Jeremy, a buddy of mine, asked me what I thought of Diablo III now that I've beaten it on Normal mode. I gave him a mixed answer. This is why.
In my youth, I played the hell (literally!) out of Diablo and Diablo II. The premise is simple: you have a dude, he gets stronger over time, you click on bad guys who explode with loot, you take that loot, you get stronger, you keep clicking, you get better loot, you beat the game. It's pretty fun.Thing is, that's about it. It's a simple formula--so simple, in fact, that it's kind of hard to one-up it without breaking genre. Because of that, I was looking forward (for a whole dozen years) to the third entry in the series. I even preordered it, which I have not done for a videogame in a very, very long time.
Now, going into it, I knew that there would be a few things that I wasn't a fan of. The first was always-on DRM, which means that while you are in the game, you are constantly connected to a server run by Blizzard. For a gamer like me, who digs the single player and doesn't think that a multiplayer option is a big enough feature to sell a game on, this was puzzling. So, even if I just wanted to play solo, no multiplayer at all, I'd still have to be connected to Blizzard's servers? Yep. This makes sense (from Blizzard's POV) for a number of reasons: anti-piracy, anti-cheating, and drop-in-drop-out multiplayer.
There's ample discussion online about whether DRM can ever be a good thing, as it always gets bypassed and in the case of the worst offenders (EA, looking at you!) it can seriously hamper your ability to play the game. As it turned out, come launch night, the DRM broke the game for just about everyone ever in the world (who was playing it).
For the millions of players who tried to login to their single player game (I cringe as I type that), they were met with this error. For hours. In my case, I couldn't get in for 90 minutes. When I, and others, did, we had to battle a host of other errors, like 3007, which meant that you couldn't make a character. Granted, I wasn't one of those who took that next day off of work to play (hello, end of the semester!), but my brother and one of my goodest friends were. That totally sucked for them.Connectivity problems continued intermittently all that night and well into the next day. It got so bad Blizzard had to pull the game down to fix the servers for ~4 hours. This meant that because Blizzard royally screwed up in not having even close the amount of servers they would need to allow all of their players to play (a fact that is even more bewildering when you realize that Blizzard had EXACT NUMBERS of people who pre-ordered and had downloaded and installed the game in advance of launch), everyone who shelled out $60 for a brand-new videogame was royally hosed. They--we--couldn't even play single player, on our own damn computers, during that time.
Now, you might say, oh yeah, well that was like a one-time thing, right? It's all fixed now, yes? For now, yes it appears so. But what's going to happen 5, 10, 15 years down the road? Who's to say Blizzard won't just pull the plug on their Diablo III servers? That's already happened to a number of MMOs like Star Wars Galaxy Online: here one day, gone the next, with no recourse. Now, if you're playing an online game, server longevity and the game publisher's committment to the players are a risk I suppose you have to take. For a game that can be played in the single-player, however? That's unconscionable.
Furthermore, This Is Only The Beginning. Diablo III is the first big-ticket game by a major publisher to have this inane always-on DRM for single-player. Because it was the quickest-selling videogame in the history of videogames however, people that make games are going to say this: Well hey, it worked for DIablo III, the precident's been set, now no one's going to care if we slap that same kind of nonsense onto our game! And then we all die.
My other major problem? All this game adds to the genre, besides shitty DRM, is 1) the real-money auction house, where people can buy and sell items in-game for--you guessed it--real money, and 2) it's pretty. Very, very pretty.
The Real-Money Auction House: you better believe I'm not going to spend any of my real money there. Why? Because it's totally worthless. I already spent $60 on the game, I'm not going spend more on a few lines of code with an accompaning picture that will make my guy temporarily more badass. It's like buying Farmville credits: a wholly, terribly stupid idea.
Prettiness: yeah, the game's gorgeous. Of course, I can't even play it on the highest resolution (thanks, budget graphics card!), but even then--it's very pretty. Except, of course, when the server barfs and I lag all over the place and textures get dropped and all of a sudden I'm dead. Then it's not very pretty at all.
Like I said before in the intro, you can't really improve on the gameplay. Yes, I love that there's 5 classes with all kinds of neat skills, but that's not improvement, that's just expansion. It's not like adding a new race to Starcraft or anything.
The story? Nonsense drivel that is especially nonsensical and drively after you beat it and play it again on a harder mode, since the guys you've rescued are already rescued yet poof! there they are again needing to be rescued. The sorry excuse for a plot is nothing more than a device to get you from one pretty-looking place to another, with boss fights inbetween. And with the drop-in-drop-out multiplayer, there's a damn good chance you're going to miss out on a bunch of "story" because your storyline progression automatically jumps to where the party leader is at. Not that I'm on my second playthrough, I realized I missed quite a big part of what passes for narrative. Worst part: I didn't even notice the first time through.
Now, after all that dourness and naysaying, I'll end this review with the following: it's still a super fun game. If you've never played anything like it though, I suggest you go pick up a super-cheap copy of Diablo II or Torchlight or something (both of which can be found for <$15 I'm sure) to get a feel. And then once you get in, look me up (thunderchao#1655) and I'll hop in your game.
UPDATE: The fine fellows at RPS seem to feel the same way as I do (and because I actually wrote this last night but told it to not publish until today, it's legit):
John: See, I think I’m being miscast. I have repeatedly said that it’s good. Just that it’s not good enough to merit being so crippled, and it’s a big disappointment that it fails to make a single innovation.
Alec: I’d argue it makes plenty of innovations, they’re just not the innovations you wanted. Or I wanted either, frankly – the persistent auction house and the long road of crafting make me feel tired even to think about them.
John: Really, in what way does it move the aRPG forward?
Jim: The innovations it makes aren’t interesting, perhaps. They’re functional, commercial, but not things that raise eyebrows.
Alec: it’s very much about builds, played and monitored on a very high level that I know I am unlikely to have the stamina to stick with. And it’s very carefully designed to be an infinite experience rather than one bludgeoned through a couple of times then left alone. As in, it’s an MMO in every respect except the actual levels
