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Diablo III |
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> Style 1-Player ACTION/RPG (Multiplayer TBA)
> Publisher Blizzard Entertainment |
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> Developer Blizzard Entertainment >
Release TBA |
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Whenever
Blizzard announces a new game, it's an event. At this
year's Worldwide Invitational in Paris, the esteemed
developer revealed its next project: Diablo III. While
this demonic apple doesn't fall far from the tree,
Blizzard is doing what it does best: refining the hell
out of the design and polishing the gameplay until it
sparkles. |
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The general
idea of clicking on monsters until they pop like loot
pinatas hasn't changed. Likewise, randomly generated
levels punctuated by set-piece boss fights are back -
with the addition of the occasional scripted event.
However, everything that surrounds these core tenets has
gotten a makeover.
A new health
mechanic headlines the gameplay changes. Rather than
recycling the potion-chugging gameplay seen in most
action/RPG titles since the original Diablo, Diablo
III's monsters occasionally drop health orbs that
restore a portion of your entire party's hit points when
touched. As lead designer Jay Wilson explained it,
this results in more |
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exciting
"positional gameplay" where players have an incentive to
charge headlong into a pack of monsters to get the
health they need, or try to lure the enemies away from
the health orbs. Ideally, this throws another twist in
to the endless hack n' slash to keep the experience
grind from becoming too repetitive. |
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One of
Blizzard's goals is to encourage players to use more
than the one or two skills that most past Diablo
character builds utilized. To facilitate this, a more
modern MMORPG-like interface replaces Diablo's
traditional two-button system. From what we saw, it
closely resembles Titan Quest, with numbers bound to
hotkeys and a very clean, simplistic HUD leaving the
screen free to showcase the constant carnage. Wilson
admitted to exploring a World of Warcraft-like
customizable interface for Diablo III, but the idea was
ultimately rejected as adding unnecessary and
undesirable complexity to what Blizzard envisions as a
streamlined, more simplistic RPG.
Blizzard
refused to discuss character progression, other than to
say that the team is exploring several different ways of
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the
acquisition and improvement of skills. Ultimately, the
goal is to offer plenty of differentiation between the
five hero classes, but the skill system's specifies are
still under wraps. |
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The two
classes Blizzard showcased, the Barbarian and the Witch
Doctor, seems like the kind of powerful, unique heroes
that players expect our of Diablo. Leaping in and out of
combat and dispatching swarms of enemies with a giant
hammer and dual-wielded axes, the Barbarian appears very
similar to the Diablo II version. The Witch Doctor, by
contrast, fights with the assistance of pets and disease
and decay-based magic powers. Horrifying groups of
monsters with a fear skill, bombing them with lobbed
fireballs, and swarming them with plagues of locusts
(which also spread to nearby enemies and the Doctor's
own pets, draining the life of baddies and augmenting
the pets' attacks), the Witch |
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Doctor is a
fitting addition to the Diablo universe. Blizzard was
mum on the identity of the final three classes. |
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Moreso than
in most other action/RPGs, Diablo III has different
enemy types working together to create new combat
situations. We witnessed shield-bearing skeletons
guarding highly dangerous archers, which were dispatched
by first stunning them with a massive shockwave to
remove the nigh-impenetrable shields from the equation.
Without the added protection, the soldiers and their
archer compatriots were easily annihilated. Wilson
stated that this sort of cooperation is something
players will see throughout the quest.
Blizzard's
consistently excellent art direction continues to wring
the best presentation possible out of the rendering
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nology. The
graphics speak for themselves, though you have to see
the game in motion to truly appreciate how much the
smooth animations, environmental desctruction, and
integrated Havok physics help bring the world to life.
Sending a zombie flying into a wall and watching its
limbs flail lifelessly as it crashes to the ground is
much more visceral and immediate than seeing yet another
pre-canned death animation |
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For our
money, the Diablo III first look was worth the wait. Now
we just have to endure the months (hopefully not years)
between seeing this glimpse of the game and playing it
for ourselves. |
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For Further
Information, please buy a copy of Gameinformer @ myNEWS.com
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