have that
Godly Plate of the Mammoth or Kings Sword of Haste (only a Bastard
version would do). It was more important than food or sleep. Surely
some high level demigod would have mercy and bestow it upon
me. It would take weeks of playing time and immense luck to find
it myself. Trading was my only real hope. Rumours of new and potent
items went from fiction to fact in the space of seconds. People
were selling their souls for the latest finds. The begging and desire
were the stuff of legend.
"GIVE ME DIABLO PLATE!!!!!!!!!!!!!!!!!!
"I'VE GOT HAVE TO HAVE DIABLO PLATE!!!!!!!!!!!!!
"Stop shouting! Drop the
caps or we'll /ignore you!
"GIVE ME F*&#ING DIABLO
PLATE!!!!!!!!!!!!!!!!!!!"
Of course, there was no such thing as Diablo Plate.
The poor fool was having an aneurysm for nothing, but that didn't
matter. We all had to have it, whatever it was.
And Then There Was Hellfire
Diablo is still the only game to leave me shaking with
adrenaline after nearly losing all my gear to a morass of Witches
and Doom Guards in Hell. I barely made it back to town after doing
a suicide run to my corpse, collecting the items from around the body
while scoffing healing potions as fast as my fingers could hit buttons,
and bolting to my portal. I made it just before a sweeping front of
brightly coloured and deadly oscillating stars dropped my brave Rogue
permanently. There would be no way around that lot again. I looked
at my stats - I had one point of health left.
I remember leaning back in my chair and staring
at my trembling hands in relief. I still had my Obsidian jewelry,
my Royal Circlet, my Godly Plate of the Mammoth, and my Eaglehorn
bow - the fruit of months of play and trading. The haunting guitar
strum in Tristam had never sounded quite so soothing. I spent the
rest of that evening quietly shopping in town at the blacksmith's.
Diablo is also the only game to give me genuine
chills. The eerie, macabre atmospherics of Hell and sudden dissonant
chords could send shivers rippling down my back. The Gothic tinged
graphics, sound effects, and gameplay all worked together to create
a seamless experience. More than once a monster flew around a blind
corner to attack, making me physically jump in my seat.
Sierra's half good, half bad Hellfire expansion
pack over a year later was only saved by some brilliant
third party modifications which replaced the cheesy PacMan graphics
with coherent artwork. We played it till our eyes were bloodshot,
and dreamed of the full sequel. The long two years between then
and the release of Diablo 2 has just amplified expectations.
And now it's here.
Now There Is...
It has been a long time between excursions to Hell.
It takes a while for the game to sink in and it deserves the time;
it is very different. In most ways Diablo 2 takes up where
Diablo left off. In some ways it drops the ball altogether.
In many ways it is both bigger and better. In others it is actually
worse. By the time the demon Diablo reappears for the penultimate
battle however, the game has redeemed itself.
Prerelease hype promised greater than the 640x480
resolution offered by the original and this was, to my mind, the
first and most obvious requirement of a sequel. When it was announced
dangerously close to release that this would not be the case and
D2 would run only in 640x480, I was stunned and disappointed. To
be honest, I haven't quite recovered. Blizzard have received a lot
of criticism for that decision, and it is deserved. It was a very
bad one.
Yet Diablo did not suffer for it's low resolution.
The artwork was smooth, atmospheric, and beautifully balanced. Perhaps
D2 wouldn't either. Alas, my disappointment upon booting up the
beta during the international test was palpable. D2 is in places
worse than the original. There are improvements such as character
appearances changing with each new item worn, but where Diablo
was lush and subtle throughout D2 is at times garish and brash.
The first Act of the game can appear perplexingly unbalanced and
pixelated. The banding on some monsters is so bad they look like
they are only utilizing a 256 colour palette. If you did not make
it through the first Act, you would be forgiven for writing the
game off completely.
Act 2, however, does much to assuage disappointment. The desert
world surrounding Lut Gholein is perfectly rendered. The city itself
is stunning. I spent several minutes admiring the palace and it's
dome alone. It is pleasantly reminiscent of Fallout and the
atmosphere created harks back to old AD&D title Dark Sun.
The jungle density of Act 3 stands almost equal with Act 2, and
Act 4 surpasses both. Blizzard's artists have taken the brooding
nastiness of Hell from the first game and amplified it exponentially
in the sequel. It is like playing a 3D, techno-colour version of
the first. Hell in Diablo 2 is perversely beautiful, and the 3D
effects used are spellbinding. The ghostly passage and ethereal
fire of the Burning Soul monsters for instance is spooky artistry
at its best.
All monsters fit their surroundings both visually
and conceptually, not an easy thing to achieve. There are numerous
embellishments whose only purpose is to enrich gameplay - the harmless
wandering vermin that squish underfoot (snakes in the jungle, scorpions
in the desert, rats in the dungeons), and the 3D motion of foreground
buildings and objects. Everything works together visually and makes
sense. Sierra take note: this is how Hellfire's monsters,
levels, and spell effects should have looked. Shame, shame,
shame.

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