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There
are certain events that mark a year, a decade, a
century; it is these happenings that help to define
the period within our own minds and within the
pages of history. So momentous are they that most
people can remember every relevant detail, every
thought or emotion associated with the matter in
question. So powerful are they that they will
forever reside within our hearts and minds, in some
form or another. This was the fate of such cultural
phenomena as the O.J. Simpson verdict, C.N.N's
coverage of the Gulf War, the tragic death of
Princess Diana...and, of course, Diablo. Storming
violently and purposefully across the gaming
landscape back in 1997, this title forever
redefined the concept of addiction as it claimed
the ceaseless attention of millions of fans across
the globe with its simple-as-Hell hack'n'slash
antics. Part action, part RPG, Diablo went on to
become one of the top-selling games of all time,
with one of the most avid and dedicated fan bases
ever seen. With the added promise of eternally free
online play, would-be demon-slayers and
player-killers alike have kept Diablo's spirit
alive to this day, and potentially beyond. With
this in mind, it's not difficult to understand how
the long-awaited Diablo II has generated legendary
amounts of hype, lending itself as one of the most
anticipated sequels of all time. The question
remains, however: Can a colossal beast such as this
live up to its own legacy?
In
order to properly address this particularly potent
question, one must first consider Diablo II's
various facets, the least of which being its
storyline. Fans of the initial outing will remember
its story well, as they look fondly upon the time
spent and the horrors witnessed deep below the
surface of the small town of Tristram. Though
barely a speck on the world of Sanctuary, this
once-quiet populace played a key role in the saga
of the Western Kingdom. As the tale is told, the
cataclysmic war between Good and Evil that has
raged for all time, temporarily took pause when
humankind first graced the land. Looking to seize
control for themselves, Hell's four Lesser Evils
successfully ejected the three Prime Evils from
their fiery abode. This left Baal, the Lord of
Destruction, Mephisto, the Lord of Hatred, and
Diablo, the Lord of Terror to ravage the lands with
unholy impunity. It was not long before a dedicated
group known as the Horadric Order took it upon
themselves to put a stop to the endless carnage,
devising three Soulstones in which the Demonic
Three were then imprisoned. Although these shards
were then buried beneath the lands of Tristram, the
sands of Aranoch and the jungles of Kehjistan, it
was not long before Diablo found a way to escape
his prison, infecting the soul of the nearby town.
A mysterious stranger, embodied by the player,
eventually drove Diablo back into the Soulstone,
and then rammed it into his own forehead in order
to ensure that the Lord of Terror would never again
be free.
Unfortunately,
evil is not easily contained, and the stranger
emerged into Tristram a tortured soul, never
informing anyone as to his actions. As he
recuperated amongst the jubilant townsfolk, a
noticeable change fell over him, his manner
becoming dark, foreboding and aloof. Often waking
in the middle of the night, screaming or babbling
in tongues, the stranger began to draw a few
curious glances from those who had considered him
their savior. It was not long before he announced
in a voice not his own that he was heading East, to
find his brothers...even though it was believed
that the stranger had no family. Shortly after his
departure, Tristram and its surrounding lands were
suddenly and inexplicably assaulted by the forces
of Evil; the local populace was helpless to stop
it, either dying terrible deaths or becoming
corrupt and joining the ranks of Hell's minions.
Similar destruction followed the Dark Wanderer
wherever he went, brutal violence marking his
somber path across the land. Horrific beasts
slaughter the innocent with wild abandon as chaos
reigns supreme; Diablo has returned.
With
the country's defenders either dead or corrupted,
the former Hero possessed, and with Deckard Cain --
the last of the Horadrim -- missing, the land is in
desperate need for someone to reclaim it from the
horrific clutches of evil. This is where you come
in, once again set as a lone, inexperienced
would-be hero with an axe or staff, as the case may
be, to grind. However, instead of simply setting
you loose in and underneath a single city, your
quest to bring down the Ultimate Evil will see you
travelling across the entire country in a playing
field that is three to four times larger than that
of the original.
To
ease the transition and to make the journey a
little easier to handle, the action is split into
chapters, or Acts, with each one possessing their
own environment, characters, monsters, items and so
on. For instance, the first Act, created to slowly
introduce fans to the new title, begins in a rogue
encampment not far from Tristram, near a mountain
pass that leads to the East. As such, you will
initially be exposed to randomly generated,
sparsely forested grasslands, with dungeons
littered about in the appropriate places.
Throwbacks like skeletons, zombies and Fallen Ones
will assault you at nearly every turn, with a few
variations thrown in for good measure. When you
defeat the Lesser Evil that has taken residence in
the darkest pits of the first area, you will be
offered a cutscene to drive the story forward, and
will then be carried into the arid deserts of Lut
Gholein. In turn, this new location offers many new
creatures to fear and destroy, like the
venom-spitting Sand Maggots, or undead-resurrecting
Mummies. The third and fourth acts work similarly,
transporting you to the thick, impenetrable jungles
of Kurast, and finally to the darkest, most vile
pits of Hell. Regardless of where you go, however,
you'll be mercilessly slaughtering the vast armies
of Hell in order to complete NPC-assigned quests
that are no longer randomized, instead having a
static order that facilitates its ongoing
storyline. Although it is not absolutely necessary
to complete all the quests, doing so will provide
you with gold and other helpful items, the least of
which being the experience that you'll need to
advance your character.
Along
with the newfound variety in territory and quest
availability comes new possibilities in character
selection. Instead of the standard three characters
-- four, if you purchased Hellfire -- from the
original, you are now able to choose from a
whopping five different types to do your bidding in
the war-torn world of Sanctuary. Returning in
somewhat modified form is the Rogue, known this
time around as the Amazon. Though she is equally
adept with the bow as her counterpart, the Amazon
has the added ability to manipulate spears and
throwing weapons with considerable skill and
accuracy. The Warrior also returns in a somewhat
distorted fashion, as the battle-hungry Barbarian
emerges onto the scene. Far more primal and
physical than their comrades-in-arms, Barbarians
can call upon the very essence of nature to enhance
their strength-driven abilities. As you would
expect, the traditional magic user returns once
more, but instead as an Elementally-charged female
Sorceress rather than the previously male
character. This isn't to say that the magical realm
is devoid of male personalities, as the Necromancer
makes his debut. Specializing in death magic, as
you would expect, this individual dedicates much of
his time to cursing his foes while recruiting the
undead to do his bidding. This is a stark contrast
with the final character type, the law-abiding
Paladin, whose holy nature allows him to draw upon
highly beneficial Auras and other such virtuous
magic to implement his will. As each of these
characters possess a different set of skills and
abilities, the strategies needed to safeguard them
from Evil will vary, lending a considerably
different feel to each.
Perhaps
the most significant addition to the mix is that of
the skill system. Instead of possessing
pre-determined innate abilities or purchasing spell
books, as was the case in the original Diablo, each
individual has access to three character-specific
skill trees, which grow and expand according to
your decisions and existing abilities. The Paladin,
for instance, may invest in Combat Skills, as well
as Offensive and Defensive Auras. If he wishes to
use the Meditation skill of the Defensive Aura
tree, he must already be able to use Prayer,
Cleansing, and be of a certain level. Along the
same lines, the Necromancer may choose from Curses,
Poison and Bone Spells, and Summoning Spells; can
only call upon the Iron Golem if he's attained
Level 24 and has already researched the Clay and
Blood Golems. Constantly casting spells could prove
to be a severe drain on one's mana stores if it
were the only way to activate skills, but
fortunately there are several modes that each
possess their own benefits and drawbacks. For
example, active skills such as the Sorceress' Fire
Bolt must be cast in order to use, thereby using up
a certain amount of mana. Passive skills, such as
the Amazon's Critical Strike, are constantly active
without needing to be cast nor requiring any mana.
The Paladin's unique Auras function much in the
same manner, imbuing himself and all who travel
with him with the appropriate elemental resistance
or radiant ability when activated. Necromantic
Curses also function in this manner, affecting
surrounding foes with negative effects, rather than
benefiting grouped allies. Despite the immeasurable
value that the skill trees add to each character,
it's extremely important to consider your
investments, as only one skill point is attributed
per level, either leaving you to upgrade an
existing skill or to branch off and select a new
one. Such decisions can completely alter the course
of your adventuring, and thus require careful
thought before putting them into action.
The
hunt for bigger, better and more potent items was
part of the original Diablo's appeal, a fact not
lost on Blizzard. Consequently, a great many more
items and item types have been integrated into the
sequel for discovery by curious and ambitious
adventurers. As expected, there are the "standard"
Magic Items, which are considered to be the most
common of the bunch, and consequently offer a
moderate to good benefit, such as an added bonus to
attack, defense, or statistics. There are also the
intermediate Rare Items, which are much more
obscure and powerful than the Magic Items, as each
contains a minimum of three added benefits.
Additionally, for the divinely fortunate, there are
the Unique Items, creations of immeasurable power
that are the envy of all those who behold them.
Such items possess several separate benefits of
considerable importance, and can be sold to vendors
for an incredibly large sum.
New
to the series are the surpassingly hard to find
Sets, which contain three or more themed items
which complement one another. For example, the
Vidala's Rig set consists of an amulet, leather
armor, light plated boots and a long battle bow,
respectively titled Vidala's Snare, Vidala's
Ambush, Vidala's Fetlock and Vidala's Barb.
Although Vidala's Fetlock, which provides you with
a quicker running ability as well as a 150-point
bonus to your stamina, is impressive in itself, it
works considerably better when combined with
Vidala's Ambush, which increases your defense by 50
points and your dexterity by 11. Altogether, the
set would be well-suited for a fleet-footed,
high-damage Amazon, and as such provides a very
unique and distinct goal to strive for.
If
Sets prove too elusive, however, there are more
attainable goals to pursue within the realm of
Socketed Items. Another newcomer, such items are
no-frills, non-magical objects such as helms,
shields or weapons that possess open holes or
"sockets," in which gems may be inserted for
additional benefit. Although Socketed Items aren't
difficult to find, the gems that are required to
enhance them certainly are, and range in quality
from chipped, flawed, normal, and flawless, to
perfect. The item which they are inserted into is
also a relevant factor, as a normal diamond slipped
into a weapon will imbue said weapon with a 136- to
145 percent damage bonus, whereas it will give a
20-point attack bonus when inserted into a helm,
and a 9- to 11-point bonus to all elemental
resistances when slotted into a shield. Although
initially unimpressive, these benefits can grow to
levels of considerable power as one progresses and
discovers gems of increasing quality. However, the
question still has not been answered: Is Diablo II
entertaining enough to be worth all the trouble?
What
does a sequel have to present to fans in order to
be considered a worthy successor? Arguably, it
should contain the same general, entertaining
gameplay as the original, while presenting
sufficient innovation and refinement to distinguish
itself as a separate title. Considering Diablo's
simplistic, repetitious, click-fest nature, it
seems safe enough to say that Diablo II is, for the
most part, a success. Like its predecessor, it
includes hours of pointing and clicking as you bash
dozens of variations of the dozens of monster
types, exploring randomized terrain and collecting
hard-to-find items. This is what we have come to
expect from the original, and it is what we
expected from the sequel, which it delivers. We
also expected enough changes and additions to push
the limits of what we already knew, which it also
delivers. The skill tree greatly expands upon the
character development, just as the colossal terrain
allows for far more exploration than was previously
possible in the series. Along with mercenaries,
storage areas and much, much more, Diablo II offers
a great deal in the way of originality, with
general success.
This
isn't to say that Diablo II is without its faults:
the frustrating and occasionally abrupt learning
curve, the somewhat moronic mercenary AI, and
severe instability of Battle.net servers all erode
at your patience, each providing their own unique
set of problems. Still, when all is said and done,
it's not these elements that will see you walk away
from the game for good. It's the fact that, even
with the shiniest bells and the loudest whistles,
Diablo II is still about one thing, and one thing
only: point, click, and hack 'n' slash. No matter
what you add to it, this is the basic variable that
you'll follow over and over and over, from the
title's hideous beginning to its awe-inspiring end.
Ultimately, it's up to you to decide whether or not
you had your fill of the "one track mind" variable
within the first Diablo, or whether you're aching
to give it another go. If you're looking to delve
into its repetitive world once more, Diablo II is
actually a fun, and yes, addictive offering. Is it
the game of the year that we were all expecting? I
would say no. Still, the much-needed additions help
to drive the longevity past the now-defunct
novelty. Generally speaking, it is a great
experience, and offers a lot of fun to anyone who's
willing to set their expectations aside for a
highly entertaining, action-filled romp. In the
realm of the click-fest, Diablo II still reigns
supreme.
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