Dr Skeleton
Arcane
- Joined
- Nov 9, 2014
- Messages
- 867
D1 was a shorter, more focused game with a consistent atmosphere. There is one dungeon that only goes deeper until you kill the boss. All enemies are either demons, undead or demonic beasts that might as well be demons, it all fits together very well. Enemies don't respawn, you fight with the gear and spell books the game gives you. It's not as long or replayable as D2 and doesn't have the character system and crazy itemization of D2, multiplayer in D2 is much better, but I like D1 more overall, there has never really been another Diablo game like Diablo 1.My main problem with Diablo 2 isn't even with its inflation, though that doesn't help. But what really kills it for me is how different the atmosphere is. Diablo 1 really nailed it with the NPCs, the village, the music, the enemy design, the spell design, the way magic worked with you having to look for those tomes. A lot of it was really simple and people might say the healer or the blacksmith are hardly the epitome of drama. But that is besides the point, they worked within the setting and worked really well. Diablo 2 never has the same impact with the player, at least it didn't to me. I specially dislike the class selection. The necromancer might have worked, although obviously not as a hero. The sorceress is less interesting as a character than the wizard from diablo 1, which at least looked foreign without looking displaced. The barbarian and the paladin too didn't look like they belonged in the same setting as Diablo 1, altoughI suppose it could have been made to work. The amazon however looked bad, really breaking the gothic atmosphere, but I have a special hatred for the druid because after making it such a big deal the secrets that were supposed buried in the church in Diablo 1, Diablo 2 comes along with a class based on a completely different kind of magic from the one we had seen in the previous game, and this just makes it feel cheap somehow.
D2 is a world tour of fighting horror enemies, mummies in the desert, cannibal-pygmies in the jungle, abominable snowmen etc, the original feel of D1 gets lost somewhere but that's to be expected with a much bigger game. There are some new cool enemies but they got really lazy in some cases too, giant spiders, insect swarms, beetles, vultures, furry cat-people(?), evil porcupines shooting thorns, that's as shitty as it gets. Another difference is the quality of enemies, in D1 if you get surrounded or get into bad position where archers start hitting you, you can just die to some random low-level monsters. In D2 most normal monsters are just there to get killed, the threat comes mostly from elites and their modifiers, and you can always run away. D2 has much bigger areas so it wouldn't work without running, but it also changes the combat dynamics from D1 completely when you can just charge an archer or a mage and outmaneuver most monsters. The classes are different and more powerful than in D1 and fit the world of D2 but wouldn't necessarily fit the world of D1. D2 is still a great game but it's not really the same type of game as D1.
It's not exactly the fault of D2 designers but in some sense you can see the foreshadowing of the retarded design of D3 in D2 because they somehow took all the wrong lessons from it. People just put x amount into stats and ignore other stats? Let's just have the stats level automatically. Everyone is hunting for the best rune/unique/set items? Let's make everything that's not mythic unique complete shit that no one uses. We go from some adventurer in D1, to tasmanian devil barbarian in D2, to superhero nephelem in D3. Monsters didn't respawn in D1, D2 has respawns and started the thing where you'd kill the same bosses over and over for loot, so in D3 you just measure your DPS in rifts and get cool new mythic ancient level-scaled items, any sense of progressing in the story or beating the game got lost.