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Diablo (Win95)By: The J Man
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Terror has gripped the land of Khanduras. Once benevolent King Leoric has succumbed to insanity and lain siege to his own kingdom. Leoric's son has disappeared. Knights and priestly orders lay in disarray as they battle shadowed creatures mounting attacks from the depths of the night. And the tiny village of Tristram has become a flashpoint in this conflict, as an elaborate system of catacombs is discovered spiraling endlessly beneath its ancient monastery. Adventurers come from across the land to raid the labyrinth for treasures, or to assist in the search for Leoric's missing son. And unbeknownst to the villagers above, Diablo, one of the three Prime Evils of Hell, preys upon their fears. In typical Blizzard fashion, an elaborate and intense backstory has been created for what is ostensibly a fairly simple, short game. You play as one of the adventurers looking to explore the monastery, and will battle your way from surface to Hell across 16 levels. But don't expect too much in the way of quests or storytelling. The dungeon is the entire game, and the action is fairly limited - to paraphrase a quote from The Blues Brothers: "We serve both kinds of gameplay here - hacking and slashing!" You'll start to appreciate the story more as it becomes one of the shrinking reasons to keep pressing through some pretty mind-numbing gameplay. Granted, Diablo is easy to understand and jump into. You move your character by left-clicking where you want them to go. You attack monsters by left-clicking on them to swing your sword. You fire spells by arming them from a spellbook and right-clicking to cast. That's it. It's called an "action RPG;" they've been around since the early 80s, but Diablo is generally credited with bringing them to the mainstream. Along with the basic combat, these games strip the RPG down to its lightest elements (limited character stats and magic items that boost them) and have you thunk your way through waves of enemies while looking for loot. Some people love that. Some people love Diablo. I personally am having trouble getting behind a game whose clicky clicky action is frequently less challenging than the fly swatting minigame in Mario Paint.
The click-based gameplay could be forgiven if you had some options. You don't. There are no unique combat/defensive skills for each character (as there are in later games, namely Diablo II). There's the free left-click melee attack that never changes and a handful of magic spells you have to train for the right-click attack. Hotkeyed potions instantly bring you back to full health if you get in trouble and stock ahead. Enemies either attack up close or fire from a distance, and how you handle them depends on your character. Their AI is not particularly sharp, though ranged enemies do excel at running from your axe, making for a frustrating Benny Hill impersonation. Weapons only get generically "better." There's nothing like a silver weapon that's more effective against specific enemies. You may occasionally have to consider if a weapon that boosts some stats is better than one roughly equal that does more damage, but that's about as deep as the strategy goes. You have three characters to choose from: warrior, rogue, and sorcerer. The warrior is proficient at physical combat, the sorcerer at magic, the rogue at bows and arrows. Each character has stats capped in areas where they're supposed to be weak (so the sorcerer can never raise his strength over a certain limit) while they have higher potential in other areas (that same sorcerer can raise his magic skill 200 points higher than the warrior can).
So now clearly there's a problem, because everybody else in the world loves Diablo. That's what Metacritic says. 100s and trophies all around. I chalk it up to personal taste. I didn't buy Diablo in 1997 because it sounded boring. Playing through it now, I don't feel like I missed out on anything. Diablo is a strictly average experience, and one that doesn't offer much of a reason to go back and try another character (other than the fact that the game is short enough to allow this without much fuss, and some limited randomization will change the levels and monsters around for you). But you may slip ahead there and notice that Diablo pulls off an above-average score. That's because I do want to acknowledge what the game does right. I like the story. There's more of it in the manual than in perhaps the entire game, but it does some excellent scene-setting. I really wanted to see what Diablo had done with/to his new host, and after seeing the surprising level of gore in the room of the early Butcher boss, a proper level of foreboding was achieved. I think the ending was a little brave too, regardless of whether or not they had a sequel planned. A little more focus on quests would have been keen, but I do like that you can learn about a boss, kill him, and get your reward instantly without having to drag his head back to the questgiver or whatever.
I like the graphics. They remind me of Fallout, not just in the perspective, but also in the level of detail of the textures. Characters appear to have been designed in the computer, and have their animations and sprites derived from those models. It looks nice, and every monster looks befitting of a emissary of Hell. I've already talked a bit about the gore, and the effect of burying an axe into a demon's chest is pulled off well (despite the fact that every monster plays their own single death animation regardless of the attack). All corpses stick around on the ground for the rest of the game, which is a nice touch. If I had any complaint it would be that the levels are particularly dark, but this is by design, and there are items and spells within the world that increase your sight distance. There's also an in-game gamma slider to adjust if you're having particular trouble.
You may notice that the click-based combat and stat-based core system sound awfully similar to a modern MMO. You'd be right. The same addictive gameplay based on simple combat and phat loot is present here, as is the same excitement of being able to rumble with a group of monsters that would have stolen your lunch money three levels ago. The sense of accomplishment is there as you effortlessly drop the last few enemies in a level, until you take the stairs to the next level, and find your skills lacking again. Now you want to go out and find better kit and a few more experience points to get back to where you were. The carrot is given and taken away. Repeat until the end of the game. If the shallow gameplay of MMOs doesn't work on you, you're correct that you won't enjoy this. And as a footnote that further sells the MMO connection, you could (still can) join Battle.net and play through the game with a small party of other players for free (just like old MUDs). Not required, and plagued by cheaters, but it was a huge selling point in 1997 and a pretty clear forerunner for what Blizzard's most popular game would become (I speak, of course, of Norse by Norse West). Is Diablo everything you've heard of? If what you've heard is "addictive," "short," and "click-fest," then yes. I admit that I was turned off by the game when I heard that it shares the same stat focus and control scheme as Microsoft Excel, but the execution turns out better than it sounds. It's certainly not the best game ever made, and it's probably too simple these days, especially considering that its core gameplay has been raided by MMOs. This obviously wouldn't have been an issue when it was released, but you certainly don't require hindsight to see the game's deficiencies. It's also not quite as replayable as you might have heard, as characters are forced to homogenize, and monsters and levels don't randomize in any fundamental way. Still, Diablo is a fun little side game for a rainy weekend. -reviewed 2/3/08 - game copyright 1997 Blizzard Entertainment, Inc.
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