Remember in Diablo 1 where angels didn't exist at all outside of legends? Was pretty nice. From discovering seemingly ancient knowledge from books that were lost beneath the monastary in D1, to plot dispenser NPCs and meeting angels (but they totally can't help you outside of cutscenes even though they are lvl 100 and you start the game at lvl 1) in D2/D3.
I actually quite liked the portrayal of angels in D2, but overall yeah.
They really fucked up the angels in this. I'd expect them to be uncaring, alien and reserved in their manners. But in the first cinematic they're already behaving like butthurt children pointlessly fighting each other over the first minor conflict they have.
Also the cutscenes were underwhelming in general. There were only about 3 of them, 2 of which were shown months, if not years ago.
Pretty derp, if so.
Blizz were masters of cinematics for quite some time.
The DRM was probably very wise. Many people want to play as soon as possible and can't be bothered to wait for a crack- so this way they give in and buy the game. It does appear to be quite the sales hit.
That's the case for weaker, not stronger DRM.
If your target wants to play the game right fucking away, to the point they wait in gigantic queues before the stores, you don't need anything more than a speedbump for crackers, because hours matter for your players.
Going strong DRM and then having it fuck up and deprive those players of opportunity to play may scare quite a few off and will generally work in favour of crackers.
Why the fuck do I have to be connected to a server to play single player? Not even Steam requires that 100% of the time.
Steam can be used in offline mode indefinitely. if you don't need new patches/MP, or any of this newfangled community e-penis meters, you don't really need to ever go online with it.
The Diablo serie never had much of an interesting world, and that's mostly because it never had great characters.
That's bollocks.
Take TES - very interesting world, but most characters are hahahaohwow.jpg in terms of memorability.
Sure, it has a darker theme for a fantasy story, long before grim and dark was fashionable like it is now, and it was fun to see it deal with the themes of corruption and end of the world, but it was there mostly to give some background to the action and nothing else.
Sure, there is no denying that Diablo lore was painted with precious few strokes, but it was pretty cool.
The portrayal relied strongly on parallels with RL christian mythology, so most of the lore was implicit. Only key differences (like stuff going beneath the facade - things being quite manichean, secret war between agents of heaven and hell, powerful mortal mages in secrecy aligning with either side; and stuff explicitly different - magic, Horadrim, Dark Exile, etc.) were explicitly invoked.
Yeah, it was just a background, but atmosphere was a big part of the first Diablo and this definitely helped create this atmosphere.
Well, no, that's not "diablo for you".
Diablo for me is that game where when you opened that square room full of gore on dlvl2 a fat fuck with huge cleaver ran out and sodomized every fucking part of your body with this cleaver.
Diablo, for me is that game where you could get volleyraped by acid puking abominations in catacombs and later by fire/lightning/lava spewing monstrosities in caves.
Diablo, for me is that game where you can't predict what enemies you'll meet and what resists you will need often meaning you go ridiculously underprepared.
Diablo, for me is that game where despite all the simplicity and gameplay consisting of clicking shit to death you sometimes have to think because just running forth with sword in hand will get you fucked to death, often before you'll even reach the enemy.
Also, Diablo for me is the game where all this happens on normal, and higher difficulties merely serve as game++, kept interesting by randomness of the game, not the only proper game modes you're kept from playing by several obligatory full-length tutorials.
Consequence is when something happens in the game due to your previous choice from the quest or gameplay and NOT A FUCKING GAME MECHANIC YOU FUCKING MORON.
Builds are the original choice in cRPGs, whileconsequences of those builds the original consequence.
Get out of my sight, cretin.
- you don't have to lvl to 50 like in d2 just to found out that the skill you wanted to test is useless and you have to start over again (that's not a fucking consequence idiots, that's a fucking bad game mechanic)
Of course having useless skills is bad mechanics. Problem?
- No broken 1-2 builds that everyone will use
- No broken gear skill based build
You forgot "no builds in general".
Also, argument about people looking up overpowered builds and aping them can be compared to argument about people looking up cheat codes as justification for removing HPs and putting in obligatory godmode.
As opposed to Skyrim, D3's enjoyment expands as you play, not retracts, as you're given solid character build functions
Such as?
You know when 20 mill monkeys would connect the same day, then after a week they would turn off, it's much larger load than in a MMO. In addition it has different structure. One of possibilities how to deal with this is to temporally lease servers to help with initial load...
-2 points for lack of technical competency.
You know, when you force 20 mil monkeys to connect to your servers even though it's in no way relevant to the gameplay model your game uses, then you shouldn't be surprised when they do.
If you do act surprised it's not them who are technically incompetent.
Yeah but guns need player skills while Diablo 3 doesn't.
So, no player skills, and no character builds - what does that leave us with?