A Quick Diablo III Recap before Blizzcon

d3-recap-3-tn

In accordance to their promise to keep Diablo III all about customization of your character, and a wide variety of skills and builds per class, they’ve had to cut some things. What kinds of things? Well… there will now be weapon restrictions per class—as in the ‘don’t expect to be seeing Wizards run around swinging two-handed axes,’ kind of restriction. However, that does not mean classes will be limited. As Bashiok has clearly stated on the Blizzard forums, “weapon types do not dictate stats …. The game is about variation, customization, and experimentation in class builds.” Build potential will not be limited by weapon types, and there are no armor restrictions planned as of yet.

This also means a robust skill system, with more and better looking skills per class, and a rune skill system. Runes can be attached to skills, which can change any number of variables—an example being a Wizard’s Chain Lightning can be altered by a rune to bounce to more enemies, or with a different rune, cause the enemies to explode violently on impact.

In addition to the aforementioned new features, expect every monster-type in the game to have a huge number of animations, along with an enormous range of unique spastic movements upon the moment of their demise (ie: death).

Levels will be randomized, but they will not feel generic. Static exterior zones (roads, towns, and so on) will have varying chunks of cut out pieces which can be randomized “adventure” sets. These sets can consist of fountains, abandoned carts, spawned enemies, quests, or a number of other possibilities not yet revealed. Interiors will be randomized, but they will be done so “intelligently, building more and different types.” Dungeons will adhere to different themes, along with the randomization.

d3-recap-4-tn

But for all of you diehard Diablo II fans, here’s your warning: “We aren’t looking to create a game where rushing from entrance to exit is the most rewarding way to play.” While that seems like a downer, let’s face it: exploring can be pretty fun, and make the randomization seem less like a wasted effort. After all, they’re supplying us with interesting, unique environments that still hold the Diablo feel. It seems like such a shame to just bust through the front door, obliterate all in your path and tumble out the exit without so much as an admiring glance to all the shiny.

Now, for any of you concerned with the difficulty level of the game, of any assumed bias towards veteran Diablo players versus newcomers, allow the following quote to assuage your fears: “A gradual progression of difficulty is the most logical approach for ensuring that the game is fun, and isn’t prohibitive or frustrating to players of any experience, level, or knowledge.”

Good move, Blizzard.

For further information, you can find the Blue Tracker (a site tracking all official Blizzard employee posts on the main forums) at the following link: http://www.blizzblues.com/diablo3

Pages: 1 2

Related Articles

Leave a Comment