Both Diablo and Diablo II were just hack-and-slash RPGs

  • Both Diablo and Diablo II were just hack-and-slash RPGs; they were rather dark matches which showcased genuinely nerve-wracking and spooky ambience. Both games' scores did more than make you excited about playing a match; they pushed the Diablo Gold concept of a bleak, demon-infested world in which you were the only real hope of salvation. There are some players that enjoy a match for the backdrop and the feeling of fear or atmosphere just as much as the actual gameplay, which was sorely missing in Diablo III. For an perfect contrast, let's look at the opening themes to each game. The two Diablo I and II had ominous, low, spooky music that emphasised the'evil' parts of the match; whereas III featured a 'epic' score which was more about fighting and much less about the battle of good vs. evil in the game's universe.

    Without the work of maestro Matt Uelman, music-wise Diablo III dropped flat. The score lacked depth of sounds that made every act dungeons and identifiable didn't feel scary, though that's supposed to be the point of a single player. That will probably be enough for a few lovers to return to the franchise.

    Both Diablo and Diablo II used a Havok game engine to create nearly dungeon maps when players started. These were reserved for boss fights dungeons or towns though a select places had exactly the same format. The major wilderness was immense, and players spent a great deal of time searching. In Diablo III Blizzard used their own game engine, and so seldom and the same generic structure was adopted by most of the maps brought anything new into the direction that players had to follow.

    By way of example, during the part of Act III at Diablo III, the gamers needed to go through the'Sin Hearts'a tower with levels going through ****. The only thing that actually changes are on which levels; everything else waypoints, story points, are in the same locations, that kinds of monsters will look.

    This made the entire process of finishing quests repetitive and predictable. A big part of the pleasure in Diablo I and II was that the randomness, a feature which might need to be reintroduced in Diablo IV. Forget Blizzard's search motor; Diablo III's predecessors' Havok engine was a much greater feature that made the exploration aspect more rewarding, even though it did take.