I know I don’t say this very often, but this game is way too easy.
I am not against easy games! If you want to appeal to a more laid-back and casual player, or if you want to go for accessibility, that’s fine. But as I’m playing the game in May of 2017, I get the feeling the game isn’t working the way it’s supposed to.
There are lots of interesting game mechanics here. Some foes telegraph a rush attack that you’re supposed to dodge. Some foes bombard you with mortar style attacks to encourage you to get in and engage at point-blank range. Others create zones of fire or poison around them, so you’ll want to engage at a distance. Some bosses have moves to pull you in close so they can use their most powerful attacks. Some foes attack you from all sides, so you’ll need to be creative and alert if you don’t want to swarmed. Some maps have traps like falling rubble or magical landmines so you have to watch your step.
These are all great ideas. These features should, in theory, make the battlefield a dynamic place that forces you to adapt to an ever-changing landscape of threats. Sure, one dungeon hallway is much like another. But facing mortar fire in a narrow hallway is very different from navigating around fire in a narrow hallway, which is different from navigating around fire in an open area where you are surrounded on all sides, which is different from facing clustered foes on the opposite side of a narrow bridge. Your opposition impacts the shape of the environment just as much as the placement of the randomly-generated walls.
Continue reading 〉〉 “Diablo III Part 2: The Gameplay”
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