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Diablo II Review - PAGE 4
Prairie Wolfe - Monday, July 31st, 2000


Character Features & Nitpicking

The torturous sin of Act I will seek redemption in the amazing detail of Act II and beyond. From the engraved stelae and doors of the temples and the suspiciously Egyptian figurines on the walls to the blotchy sea serpents and the costumed Spearcats, what started out in Act I as stick figures became increasingly complex and intricate by Act II. Slimy Maggot Lair doors that go “slllurp” and strange cryptic symbols on Kurast’s deck give the game that added pizzazz. Dynamic lighting and real time shadowing create a convincing 3D environment, although why the non-Paladin characters have light auras is beyond me. Irritatingly, trees in Act III fail to turn translucent as you pass under them and veil nasty little smirking natives from the player. The Barbarian had no trouble jumping from illogical level to level in an Arcane Sanctuary even Escher would have been proud of.

Perhaps in a genuine attempt to lure some RPG fans, Diablo II no longer features the generic Warrior, Rogue and Sorcerer. Instead, we have a stew of complex characters, each with their own history and loyalty. For example, the Sorceress in Diablo II uses only elemental magic, and if you haven’t chucked the manual, you can read why. Each character has an extensive skill tree that is divided into three types. The necrophilic Necromancer, for example, has a myriad of Summoning Spells, Poison and Bone Spells and Curses. There aren’t nearly enough hot keys to cover each characters’ plethora of useful skills. And in addition to the space saved from not having to lug around spell books, some spells and skills are automatic and do not need to be cast. Select one of these for use with the left mouse button and still cast a skill/spell with the right. This added bonus allows for interesting combinations of skills. And the prerequisites required for higher level spells encourage wise investment of skill points and consequently higher replay value.

Be it rare that deities pay much attention to mere mortals, the Blizzard gods have answered our prayers. Gone are the days of having to meander from level to level, hauling worthless rags and caps for a few measly gold pieces. Town portal scrolls are literally littering the floors. To travel from map to map, take the fast and free Waypoint express transport that's also a great way to escape enemies. And why walk when you can run? Exercise that most common of virtues, cowardice. But your stamina will eventually exhaust itself unless you increase it artificially through potions stored on the layered belts that can carry up to 16 bottles. The slowed effect of healing potions discourages “potion-pumping”. And you don’t have to get epileptic from clicking; just hold down the mouse button and your character will slash away at your target until it is bloody on the ground. Or hire a mercenary in town and he’ll slash it for you, though they tend to be a waste of money due to weak AI and the annoying penchant for dying on you.


Article Index

1.Introduction
2.Background
3.Improving on Diablo I
4.Character Features & Nitpicking
5.Sound & Multiplayer
6.Final Thoughts

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