I intend to update this review with additional commentary and possibly star rating tweaks as time goes on .
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>>>OVERALL: Diablo III, in my experience so far, is a graphically polished but fairly bland game. It had great potential, but suffers from overdevelopment and a corporate big-budget / low-risk approach and ends up as a fairly mediocre offering. The DRM, online-only license and the 'WoW-esque' graphics and gameplay (no running, potions minimized, skills with cooldowns, weapons are rated in DPS, etc.) don't really come as a surprise so much as they do a mild disappointment. That being said, it's still fun to prowl the dungeon with your friends, mowing down monsters and incrementally supping up your character with better loot. I think this will be a successful, but ultimately 'meh' RPG. Fun for now, but not something I'll be reminiscing over in years to come. I think many will agree with me that the late 90s were a Golden Age for RPG gaming -- a time when developers were more adventurous in exploring new formulas (or tweaking old ones) and taking chances with setting, style, and targeted demographic. We've left the Golden Age behind. Hollywood and Big Publishing are running the scene now, and while there's still fun to be had, and the games are noisier, more colorful, and grander than ever, the real immersiveness and overall production value have stagnated. Diablo 3 is fun, but for now I have to say it's ultimately forgettable.
>>>COMBAT / GAMEPLAY: simple, but fun. I'm only in the lower levels now, so I'm hoping to get a little more depth. Combat is basically left-click, right-click, and hotkeys 1-4... instead of potions, hotkeys are skills with cooldowns. Sort of like... any MMORPG on the market! This is to be expected. Combat is simple and intuitive, but I think D3 suffers from jettisoning potions, running/walking, and going to a cooldown-based skill system. The health globes are convenient, but they definitely give the game a more childish, side-scroller type of feel, which is in stark contrast to its darker backstory and Mature rating. The difficulty curve is more forgiving than in D1 / D2. Combat seems much more scripted, randomization is reduced, and boss fights are semi-choreographed, which does actually reward strategic gameplay, but not really at the level that was claimed. Combat in general is simple and patience pays more than true strategy. The lack of 'danger', in addition to the cartoonish voice acting, make this less of an immersive 'dungeon crawler' and more of your run-of-the-mill MMO adventure/grindfest, which seems to be the commercially superior model these days.
>>>ITEMS / GEAR / CRAFTING: there is a lot of gear in D3. Too much, you might say. Within an hour of beginning, you'll have changed your gloves, pants, belt, shirt, boots, shield, weapon, and helmet multiple times. Cloth pants, 5 defense. Cloth pants, 6 defense. Cloth pants, 7 defense. Is this really necessary? Yes, Diablo 1 and 2 had a veritable glut of equipment overall. But somehow, getting a new piece of equipment made a tangible DIFFERENCE. There is so much gear in D3, and of such incremental benefit, that gear loses the special appeal it used to have. Even World of Warcraft's gear felt more meaningful than that of D3. I'm hoping this changes as I get higher up and rely more on unique items, but then I have to worry that I'll be crippled if I don't shell out real money on the auction house. The crafting aspect is cool, and I like the addition of this mechanic to the Diablo formula, but it smacks of subscription-based MMORPG crafting... albeit simplified. I'm hopeful though that crafting in D3 will give casual / non-mfind characters a chance to make competitive gear without having to grind for eternity, or spend actual money buying gear from other, more obsessive players. I was skeptical on crafting at first but some user comments changed my mind on this.
>>>SKILLS / CUSTOMIZATION: you get a skill point each level, but from what I've read/experienced, your 'skill point' each level is really an illusion. There's only one skill to enhance for each of the earlier levels, and later, there are only a few runestones to shift. Customization isn't a commitment, just an adjustment. There's nothing to lose or gain by going one way or another -- it does make for more fun with tweaking and re-tweaking your character to meet challenges, but a consequence is that it reduces my commitment to the character. Having this sort of setup means you're not going to be unique in your build -- and that means you're going to be more generic, and so will everyone else. Even playing with multiple classes in the party, it really seemed like the differences were mainly cosmetic, with some token mechanical differences (ranged vs. close range, but the maximum range is only 10 yards anyway and there's no running, so is it really that different?)
>>>MUSIC / SOUND / VOICE: Musically, the score is solid but doesn't mesh with the previous games in the series, aside from the install screen music, which is reminiscent of the Tristram theme music from Diablo I and II and sounds amazing. The score is going for that 'epic' feel but sort of comes off as generic. No offense to the composer -- you did a decent job -- but it lacks the atmospheric flair of the original Diablo or the catchy stylized themes from Diablo II. Sound effects are okay, nothing special. Voice acting is absurd. Skeleton King and NPCs in Act I a case in point. Good lord. Compare the Skeleton King's lines in D3 to Diablo or Mephisto's lines from D2. See the difference? Diablo 3's voice acting is excessive and vaudevillian to Diablo 2's atmospheric minimalism. Some people love the voice acting and passionately defend it, so this is just a personal nit -- I wouldn't say this upsets the gameplay experience.
>>>SOCIAL / DRM / ONLINE: Blizzard did a pretty good job making it easy to find and add your friends, and to invite them to your party/game. A big disappointment, though, is the failure to include voice chat. What the heck? Even 5 years ago, a console game could take voice chat for granted. Blizzard should have seen the value of voice chat when hundreds of thousands (millions?) of their WoW subscribers turned to Ventrilo or Skype or other similar applications to support voice chat between party members. I'm disappointed with this being left out of Diablo 3, especially since it's online-only. If it's online-only, we're supposed to be playing with friends. If we're playing with friends, let us talk! Chat isn't as important in single player, but then if we're going to play solo, why make us have an internet connection? Pretty weak.