As does the appearance of socketed items, into which rare jewels can be inserted to give them magical powers at your discretion. As your appreciation of character strategy deepens, so too does your awareness of Diablo Il's tactical smartness.
Merely walking around holding down the mouse button to attack the nearest monster simply won't work. Holding down the Ctrl button while moving enables you to run for as long as your stamina bar holds out—and the tactic continually proves invaluable, as you zip past the onrushing demon hordes to attack their rear-lurking leader and neutralise his ability to raise slain minions from the dead.
Or simply dash through a dungeon past legions of bad guys, desperately low on health and heading pell-mell for the exit. There are many other great things about Diablo II.
The opening section of the game it's divided into four separate Acts may be a touch uninspired, but the next three are much more interestingly constructed, with their own very distinctive look and feel. There are some impressive monster characterisations amongst the familiar skeletons, zombies and spiders, and the music's good enough not to turn off. The fixed perspective and low-res graphics immutably set at x may appear disappointing at first, but they're clear enough, and enlivened by some brilliant touches.
Spells and other magics conjure some truly spectacular special effects; real-time lighting ensures that a burning corpse will illuminate the walls most pleasingly; there's some nifty parallax if you've got a good 3D card, and weapons and armour of all types are all depicted on your character sprite, giving them a truly individual appearance.
Best of all, perhaps, is the superimposed automap, an invaluable aid which never obscures the action. Finally—and, perhaps most contentiously—the most compelling of all Diablo Il's features is its save-game implementation. After so many recent PC games whose atmospheres are continually upset by 'save-anywhere' interruptions, Diablo Il's no-save structure comes as a real breath of fresh air—and certainly contributes to that up-all-night tension.
There is no 'save' key. But when you quit the game, your character's status is preserved, along with their currently-held equipment and the gold and items you've placed in your lockable stash in town. A network of waypoints enables you to teleport to any previously visited area—but major treasures and quest endings are always at least a dungeon-level's worth of monsters away from the nearest waypoint.
If you get killed, you lose a chunk of any cash you were carrying and start back at the nearest town without your equipped items.
You can then go back and recover those items from your corpse or, if you're unable to fight your way back, you can quit the game, sacrifice all the gold you were carrying, and restart with your corpse safely placed within the town perimeter.
It sounds a bit complicated, but it works well. The main weakness, of course, is that a careful player will rarely lose much more than a few minutes' bother over a death—but the main strength is a removal of that 'just-saved' safety-net from all game choices. You're forced to think much more seriously about major choices than you would in a conventional save-anywhere game.
And that can only be welcomed. With doom lurking around every corner, then, Diablo II tends to foster conservative play. As you get obsessive about the size of your stash, you'll find yourself repeatedly teleporting from dungeon to town to bank every last bit of treasure and ensure you're always in tip-top shape for the next encounter.
This can get a bit laborious. But the model here is Gauntlet, not Black Isle's recent forays into the genre. And on those terms it succeeds magnificently. The excellently differentiated character types, and the fantastic breadth of skills available within these classes, makes this a game which is genuinely worth playing several times over, trying different characters and tactics each time. In fact, I'd play it from the beginning again right now—as a Sorceress, this time—were it not for the fact that my arm hurts so very, very much….
This can be any class, but players can prepare a future powerful build like the "Bowazon" Archer Amazon build if they plan on using it in the future. However, this character just needs to be created to make the folder appear so the old character can be pasted into that location.
It's not just character stats that transfer either. The imported character will bring its stash and inventory over with them too. This is great for anybody who farmed for high level equipment or rare runes in Diablo 2 to achieve perfect stats for each build.
To really make the character feel at home, players can even switch to Legacy Mode in Diablo 2: Resurrected to revert the graphics back to how they used to be. Known for her controversial personality and entrepreneurial spirit, Kaitlyn Siragusa aka Amouranth is a woman of many skills and unknown stories.
In the meantime, Pokemon and Battle Royales will continue to whisper sweet nothings in her ear. It does work as a gold sink, though. Trading items between characters did exist in the original game, but it was more complicated and involved more steps. This means that players sometimes spend time babysitting their companion characters in Diablo 2: Resurrected , which is not exciting gameplay. In any case, feeling like an old-school game complete with old-school difficulty is part of its appeal.
Eric Savage is a writer, editor, and a strong supporter of the Oxford comma. He is fortunate enough to have traveled extensively during his life, providing him with unique experiences and viewpoints.
His hobbies include tabletop gaming especially when it comes to painting miniatures , PC gaming, sci-fi, and fantasy. He lives in the U. By Eric Savage Published Oct 08,
0コメント