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A recap of the DIII Release for Castle Co-Op, a website dedicated to Film, TV, Music and Culture – Published  24-05-2012


Fanart: courtesy of Tyler James (ARTofTY)

As a recovering Diablo II junkie, it has been an laborious exercise to tear myself away from the corrupted realm of Sanctuary, however seeing as the BattleNet servers are currently down for service (again), I guess this infuriating reprise allows me to review Blizzards latest PC addiction, Diablo III.

This latest instalment to the popular Action-RPG has had fans in the lurch for over a decade; loyal fans and avid gamers were treated to a selection of errors 33, 37, 3005, 3006 and the now game-breaking Templar Shield Bug. If nothing else, it provided fantastic fodder for some hilarious internet memes.

Since the failed launch, I’ve been able to hack-and-slash (well mainly shoot) my way through the entirety of the game save for Inferno difficulty, and am thoroughly impressed with the incredible level of detail poured into the systems, skills, and environments be they heavily controversial or a surprisingly satisfying endeavour.

The story picks up 20 years after the corrupted World Stone’s destruction; the story is short-and-sweet with the vehement of lore suppressed into optional dialogue. Now despite Blizzard’s noble efforts to make the narrative epic and attempt at cinematic drama during set-pieces, the plot is well executed despite easily foreshadowed, clichéd, and extremely predicable story – much to the dismay of my fellow party member who read the chat log as I unintentionally and continually spoiled the story, predicting almost every plot point. But it has never been the story that retains such a faithful fan-base; at its core Diablo III is still the same loot-driven, dungeon grinding, hero crafting (and PvP omitted from launch) of its predecessors, just innately honed to near perfection.

First up is the conclusion to my previous self-absorbed internal debate about the interchangeable skills system. Overall, skills are versatile and fun. Each progressive skill and rune is well suited to their respective hero archetype (even the bizarrely imagined enigmatic Witch Doctor), albeit each level unlocked grants a new upgrade subjugating this level of progression as obtusely overpowered. Each new level gained, and each new skill available makes your hero increasingly god-like where the supposed challenges in Nightmare and Hell seem far and few between (with the only exception being champion mobs). But again, the ability to experiment and change your skills on the fly is simply fun and have proven a valuable asset – assuming you’ve uncrippled your progress by selecting ‘Elective Mode’ and ‘Show Advance Tooltips’ in the gameplay menu (why this isn’t the default setting is truly baffling).

This system lends well with the revamped combat system of DIII. Despite this nagging feeling that the combat isn’t as graceful as I’d expect (be it lag, my graphics processor or fatigued induced delusions), but transitioning from the move and attack commands leads to a very small delay that can cost you your life when ill-equipped. Combat feels well paced as throngs of lesser foes melt under your god-like abilities, where a handful of champion mobs throw a gratifying spanner in the works. Emerging victorious from these encounters all depends on the gear you’re wearing, and skilled you are at your hero class, not how quickly you can spam full rejuvenation potions.

What still amazes me is the atmospheric environmental design that has your hero hurtling down endless claustrophobic corridors of the randomly generated dungeons. With extravagantly detailed and the vibrant exterior locales often gifting players with an awe inspiring view from atop sheer cliffs that depict serene rainbows arching over a babbling brook, to the wild hordes of demons battling the battalions of men over the remains of a desecrated mountain (I love the opening of Act III). Oh, and the FMVs interspersed between Acts are unsurprisingly kickass epic. The intensity of these visuals not just present onscreen, but with the excessive strain placed on my graphics hardware, as the omniscient hum of the fans grows ever louder, taxing the threshold of my laptop with its incredible details.

New features of DIII include a roster of unlockable Achievements (akin to StarCraft II), improvements on the inventory management (notably Town Portal and identifying items are on a channelling and cooldown system), a shared stash for troves of loot, and shared progressive upgrades of your artisans remain a most welcome addition making multiple-hero management a breeze. Gold in DIII is purportedly a valuable currency. Upgrading the aforementioned artisans (Jeweller and Blacksmith) is a worthwhile effort as their wares and usefulness is a genuine asset – especially when you can craft rare ‘gold’ items without having to grind, although not nearly as thrilling. The only issues that arise from the items are weapons being reduced to mere aesthetics. All seem to have identical melee range; the only differing factor is attack speed and animation.

Just for fun, I decided (for the purposes of the review) to go in the Action House (with the Real Money Auction House still unavailable) and purchase the most overpowered weapon available for my hero that my measly stockpiled gold would allow, transforming my already god-like hero into a cleansing spectre of death to all my foes. Personally, the game only became challenging (i.e. situations deemed impossible to defeat the enemy) came in Hell, where my religious adherence to the shift-clicking was rendered moot were against the charging champion mobs (my favourite being the first encounter against the earthbending satyrs) with ridiculous HP-sinks, and combinations of ancillary powers that result in a guaranteed OHKOs for your hero.  Not even the Act’s final set-bosses poised this level of difficulty in comparison.

Exploring the vast plains of Sanctuary can be a lonely venture, but since Blizzard forceful imposition of a perma-connection to the internet, you might as well play with close friends or random allies as co-op has been beautifully integrated in the retail release. The constant chaos onscreen as four-partied heroes clash against Diablo’s minions is a real spectacle, which makes great use of the interchangeable skill system to best utilise each skill and rune to the betterment of the party, not just yourself. The revive mechanic is very useful in boss battles, but most notable is the loot-drops that are individualised for each player to combat the mad dash for loot at the conclusion of the boss battle. What I love is each hero has individualised drops – so if a party member picks up a rare gold item that would benefit a partied ally, they can just share the link into the chat, trade (or if you’re very fortunate) give you the item in question. This makes for some surreal moments as players quickly divvy up and barter over the spoils of war over the corpse of the downed demon. All in all, co-op is just more fun.

The few gripes that I have with the game are the constant server updates and inopportune time (for instance, as I write in place of a raid), a 10-item limit on auction house listings, no public lobby  tha makes joining a random game with a full party of four difficult, and no integrator voice chat client. A small nitpick that I don’t really care about, but for players wishing to watch the story in its entirety are not recommended to play through co-op as any player in party can skip cut-scenes and dialogue cues. While good for those who don’t care, it can be annoying for newer players. The exclusion of the Real Money Auction House and PvP on release is frustrating to providing readers with a full written review.

Overall, while some may dismiss Diablo III as a mere superficial facelift from its predecessor, I to agree that the game doesn’t do much in terms of ground-breaking innovation. It simply distils the best elements of DII, admittedly dumbing down a few key areas of skills, stats, and customisation in favour of a user-friendly system and appealing to a larger audience base. All I will comment is Diablo III is exactly what you expected from Blizzard for a dungeon crawl hack-and-slash – and for me, it doesn’t matter, as the new loot, new heroes and a new world is enough enticement to sacrifice the remainder of my social life in the hunt for the next legendary loot-drop.

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Other: Check back for my thoughts on the RMAH (Real Money Auction House), PvP (looking to be an interesting meta-game), my thoughts on Inferno Difficulty, and a final check to see how long my Hardcore Hero can survive. Finally here is a quick video link for players wishing to visit the secret level in Diablo III (There is no Cow Level)

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DEVELOPER: Blizzard Entertainment

PLATFORM(S): PC
PUBLISHER: Blizzard Entertainment

This is my inaugural comedy review article for RHUM (Rabbit Hole Urban Music) Online Magazine- Published 04-05-2012

With a distinct off-off-Broadway kind of vibe, the Revolt Art-Space possesses an innately grungy, industrial-chic décor with a seemingly dramatic art gallery affair, boldly draped in black with splashes of red that add to the slightly burlesque and macabre aesthetics. Somehow there is this inescapable sensation we’ve entered some underground Hipster territory. All that’s missing is said clientèle with their Ray-Ban wayfarers, black cigarette legged jeans, and knitted beanie, sipping their organic soybean caffeinated concoction cradled in a biodegradable cup.

Despite the nagging impression I’m probably going to be mugged; this definitely feels the perfect locale for the unscripted shenanigans of The Wrong People.

Let me preface this by emphatically stating I have the utmost respect for performers who engage in improvisation as one of the more difficult genres of comedy to execute. I hate to be that guy, but growing up spoiled with the improv styling of ‘Whose Line Is It Anyway,’ there is an understanding of a strangely oxymoronic structure to the craft of improvisation that is required to reign in the act.

With The Wrong People, there really was an ineffable onstage dissonance amongst the troupe dynamics. Each players performance was too individualised that never congealed as a unitary performance, but neither was there a competitive agenda of comedic one-upmanship.

The show employed an orthodox variant of improv-comedy fabricating narrative scene based on audience suggestion as improvisational ammunition, yet neglects to autonomously adhere to improv basics. Engaging with the audience and their suggestions, feeding each other inspired material to complement the scene, and the adopted personas for each scene lacked distinguishable diversity to the point where all three acts began to merge as a hodgepodge of comedic drek.

The act merely failed to deliver any sort of comedic rhythm to harmonize the improvised material; an ebb and flow so to speak. What resulted was an awkward group dynamic that, regardless of any criticism, the audience responded generously in earnest with genuine levity.

There were some chuckles to be had, sure – but that’s the whimsical joy of the live comedy act. It’s euphoric atmosphere. That’s simply the nature of the beast, where improv comedy can go either way. The stand-up acts interspersed throughout the show and the MC Dil Ruk were the redeeming highlights of the evening, juxtaposed with the average improvised scenes.

There is potential to this upstart comedy troupe, but this crew hasn’t found it yet.
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Chuckle Factor: 1.5 / 5 

With the Oz Comic-Con inaugural celebrations just around the corner, I’d like to update you all with a bevy of new guest stars (TV and film actors, voice-over artists and comic and publishing guests) who have signed on to attend the Adelaide convention.

For more information about the upcoming guest stars please visit the guests’ page of the Oz Comic-Con webpage.

Also, in light of the next highly anticipated book-to-screen adaptation - The Hunger Games - actors Leven Rambin (Glimmer - the career tribute from District 1) and two other stars (to be announced shortly) of the film will be in Melbourne. For fans of the book and/or film, there will be ‘The Games Experience Ticket’ for the Melbourne leg of the Oz Comic-Con - The Hungers Games in cinema’s tomorrow!

Finally a reminder that tickets can be purchased in advance via the Oz Comic-Con Website (bookings are essential for the specialty tickets) or can be purchased on both days at the door.

Oz Comic Con Adelaide will be held in the Goyder Pavilion from 31st of March to April 1st
Oz Comic Con Melbourne will be held in Melbourne Exhibition Centre from June 30th to July 1st.

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For all you Browncoats and Firefly fanatics out there, watch this space for an upcoming pre-convention interview …

Yes I know, I’ve put this off for quite a while now. My prowess in procrastination is to blame – to which I plan on expanding through detailed analysis.

Now on topic – this blog will embody essentially anything and everything I deem worthy of my time and yours. As we know, time is elusive and all matter in life is superfluous. That being said, anything to everything may be included, why limit myself to a mere few topics.

Personally, I love stories of any form and medium; books, films, television, video games … even a quaint chat over a few drinks is what I truly enjoy and I will use this space as my outlet.

Considering I’m studying the Media and Communications at The University of Melbourne, it’d serve me well to practice my writing outside of academia.

What follows this post will be countless inspirational literary pieces devoted to the absurdities and observations of my life. So I hope you take the time with me to play by proxy

(hah … see how I got the title in there … genius)