A recap of the DIII BETA for Castle Co-Op, a website dedicated to Film, TV, Music and Culture – Published 04-05-2012
With the close of the open BETA servers on Tuesday, I guess it’s about time we discuss a little Diablo III (DIII). Minus the lag induced by extraneous stress placed on the servers, as a Diablo II (DII) veteran, the BETA yielded a nostalgic yet surprisingly refreshing take on my favourite RPG-Dungeon Crawler that parasitically enveloped most of my time during high school.
Welcome back to the corrupted realm of Sanctuary.
Perhaps less so than Blizzard’s efforts with StarCraft II, but DIII’s progress has been hotly debated amongst fans vying for the success of their adored franchise. From trivial debates such as transitioning from the murky, gothic visual aesthetics to the oversaturated phosphorescent My Little Pony colour palates (that might be exaggerated) or the perma-connection required for the single player campaign, DIII has undergone serious retooling since the first closed-BETA last year – with the noticeable omission of the Scroll of Companion.
During my BETA stint, I thoroughly wring the Demon Hunter and Monk through their paces as my preferred hero classes as they closely resemble the Amazon and Paladin from DIII’s predecessor, although the Monk’s uncanny resemblance to Avatar Aang was a decisive factor. Despite initial trepidations that each class would just be a shallow synergy between the previous classes (Monk = Assassin and Paladin), they all seem fresh and acutely varied that cater toward a variety of play styles.
The Monk’s swift up-close and personal melee approach was addictive and ultimately satisfying with the string of attack animations, while the Demon Hunter’s shift-clicking ranged projectiles was a might underwhelming, however it looks like the DH’s true potential unlocks past the BETA cap.
Building on the successful franchise with a few UI cues from World of Warcraft, the most notable changes revolve around the oversimplification of the Stats and Skills Tree. This lack of class diversity will take a noticeable hit in PvP (an omitted feature from DIII’s release), but I can see where it benefits the more casual players, alleviating the unnecessary burden associated with creating the perfect warrior. I’m somewhat satisfied with the auto stat allocation, as they remained pretty constant with each class from DII, but the skills – I’ll need to play much more of the campaign before I’ll form any lasting opinion.
As I write, I’m trying in earnest not to engage myself in an egotistical antagonistic discussion; but I can see both the benefits of eliminating the Skills Tree and its drawbacks. Having Skills simply unlock as to have each available and subsequently levelled for use in any situation is a convenient joy. However, to justify this open-ended skill customisation, it creates the demand for the game to be throwing a lot more than simple point-and-click enemy AI at players. Otherwise the ability to switch skills on the fly becomes nothing more than a poorly executed gimmick.
With all characters evolving similarly, there drops any real customisation in terms of class mechanics, however the new Rune system satiates the void providing a viable source of diversity. Also there will be heavy reliance on custom forging weapons, armour, and accessories as there hasn’t been much change to the pot-luck loot drops that mercifully have evolved from a mad scrounge for the boss’s corpse to personalised drops only for each party member.
Inventory management has always been the crux of my frustration during The Lord of Destruction expansion pack, with the introduction of Charms. Luckily DIII has revamped the UI as you will no longer be thwarted by a never ending game of Inventory-Tetris. Blizzard has also taken action against Potion-Spamming, with a new Health-Orb drop system in place. Their presence seems innocuous enough not to be considered a high-value resource you need to actively hunt during gameplay – unless teetering on the brink of death, then it’s a god-send.
At its heart, Diablo has always been an action centric RPG-Dungeon Crawl with a heavy influence on combat, and a ‘lucky-draw’ loot system that had myself and thousands more on constant Bloody Foothill, Ancients and Baal runs. DIII has made a valiant effort to uphold their convictions to deliver a wickedly fun BETA without losing any of its old charm that players fell in love with over a decade ago.
Looking at the game exponentially, unfortunately there isn’t much beyond the hype of a new Diablo game. All these shiny additions and supposedly fresh innovations seem to cater toward the unruly casual market, however I’ve condemned myself not to make any rash accusations and shape ill-informed opinions until these mechanics have been fleshed out and thoroughly experimented in the retail release.
For fans in the Americas server, please feel free to add me to your friends list, as now the real challenge is finding something, anything to bide the time before the release on May 15th.
Watch this space for a full review







