Unless I'm forgetting something (which I'm sure I am), this is the first ARPG for console since... well, since the original "Diablo" for playstation 13 years ago. Let's hope it is a little better than that one, which won't be hard.
Its flaws didn't come from combat, so a new control scheme won't change things. And what about the editor?
Agreed on that, but it does fill a niche. Which is kind of what it does as a ten buck steam game. No idea on the editor or PSN, maybe there will be more info from the CES show, which still has a few days left.
A buddy tells me "Too Human" is a recent console ARPG. That shouldn't be much harder to top than the original PS Diablo.
Yeah, this style of game definitely needs randomness, and needs it done right. I still think that the choice to make the exterior levels static in D3 was lame. Even if D2 didn't do it right, you'd think with over 100 million bucks spent over ten years they would be up for the challenge this time.
It doesn't matter if exterior areas are static or not because most of the areas we will repeat will be dungeons. Having static outdoor maps also allows you to more easily navigate, and there is of course the benefit of much better looking environments.
IMO, I just like maximum randomness. I think the bad implementation of it in D2 soured people on it, but it could be good, and add to the fresh feel of a new game. Just opinion.
Agreed on everything else, I have high hopes for TL2.
I'm not sure whether there was anything to be gained from making them random though.
I'll reserve final judgement until I've played the game through a hundred times and I'm sick tired of the static exteriors - perhaps.
I thought the attempts to randomize the exteriors were weak in D2, but really liked it in the rare moments where they (sort of) worked. But you can't disprove a negative.