I realize that I might get flamed some for making this post, but I'll stick my neck out for it.
Does anybody here have any criticisms about D3 after playing the demo at Blizzcon, Pax, etc?
I want to share my honest first impression of the game. Keep these facts in mind though:
1. I played D1 when it first came out and of course D2 a long time ago. D1 made me develop this bad habit of spam clicking in every game I play years after. It's so bad that when I tried out Guild Wars, the game wouldn't shut up about how i didn't have to click so much and suggested I click and hold down the mouse key.
2. I only played for one session at Blizzcon.
3. I played the witch doctor with another witch doctor and a monk on my team.
So keep those things in mind as I share my opinions on the demo...
---
Gameplay -
The actual gameplay felt a little boring and I wasn't feeling it. I think there could be one of three valid reasons why that was the case in general. Either the witch doctor was boring for me, my experience felt rushed because of the time limit or the equipment they gave us made the game flow differently.
When I played with my teammates, I found myself not concerned with what spells I used. What I mean is that it really didn't matter what spell I used to fight any particular type of monster or group of monsters. Now, there could be two reasons for this. They may have given us an easy portion of the game to play or perhaps they gave us above average equipment on our characters for the sake of playing the demo.
The witch doctor's fire bomb was one spell I would occasionally lob at enemies. I could also summon spiders from the ground, similar to how you would summon normal necro skeletons in D2, but not really. From what I remember, the corpse spiders didn't require a corpse, which made the spell lose its meaning in a figurative sense. I'm not complaining about the fact that they are called corpse spiders, I'm just saying that the spell itself wasn't that fun or made much of an real impact. I would try to summon them entering a fight to create a buffer for myself and my hounds to work with (hounds don't use corpses either.) The hounds were somewhat interesting. They served as meatshields and did some damage on the side. They also made it easier to get enemies to stand still for fire bombs.
The witch doctor also had an aoe horrify spell, which was very easy to abuse and fear bomb with. Now since I was with another witch doctor, I found myself just spamming horrify to scatter every single enemy I dealt with in all directions. I didn't feel penalized while spamming this spell, because I felt that my mana regen was not a problem and I continuously kept them from doing anything the moment they moved in range. The horrify effect stays above your head like a pulsing beacon for a few seconds, so I wasn't using any strategy at all while running around with it yelling "Ooga Booga!" the whole time. It was a little boring to say the least.
Another thing that surprised me was that the monsters were kinda slow. Now I'm not sure if they were made slow purposely for the demo, but when you engaged a pack of mobs, they wouldn't necessarily charge directly at you. They would zig zag around while engaging you as if they were taking turns and their movement speed was relatively slow. Compared to most of Diablo 2 where mobs will constantly charge you head on and move at least as fast as you, I was a little surprised to find these monsters not provide any interesting threat.
I found myself thinking about the sand leapers in Act 2 of Diablo 2. You know, those little creatures that would leap around and try to pick you off and bounce around. Now you see, they weren't very organized either, but they were fun and memorable to fight. They would leap around and rebound around you, and you would knock them backwards when striking them. They were annoying and they were a nuisance, but they were very memorable to say the least. The monsters in the D3 felt like they were more polite to me than my teammates were, if that makes any sense. I wasn't getting the feeling that they were actually trying to kill me or at least annoy me!
What I'm also trying to say is that you could easily just run away and dodge nearly all conflict if you wanted to. was this because of the equipment we were given? I'm not entirely sure, but it's safe to say that everything was easily kitable and I didn't feel any rush or excitement whatsoever in any fight. Once again, I was bored in that aspect as well.
In fact, one of the optional quests was to locate a mini-dungeon nearby that was about to cave in on itself. I didn't even realize it was a timed quest until I finally noticed the timer after finding the actual dungeon. I found myself entering the dungeon, before running past every monster inside, looking for the treasure, which was the objective of the quest. I ended up dying in the collapse, which was my only death in the demo. Many other players suggested others to "run around to find the treasure." That gave me a bad vibe. What kind of Diablo game is this if other Diablo players actually tell you that it's better to run around like a coward instead of fight deadly monsters that can actually engage you?
I'm not sure if the health globe mechanic is a good or bad thing. I didn't notice any potions or use any potions personally. I'm sure others on these forums know more about potions and globes than I, but I'm still not really sure if the globe mechanic feels like Diablo. Keep in mind that I understand that potions and rejuvs were problematic in D2 and that they may have trivialized some content in the game. Still, I didn't feel like I was in danger or running out of mana at any given point in time. I wasn't feeling desperate, nor was I looking for globes. I just kind of accidentally ran into them without caring.
Most of my attention was wasted staring at my mana globe as I thought "Is it even possible for a skilled player or even an average player to run out of mana???" to myself. I'm sure the monsters had a few more HP's since there were three of us in the game, but they didn't deal any real damage to be honest. Once again, maybe it was the equipment that we were given?
Controls -
The controls were smooth even though the new tab function to switch your right click ability will probably take some getting used to. I had mixed opinions about it, but I'm sure it was mostly I was rushed because of the time limit. I'm sure when we all play the finished game, we will get used to the tab key and master it.
Visuals and Monsters -
Physical animations, the environment and ambiance were great. Whoever they have working on the scenery and doodads are really putting their hearts and soul into it. The desert eniroment was dark enough, even though it was based during the day time. This is something that every Diablo players will want, as opposed to having a game with low gamma lighting.
The models and monsters weren't anything spectacular or memorable. I honestly can't picture any memorable monsters in my mind as I'm typing this post to you guys. The only thing I can recall was the one monster Dervish they talked about in one of the panels. It was a ghostly looking thing that would spiral around, whipping axe bladed limbs at you. We fought a unique one, but besides it having a lot of health, it wasn't that interesting to fight. You guys remember the one quest boss with an assload of HP's at the start of Act 4 in D2? Picture fighting that bastard with him not dealing any threatening damage. Sound boring? It may be.
As for the spell effects, I share the same gripe as some others have mentioned. The game is a tad visually noisy. For those of you that don't understand what I mean, I'm basically saying that the spell effects are too flashy. Some of the spell effects either took up too much of the screen or were too bright for no reason. Some explosions were done right, but some weren't spot on. I remember another fan pointing out that a game of 8 players in D2 all fighting at once could provide a visually noisy battle, but he felt that you only needed 3 or 4 D3 characters to create the same amount of noise. I really do agree with him. Perhaps the game's point of view needs to be zoomed upwards and outwards. Having more monsters on the screen wouldn't hurt one bit, in my opinion.
---
One thing that I want to make clear is this... I only played one session, because the game didn't hold my interest. Call me jaded, but I didn't think to myself "Hmmm, I should probably play more D3, because I may never get a chance to play it again till release." I really had no urge to give it another go. I did find myself going in line to play Starcraft 2 three times without even realizing it. I understand that SC2 is more developed than D3 by a good year or two, but still. Also keep in mind that I refrained from bringing up common public gripes like "D3 looks like WoW!" or "The rainbow unicorns are attacking!" I have my own opinions about the direction of D3 and of Bashiok, but this is honestly how I felt when I was playing the real thing. I just hope it was just a watered down demo? I hope others honestly had a more exciting experience?
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Some people tell me I'm going to hell. I just let them know that I've already packed my bags!
as i have said before i only found it weird that there were no death penalties so i didn't feel like i had to look after myself and just run in not caring. example is the timed cave thing you have a few mins to look around and find stuff and kill things before it will collapse and kill you but because not really happens at the end of the time limit (just kicked you out to the entrance) i would just keep running through it looking for stuff even if i did find an exit. i would assume it was mainly for the demo through to keep things flowing and hope they add something which might discourage blatant ignoring of death.
The rest of the game felt awesome though it really brought to life the way Diablo should be played just running around beating the crap out of monsters it was just so fun.
as i have said before i only found it weird that there were no death penalties so i didn't feel like i had to look after myself and just run in not caring. example is the timed cave thing you have a few mins to look around and find stuff and kill things before it will collapse and kill you but because not really happens at the end of the time limit (just kicked you out to the entrance) i would just keep running through it looking for stuff even if i did find an exit.
Yeah, that's a good point. Hopefully they will find an appropriate death penalty by release.
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Some people tell me I'm going to hell. I just let them know that I've already packed my bags!
Yeah, that's a good point. Hopefully they will find an appropriate death penalty by release.
Did you play on Blackwing Lair by chance?
@OP, thanks for sharing your demo criticisms, good read. No real concern here though, Blizzard has said everything in the demo was made easier or buffed for more fluid gameplay. Also, the skills they provided some of the classes with weren't the most fun to mess around with, and just plain limited in some cases.
sounds like a very good critque you just gave, I can only base my opinions on what i've seen from gameplay videos.. and I agree with you about some of the effects/spells looking a bit too flashy.. I think there's a thread on that somewhere but anyways here's hoping that some of the "boring" aspects you pointed out are only because it was a demo, but having said that I don't recall reading anyone else's demo impressions saying "oh man the demo was freakin awesome" I'm a bit worried now.
The OP had some good points. I tried the Wizard, Witch Doctor, and Monk at the demo. I definitely felt the visual noise aspect. With the monk, his chain skills would make the monsters blow up and the globs of blood (no doubt cool) was sometimes a bit overwhelming.
By that i meant, visually noisy. It blew up and took up too much space on the screen that I literally had to wait for it to clear to engage the next target or continue on.
I played D3 3 times, and I felt it was a tad boring only b/c we were stuck in the same dessert area for the entire demo (no variety in landscape). I think the horrify skill should have a cool down. I was in the same collapse time dungeon with a friend, and we just alternated horrify to scare off all the mobs and found our way out.
The monk was a BLAST to play though. Seven way strike skill is so bad a$$. Overall a fun melee class that has aoe ability skills. Overall i like the game and the shape that it's in. Just tone down a bit on the globs :P.
I played the demo i think 6 times and by then yeah i agree it kinda got boring there wasn't really a finish like there was with the original (kill the skeleton king) which i found really annoying.
So the cave.
basically you enter into an underground tomb and it is filled with a huge ammount of guys and chests to loot. The tomb is really big and they only give you enough time to explore the whole thing. (cant remember the exact amount of time give 2-4 mins maybe) basically as you explore the cave the roof falls down all the time and will hurt you if you get hit. when the roof falls the screen shakes as well.
im not saying the game was going to boring im just saying that this demo was kind of boring the 6th time through atleast the first demo there was an end boss that ended it. this one all there was in the city you were trying to get to was basically elite mobs/council and nothing happend when you killed them.
Yea, there wasn't any conclusion to this demo as Fodan mentioned. It felt like..."oh, so that's it? I went around and killed mobs and basically did nothing for 20 minutes".
Most of my attention was wasted staring at my mana globe as I thought "Is it even possible for a skilled player or even an average player to run out of mana???" to myself.
Two years later and I'm still worried about never going oom in the beta!!!
Sorry for being a forum necromancer. I just decided to read this old post like a journal and I find myself still a little concerned for some of the things I thought about back at Blizzcon '09.
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Some people tell me I'm going to hell. I just let them know that I've already packed my bags!
7 posts in 4 years! That's less than two a year! What on earth have you been doing all this time!
Although I think this is a good thread to raise (pun intended you necromancer you), as people may be able to compare the demo from passed blizzcons to the beta.
Gameplay -
The actual gameplay felt a little boring and I wasn't feeling it. I think there could be one of three valid reasons why that was the case in general. Either the witch doctor was boring for me, my experience felt rushed because of the time limit or the equipment they gave us made the game flow differently.
When I played with my teammates, I found myself not concerned with what spells I used. What I mean is that it really didn't matter what spell I used to fight any particular type of monster or group of monsters. Now, there could be two reasons for this. They may have given us an easy portion of the game to play or perhaps they gave us above average equipment on our characters for the sake of playing the demo.
The witch doctor's fire bomb was one spell I would occasionally lob at enemies. I could also summon spiders from the ground, similar to how you would summon normal necro skeletons in D2, but not really. From what I remember, the corpse spiders didn't require a corpse, which made the spell lose its meaning in a figurative sense. I'm not complaining about the fact that they are called corpse spiders, I'm just saying that the spell itself wasn't that fun or made much of an real impact. I would try to summon them entering a fight to create a buffer for myself and my hounds to work with (hounds don't use corpses either.) The hounds were somewhat interesting. They served as meatshields and did some damage on the side. They also made it easier to get enemies to stand still for fire bombs.
The witch doctor also had an aoe horrify spell, which was very easy to abuse and fear bomb with. Now since I was with another witch doctor, I found myself just spamming horrify to scatter every single enemy I dealt with in all directions. I didn't feel penalized while spamming this spell, because I felt that my mana regen was not a problem and I continuously kept them from doing anything the moment they moved in range. The horrify effect stays above your head like a pulsing beacon for a few seconds, so I wasn't using any strategy at all while running around with it yelling "Ooga Booga!" the whole time. It was a little boring to say the least.
Another thing that surprised me was that the monsters were kinda slow. Now I'm not sure if they were made slow purposely for the demo, but when you engaged a pack of mobs, they wouldn't necessarily charge directly at you. They would zig zag around while engaging you as if they were taking turns and their movement speed was relatively slow. Compared to most of Diablo 2 where mobs will constantly charge you head on and move at least as fast as you, I was a little surprised to find these monsters not provide any interesting threat.
I found myself thinking about the sand leapers in Act 2 of Diablo 2. You know, those little creatures that would leap around and try to pick you off and bounce around. Now you see, they weren't very organized either, but they were fun and memorable to fight. They would leap around and rebound around you, and you would knock them backwards when striking them. They were annoying and they were a nuisance, but they were very memorable to say the least. The monsters in the D3 felt like they were more polite to me than my teammates were, if that makes any sense. I wasn't getting the feeling that they were actually trying to kill me or at least annoy me!
What I'm also trying to say is that you could easily just run away and dodge nearly all conflict if you wanted to. was this because of the equipment we were given? I'm not entirely sure, but it's safe to say that everything was easily kitable and I didn't feel any rush or excitement whatsoever in any fight. Once again, I was bored in that aspect as well.
In fact, one of the optional quests was to locate a mini-dungeon nearby that was about to cave in on itself. I didn't even realize it was a timed quest until I finally noticed the timer after finding the actual dungeon. I found myself entering the dungeon, before running past every monster inside, looking for the treasure, which was the objective of the quest. I ended up dying in the collapse, which was my only death in the demo. Many other players suggested others to "run around to find the treasure." That gave me a bad vibe. What kind of Diablo game is this if other Diablo players actually tell you that it's better to run around like a coward instead of fight deadly monsters that can actually engage you?
I'm not sure if the health globe mechanic is a good or bad thing. I didn't notice any potions or use any potions personally. I'm sure others on these forums know more about potions and globes than I, but I'm still not really sure if the globe mechanic feels like Diablo. Keep in mind that I understand that potions and rejuvs were problematic in D2 and that they may have trivialized some content in the game. Still, I didn't feel like I was in danger or running out of mana at any given point in time. I wasn't feeling desperate, nor was I looking for globes. I just kind of accidentally ran into them without caring.
Most of my attention was wasted staring at my mana globe as I thought "Is it even possible for a skilled player or even an average player to run out of mana???" to myself. I'm sure the monsters had a few more HP's since there were three of us in the game, but they didn't deal any real damage to be honest. Once again, maybe it was the equipment that we were given?
One little criticism (actually pretty big) I have about your review... you need to keep in mind that you are in fact comparing what is a really tiny portion of Diablo 3 to the entirety of Diablo 2. So you have to realise that when you do compare it with Diablo 2 you should ONLY compare this Diablo 3 beta with the first 3rd of Diablo 2's act 1.
From what I can see from pure observations of gameplay... Diablo 3's 1/3rd of act 1 is by far more impressive and exciting than 1/3rd of Diablo 2's act 1.
On saying this, what I don't really like about Diablo 3 is the pace. I think it is a little too fast for my taste, Diablo 2 was a little more calming at the beginning while Diablo 3 doesn't seem to give you any breaks when in the wild, its blast this and that without really taking in any of the depth of the monsters you are fighting or really acquiring a sense of immersion as the game constantly throws mob after mob at you. I admit their are some parts in this beta I have seen so far that give you a bit of a slow down... but as an entirety, Diablo 2 did it better.
However, in every other aspect... for the beginning of Diablo 3, much much more fun then that of its predecessor. =)
Imagine how much fun you would have playing Diablo 2 up to Tristram and then that being the end of the game. (I think that would probably be about 1/3 of Act I and that it would sort of end on a high note) I completely agree with these other posters, I think most people would conclude that the game is amazingly easy, there aren't that many interesting drops and there aren't any runes and only chipped gems which just wasn't that exciting.
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Does anybody here have any criticisms about D3 after playing the demo at Blizzcon, Pax, etc?
I want to share my honest first impression of the game. Keep these facts in mind though:
1. I played D1 when it first came out and of course D2 a long time ago. D1 made me develop this bad habit of spam clicking in every game I play years after. It's so bad that when I tried out Guild Wars, the game wouldn't shut up about how i didn't have to click so much and suggested I click and hold down the mouse key.
2. I only played for one session at Blizzcon.
3. I played the witch doctor with another witch doctor and a monk on my team.
So keep those things in mind as I share my opinions on the demo...
---
Gameplay -
The actual gameplay felt a little boring and I wasn't feeling it. I think there could be one of three valid reasons why that was the case in general. Either the witch doctor was boring for me, my experience felt rushed because of the time limit or the equipment they gave us made the game flow differently.
When I played with my teammates, I found myself not concerned with what spells I used. What I mean is that it really didn't matter what spell I used to fight any particular type of monster or group of monsters. Now, there could be two reasons for this. They may have given us an easy portion of the game to play or perhaps they gave us above average equipment on our characters for the sake of playing the demo.
The witch doctor's fire bomb was one spell I would occasionally lob at enemies. I could also summon spiders from the ground, similar to how you would summon normal necro skeletons in D2, but not really. From what I remember, the corpse spiders didn't require a corpse, which made the spell lose its meaning in a figurative sense. I'm not complaining about the fact that they are called corpse spiders, I'm just saying that the spell itself wasn't that fun or made much of an real impact. I would try to summon them entering a fight to create a buffer for myself and my hounds to work with (hounds don't use corpses either.) The hounds were somewhat interesting. They served as meatshields and did some damage on the side. They also made it easier to get enemies to stand still for fire bombs.
The witch doctor also had an aoe horrify spell, which was very easy to abuse and fear bomb with. Now since I was with another witch doctor, I found myself just spamming horrify to scatter every single enemy I dealt with in all directions. I didn't feel penalized while spamming this spell, because I felt that my mana regen was not a problem and I continuously kept them from doing anything the moment they moved in range. The horrify effect stays above your head like a pulsing beacon for a few seconds, so I wasn't using any strategy at all while running around with it yelling "Ooga Booga!" the whole time. It was a little boring to say the least.
Another thing that surprised me was that the monsters were kinda slow. Now I'm not sure if they were made slow purposely for the demo, but when you engaged a pack of mobs, they wouldn't necessarily charge directly at you. They would zig zag around while engaging you as if they were taking turns and their movement speed was relatively slow. Compared to most of Diablo 2 where mobs will constantly charge you head on and move at least as fast as you, I was a little surprised to find these monsters not provide any interesting threat.
I found myself thinking about the sand leapers in Act 2 of Diablo 2. You know, those little creatures that would leap around and try to pick you off and bounce around. Now you see, they weren't very organized either, but they were fun and memorable to fight. They would leap around and rebound around you, and you would knock them backwards when striking them. They were annoying and they were a nuisance, but they were very memorable to say the least. The monsters in the D3 felt like they were more polite to me than my teammates were, if that makes any sense. I wasn't getting the feeling that they were actually trying to kill me or at least annoy me!
What I'm also trying to say is that you could easily just run away and dodge nearly all conflict if you wanted to. was this because of the equipment we were given? I'm not entirely sure, but it's safe to say that everything was easily kitable and I didn't feel any rush or excitement whatsoever in any fight. Once again, I was bored in that aspect as well.
In fact, one of the optional quests was to locate a mini-dungeon nearby that was about to cave in on itself. I didn't even realize it was a timed quest until I finally noticed the timer after finding the actual dungeon. I found myself entering the dungeon, before running past every monster inside, looking for the treasure, which was the objective of the quest. I ended up dying in the collapse, which was my only death in the demo. Many other players suggested others to "run around to find the treasure." That gave me a bad vibe. What kind of Diablo game is this if other Diablo players actually tell you that it's better to run around like a coward instead of fight deadly monsters that can actually engage you?
I'm not sure if the health globe mechanic is a good or bad thing. I didn't notice any potions or use any potions personally. I'm sure others on these forums know more about potions and globes than I, but I'm still not really sure if the globe mechanic feels like Diablo. Keep in mind that I understand that potions and rejuvs were problematic in D2 and that they may have trivialized some content in the game. Still, I didn't feel like I was in danger or running out of mana at any given point in time. I wasn't feeling desperate, nor was I looking for globes. I just kind of accidentally ran into them without caring.
Most of my attention was wasted staring at my mana globe as I thought "Is it even possible for a skilled player or even an average player to run out of mana???" to myself. I'm sure the monsters had a few more HP's since there were three of us in the game, but they didn't deal any real damage to be honest. Once again, maybe it was the equipment that we were given?
Controls -
The controls were smooth even though the new tab function to switch your right click ability will probably take some getting used to. I had mixed opinions about it, but I'm sure it was mostly I was rushed because of the time limit. I'm sure when we all play the finished game, we will get used to the tab key and master it.
Visuals and Monsters -
Physical animations, the environment and ambiance were great. Whoever they have working on the scenery and doodads are really putting their hearts and soul into it. The desert eniroment was dark enough, even though it was based during the day time. This is something that every Diablo players will want, as opposed to having a game with low gamma lighting.
The models and monsters weren't anything spectacular or memorable. I honestly can't picture any memorable monsters in my mind as I'm typing this post to you guys. The only thing I can recall was the one monster Dervish they talked about in one of the panels. It was a ghostly looking thing that would spiral around, whipping axe bladed limbs at you. We fought a unique one, but besides it having a lot of health, it wasn't that interesting to fight. You guys remember the one quest boss with an assload of HP's at the start of Act 4 in D2? Picture fighting that bastard with him not dealing any threatening damage. Sound boring? It may be.
As for the spell effects, I share the same gripe as some others have mentioned. The game is a tad visually noisy. For those of you that don't understand what I mean, I'm basically saying that the spell effects are too flashy. Some of the spell effects either took up too much of the screen or were too bright for no reason. Some explosions were done right, but some weren't spot on. I remember another fan pointing out that a game of 8 players in D2 all fighting at once could provide a visually noisy battle, but he felt that you only needed 3 or 4 D3 characters to create the same amount of noise. I really do agree with him. Perhaps the game's point of view needs to be zoomed upwards and outwards. Having more monsters on the screen wouldn't hurt one bit, in my opinion.
---
One thing that I want to make clear is this... I only played one session, because the game didn't hold my interest. Call me jaded, but I didn't think to myself "Hmmm, I should probably play more D3, because I may never get a chance to play it again till release." I really had no urge to give it another go. I did find myself going in line to play Starcraft 2 three times without even realizing it. I understand that SC2 is more developed than D3 by a good year or two, but still. Also keep in mind that I refrained from bringing up common public gripes like "D3 looks like WoW!" or "The rainbow unicorns are attacking!" I have my own opinions about the direction of D3 and of Bashiok, but this is honestly how I felt when I was playing the real thing. I just hope it was just a watered down demo? I hope others honestly had a more exciting experience?
The rest of the game felt awesome though it really brought to life the way Diablo should be played just running around beating the crap out of monsters it was just so fun.
Yeah, that's a good point. Hopefully they will find an appropriate death penalty by release.
Did you play on Blackwing Lair by chance?
@OP, thanks for sharing your demo criticisms, good read. No real concern here though, Blizzard has said everything in the demo was made easier or buffed for more fluid gameplay. Also, the skills they provided some of the classes with weren't the most fun to mess around with, and just plain limited in some cases.
(='.'=)
(")_(")
Stay awhile, and listen.
By that i meant, visually noisy. It blew up and took up too much space on the screen that I literally had to wait for it to clear to engage the next target or continue on.
I played D3 3 times, and I felt it was a tad boring only b/c we were stuck in the same dessert area for the entire demo (no variety in landscape). I think the horrify skill should have a cool down. I was in the same collapse time dungeon with a friend, and we just alternated horrify to scare off all the mobs and found our way out.
The monk was a BLAST to play though. Seven way strike skill is so bad a$$. Overall a fun melee class that has aoe ability skills. Overall i like the game and the shape that it's in. Just tone down a bit on the globs :P.
SC2, was purely amazing. I can't say that enough.
So the cave.
basically you enter into an underground tomb and it is filled with a huge ammount of guys and chests to loot. The tomb is really big and they only give you enough time to explore the whole thing. (cant remember the exact amount of time give 2-4 mins maybe) basically as you explore the cave the roof falls down all the time and will hurt you if you get hit. when the roof falls the screen shakes as well.
any other quest you have about the tomb?
I wouldn't put too much stock in to what those two nerds have to say.
im thinking they just made you fight sucky weak monsters and gave you equipment or stats that were just unbeatable lol
im not too worried about the game but im surprised horrify didnt have a cooldown xD
Be my Buddy =^.^=
arent we all nerds XD
Be my Buddy =^.^=
Two years later and I'm still worried about never going oom in the beta!!!
Sorry for being a forum necromancer. I just decided to read this old post like a journal and I find myself still a little concerned for some of the things I thought about back at Blizzcon '09.
Although I think this is a good thread to raise (pun intended you necromancer you), as people may be able to compare the demo from passed blizzcons to the beta.
One little criticism (actually pretty big) I have about your review... you need to keep in mind that you are in fact comparing what is a really tiny portion of Diablo 3 to the entirety of Diablo 2. So you have to realise that when you do compare it with Diablo 2 you should ONLY compare this Diablo 3 beta with the first 3rd of Diablo 2's act 1.
From what I can see from pure observations of gameplay... Diablo 3's 1/3rd of act 1 is by far more impressive and exciting than 1/3rd of Diablo 2's act 1.
On saying this, what I don't really like about Diablo 3 is the pace. I think it is a little too fast for my taste, Diablo 2 was a little more calming at the beginning while Diablo 3 doesn't seem to give you any breaks when in the wild, its blast this and that without really taking in any of the depth of the monsters you are fighting or really acquiring a sense of immersion as the game constantly throws mob after mob at you. I admit their are some parts in this beta I have seen so far that give you a bit of a slow down... but as an entirety, Diablo 2 did it better.
However, in every other aspect... for the beginning of Diablo 3, much much more fun then that of its predecessor. =)