Showing posts with label diablo. Show all posts
Showing posts with label diablo. Show all posts

Monday, July 9, 2012

Diablo III: Saving the End Game




It happened just after the sixty hour mark. After felling Diablo for a second time the charm of the creeping hordes and sprawling dungeons dwindled. The treasure chests, once blossoms bursting with a near-endless wealth of weaponry, lost their allure. When a hero of the High Heavens finds the best gear around, what's left for them to do?


A Blizzard community manager recently admitted that the item hunt "is just not enough for a long-term sustainable end-game." Players need something more in order to stay engaged and keep slaying. No matter how many patches and hotfixes roll through to tinker with the little things, beating Diablo III four times in a row leaves precious little fun left to enjoy. But, like Tyrael taking up his sword in Act I, not all hope is lost. Descend below for a list of additions that could save Diablo III's end game.





My Kingdom for a Sword



Start simple, Blizzard. More item affixes could help. Think devious hexes, armor brands, and other neato buffs. While the current set has plenty of delightful side effects just made for exploiting, a few extra never hurt. Unless they throw Diablo III's balance right out the window, which is always a looming threat when adding to a complex equation.







Speaking of affixes, some of those found in Diablo II never made the jump to Diablo III. We need only look to those for plenty of options that have yet to be explored in the latest adventure.





Race Ya to the Finish



Much like moving from Normal to Nightmare, this next suggestion starts to get crazy. With so much of Diablo III's design hinged on the purpose of encouraging multiple runs through the story, why not implement a ranked time trial?


Imagine a simple prompt at the beginning of the campaign that disables all cutscenes and sends you hurdling towards Diablo with a time counter on the top of the display. After clearing the story, or perhaps just an act, your time appears on a global leaderboard for all to see. This would exist outside of the time-based achievements, by the way. Those do their own thing.







Of course, time trials present their own set of problems, like how to handle players that log in and out mid-play. But jockeying for the fastest time gives Diablo extremists an additional way to compete and compare skills.





Modes! Modes! Modes!



One of the best ways to keep the party going is to develop more modes on top of the norm. It's worked well for years because developers can deliver the same play experience but in a different package. In the case of Diablo III, some recognizable formats seem like a perfect fit for this dungeon crawler.


First! A tower mode. Or endless dungeon mode. Whatever brooding title fits, really. Completely randomize a series of never-ending floors and challenge players to go as deep as they can on a single run. No deaths allowed, and some restrictions on returning to town. This would not only open up a limitless dungeon-crawling option but would also force explorers to think twice before picking up everything on the floor.







Second! Look to almost any modern shooter to find a delightfully replayable horde mode. Implementing this into Diablo III would require some serious effort on Blizzard's behalf as it requires appropriate maps and the like, but what wonders it could work on the end game! A cooperative battle against waves and waves of enemies. Saving your gold or spending it on temporary defenses and walls. I tremble at the thought.


Third! Arcade mode! Play for points!





At the End of the Game/Day



We all know that PVP mode beckons us from just up the road, and inevitable expansions all but guarantee new classes and quests. But until then, Diablo III needs more.


Finding the perfect set of loot can only keep the adventuring masses entertained for so long. And with plenty of folks already clearing the story on Inferno, Blizzard needs to consider other ways to keep everyone playing, or else Evil will prevail.







Ryan Clements writers for IGN and, despite what you might think, loves Diablo III. Really. He took a day off of work to play it at launch. Follow him on Twitter, and share in his love of The Last Airbender, which he just finished for the first time.



Source : ign[dot]com

Thursday, July 5, 2012

Blizzard Admits Diablo III Endgame isn't Sustainable




Blizzard has agreed with claims that the Diablo III item hunt isn't enough for a sustainable endgame.


Speaking on the game's forums, community manager Bashiok stated, "There needs to be something else that keeps people engaged, and we know it's not there right now".








We recognize that the item hunt is just not enough for a long-term sustainable end-game.





"We recognize that the item hunt is just not enough for a long-term sustainable end-game," he said.


"There are still tons of people playing every day and week, and playing a lot, but eventually they're going to run out of stuff to do (if they haven't already). Killing enemies and finding items is a lot of fun, and we think we have a lot of the systems surrounding that right, or at least on the right path with a few corrections and tweaks.  But honestly Diablo III is not World of Warcraft. We aren't going to be able to pump out tons of new systems and content every couple months."


Given the fact that Diablo was recently beaten on the game's hardest setting, some players have been suggesting Blizzard didn't provide enough content at launch.  But Bashiok is quick to assert that this doesn't mean the company is content to sit idle while players are bored.  He cites the upcoming PvP arenas along with a progression system as potential solutions, though neither will arrive soon.







He explained, "We're working toward 1.0.4, which we're really trying to pack with as many fixes and changes we can to help you guys out (and we'll have a bunch of articles posted with all the details as we get closer), and we're of course working on 1.1 with PvP arenas.








Hindsight is 20/20, but we believed pre-release that the item hunt would be far more sustainable, and would work to be a proper end-game for quite a while. That didn't turn out to be true.





"I think both those patches will do a lot to give people things to do, and get them excited about playing, but they're not going to be a real end-game solution, at least not what we would expect out of a proper end-game. We have some ideas for progression systems, but honestly it's a huge feature if we want to try to do it right, and not something we could envision being possible until well after 1.1 which it itself still a ways out."


Several players were quick to suggest that this proves Blizzard released Diablo III before the title was ready, but Bashiok refutes this.  He did admit however that, "Hindsight is 20/20 I suppose, but we believed pre-release that the item hunt would be far more sustainable, and would work to be a proper end-game for quite a while. That didn't turn out to be true, and we recognize that."


Despite this, the game doesn't appear to be in the dire straights that some are extrapolating from his admission.  Comparing the title's retention with Blizzard's other juggernaut, World of Warcraft, he revealed that Diablo III was still performing well and that the game is yet to be released in several key territories.


"We have hundreds upon hundreds of thousands playing every night. Comparing to just normal drop-off post release of a WoW expansion, Diablo III has been very solid, and it's not even out in China yet," he said.







Diablo III became the fastest selling PC game of all time when it released in May, shifting 3.5 million copies within 24 hours.  Our original review found the game to be amazing, though a bunch of our editors recently sat down to discuss how their experiences have progressed since then.







Luke Karmali is IGN's UK Editorial Assistant.  You too can revel in mediocrity by following him on IGN and on Twitter.



Source : ign[dot]com

Friday, June 29, 2012

The Worst Video Games of 2012 So Far




The IGN staff joked recently that 2012 might be -- despite absolutely incredible games like Fez, Diablo III, and Mass Effect 3 -- the worst year in the history of games.


Eventually it stopped sounding like a joke. For every awesome, forward-thinking gem, we reviewed something abysmal, embarrassing, or downright unplayable. 2012 is a victim suffering from some serious games industry abuse right now, and we're only halfway through the year.


Here's hoping the next six months brings us better games than these piles of hot, smelly garbage. These are the worst of the worst, the least likable games IGN reviewed in 2012 so far.






Resident Evil: Operation Raccoon City








http://ign.com/http://ign.com/Game of Thrones








Bloodforge








Ridge Racer Vita








Steel Battalion: Heavy Armor








Ninja Gaiden 3








NeverDead








Orion: Dino Beatdown







Gettysburg: Armored Warfare








Amy









Brian Altano is IGN's Senior Features Editor. He secretly wishes somebody would combine something from every game on this list and make the greatest worst video game ever made. Mitch Dyer is IGN's Xbox Associate Editor and he secretly wishes that Brian's wish never comes true because he'd end up having to review it.



Source : ign[dot]com

Friday, June 22, 2012

Blizzard Explains Diablo III's Restricted Access




Update: Blizzard has issued a statement explaining why players who purchase Diablo III digitally from this point forward will need to wait up to 72 hours for full game access.


"For security reasons and to help ensure the integrity of the game and auction house service, players who purchase the digital version of Diablo III may have to wait until payment verification is complete before they can access certain game features."


"Similar to World of Warcraft, these restrictions were put in place to deter credit card fraud, which in turn helps reduce gold spam and other harmful activities that can have a negative impact on the game experience for everyone."


The level 13 cap and progress limit at the Skeleton King boss fight in Act I, as reported below, were not actually intentionally implemented, according to Blizzard. "An unintended consequence of these security measures, players who purchase the game digitally after patch 1.0.3 are temporarily being capped at level 13 and not able to proceed beyond Act I. We are working to correct this as soon as possible and will provide another update when we have more details to share."


Here's the full list of restrictions, aside from the mistake with the level and progress cap.



  • No public game access for unverified digital purchasers

  • No auction house access (real-money or gold) for unverified digital purchasers

  • Unverified digital purchasers cannot trade items or drop items for other players to receive

  • Unverified digital purchasers are not able to chat in any public or game channels

  • Unverified digital purchasers cannot attach a custom message to friend requests, but they can send/accept friend requests, and play with their friends



  • Global Play is not available for unverified digital purchasers


Blizzard claims that in most cases restrictions are lifted within 24 hours. Have you purchased Diablo III digitally within the last few days? What has your experience been like?







Original Story: Most of the staff at IGN has been enjoying Diablo III. In fact, many of us talk about it so much that we've convinced friends and other co-workers to buy it. While plenty of people are willing to go out to a store or purchase a boxed copy online, many more turn to Battle.net and quickly pick up a digital copy. As of the new 1.0.3, though, new customers can apparently only unlock the full game three days after purchase.


In a post on Blizzard's support forums, the details are made clear (though not explained at all):


As of patch 1.0.3, when purchasing a digital version of Diablo III through the online store or your Battle.net Account, players are restricted to the Starter Edition for the first 72 hours (sometimes less). Players on Starter Editions have the following restrictions:



  • Act I up to the Skeleton King is available

  • Level 13 cap

  • Matchmaking available only with other Starter Edition players

  • No Auction House access (Real Money or Gold)

  • Global Play is not available. Players attempting to connect to Diablo III Starter Edition in a region other than their Battle.net Account's home region will receive Error 12. See the Global Play support article for more information.


Basically, people who go out and purchase the game in-full are restricted to the content from the Beta. We've reached out to Blizzard for clarification, since at the moment we're just left wondering why this step would be taken. Perhaps it has something to do with restricting access in order to help server loads? Or maybe keep would-be farmers from buying a bunch of copies to put a ton of auctions up and get around the 10-item per account limit? Let's all speculate together.



Source : ign[dot]com

Monday, June 4, 2012

Diablo 3 on PlayStation 3 Listed By Retailer




Diablo 3 on PlayStation 3 has been listed by German online retailer RedCoon.


Product details state the game will offer "Multiplayer support via Battle.net, with opportunities for cooperative and competitive" play. The game is not listed for Xbox 360. If authentic, this could be simply be an oversight, or perhaps an indication the console version Diablo III could be a PS3 exclusive.



There have been rumours of Blizzard's RPG coming to consoles for a while now. Last year a job listing appeared on Blizzard's site for a "Senior Producer, Console ". And earlier this year, Blizzard community manager Micah “Bashiok” Whipple said on Twitter that Josh Mosqueira - the game's lead designer - was also leading the Diable console project. Blizzard was quick to downplay a console version of Diable, however, saying that Bashiok's tweet was merely "confirmation that we’re actively exploring the possibility of developing a console version of Diablo III, as we’ve mentioned in the past,” and "not a confirmation that Diablo III is coming to any console platform.”


If this is more than a simple mistake, expect details at Sony's E3 Press Conference today Sony (6.00pm PST/9.00pm EST/2.00am BST/3.00am CEST/11.00am AEST).


[ignvideo url="http://uk.ign.com/videos/2012/05/22/diablo-iii-video-review"




Source : http://www.ign.com/articles/2012/06/04/diablo-3-on-playstation-3-listed-by-retailer

Wednesday, May 30, 2012

Diablo III Real-Money Auction House Delayed Again




If you logged into Diablo III today, perhaps you noticed the real-money auction house is not yet live. According to an in-game notification, the real-money version of Diablo III’s auction house will go live on June 12, 2012.

This is the third time the real-money auction house has been delayed. Initially it was expected to launch one week following the game’s May 15 release date, then it was pushed to May 29.

Over the course of the past two weeks the virtual currency auction house has frequently been down for maintenance as Blizzard addressed technical issues.

“We're also continuing to investigate latency affecting search results, active auction lists, posting auctions, and successful sales and purchases on the gold auction house, and hope to have all transactions running smoothly as soon as possible,” said a recent official post.

As of this moment, the virtual currency auction house is up and running, but it’s not possible to sell commodities such as crafting components and gems.



Source : http://www.ign.com

Tuesday, May 29, 2012

Diablo III: Post-Launch Changes




In a post on the Diablo III site Blizzard described a number of changes coming to its popular action-RPG. It appears the “first real game balance changes” will arrive in patch 1.0.3, which will include adjustments to damage “spikiness” in the Inferno difficulty setting, and make the blacksmith artisan a little less expensive to upgrade.


In terms of what Blizzard considers to be important when adjusting balance and skills, “If any single skill or rune feels absolutely required to progress, it means that skill is working against our goal of encouraging build diversity -- and those “required” skills need to be corrected.” This is in reference to the recent hotfixes that lessened the effectiveness of the Monk and Wizard.


Blizzard also noted the 1.1 patch will be the PvP patch, which will add a combat arena into the game where players can beat each other up. In addition, the 1.1 PvP patch will include numerous non-PvP-related changes, such as increasing the statistics of legendary items.







“Legendary items are not designed to necessarily be the best items in the game,” said the post. “They’re just one additional type of item as you level up, and they are not meant to be the primary items you’re chasing at the end-game. They can -- and should -- be exciting to find, but they’re not supposed to serve as the single driving force of the item hunt. Rare items, for example, have the possibility to roll up “perfect” stats that can, if you’re lucky, outpace the predetermined stats of a Legendary. That’s by design.”


Blizzard also listed some interesting statistics for Diablo III, revealing that so far only 1.9 percent of those playing have unlocked the Inferno difficulty setting, and that 80 percent of Diablo III characters are between levels one and 30. So far, the most commonly used runes in the game include Best Served Cold (Barbarian), Lingering Fog (Demon Hunter), Mirror Skin (Wizard), Peaceful Repose (Monk) and Numbing Dart (Witch Doctor).




Source : http://www.ign.com/articles/2012/05/29/diablo-iii-post-launch-changes

Tuesday, May 22, 2012

Diablo III Review in Progress




After over a decade of waiting, it's time to play Diablo III. We’ve written boatloads of content about Diablo III and its predecessors over the last couple of years, and now that it's out a big part of the staff is ensconced in the world of Diablo.



As for the Diablo III review, well, it wasn't even possible to start playing until it released publicly. So our solution is what you’ve likely seen us do in the past for other big games like Rift, World of Warcraft and Star Wars: The Old Republic – a review in progress. Every day a new entry with impressions about the Diablo III experience thus far will appear in this article. A final score won’t be assigned until Diablo has been vanquished and enough of the game has been experienced to render a verdict.

The first steps in our epic journey together have begun, friends. In the words of Deckard Cain, "Stay awhile and listen." In the meantime, if you're a total Diablo noob you should check out our Get to Know Diablo article. And if you remember the old style of Diablo gameplay, check out our Evolution of Diablo video for an overview of the changes from II to III.



For a lot more detail on Diablo III, check out IGN's Diablo wiki.


Day One -- User-Friendly Systems and Server Issues

Diablo III has all the launch problems of a major MMO. Blizzard’s action-RPG requires you to connect to their proprietary gaming network, Battle.net, if you want to play, but since its launch it’s been an aggravating slog to log on. It’s annoying enough that you can’t play without an Internet connection, but it’s even worse that the company that runs the biggest MMO in the world, and who no doubt had a good idea of how well Diablo III was selling, couldn't make the first day run smoother. Even now, at the time this is being written, the whole system has been shut down for server maintenance. Thankfully I’m playing it from my office, since I can only imagine how irate people who took the day off to enjoy one of the biggest game launches all year must be feeling right now.

Even when I managed to successfully log in and get Diablo III running things didn’t go well as far as user experience is concerned. Regularly my friends and I would have multiple minutes go by between messages we sent one another, only to have an error code pop up and a wall of text spam through the chat. Or there was the point when early on in Act I my game simply crashed, prior to which half the world disappeared along with my character’s spell effects. The best part? After forcing my way out of Diablo III I logged back in only to find that my items and progress from the previous few minutes had disappeared. Goodbye, shiny new helmet. This didn’t bother me too much since I was so early in the campaign that I hadn’t found anything special, but if I lost a rare or special item due to their server issues you could bet I’d be on the phone with someone in customer service. Items can now net real money, so its inexcusable to lose them due to problems with Blizzard's servers.



But during those moments when things came together just right, when mouse click after mouse click resulted in waves of beautiful and gory death, I found myself getting progressively more hooked on Diablo III. Having recently played through Diablo II, its great how to see how Blizzard’s applied everything they’ve learned in the last decade. Every time my character levels he gets something that feels significant. Sometimes it’s an awesome new ability, but even when it’s just a rune that augments a power I already had it opens up new options and tactics. Even better, though, is how it only takes a few clicks to rapidly switch between my powers and runes, ensuring I never feel tied to a decision. Instead of gameplay like Diablo II, where I often regretted how I allotted my ability points, Diablo III encourages experimentation and finding out exactly what works for your playstyle. It’s a vastly superior way to handle character abilities.

It’s also great how much Blizzard has adapted Diablo III’s user-interface to suit the array of abilities at your disposal. Previously Diablo II forced you to map your many abilities to the function keys, and then press those keys to quickly access them with your mouse. In Diablo III you just have two abilities at any time mapped to your mouse buttons, as well as up to four abilities mapped to the one through four number keys. Each of these buttons has a smaller list of abilities that can be assigned to them, meaning that your choices are fairly limited. This makes it a lot easier to decide which abilities to take, since it would be a bit overwhelming if you were simply given a gigantic pool of powers and tasked with assigning them however you saw fit (though you can bypass the restrictions if you want by enabling elective mode in the options menu). That might work for a few, more hardcore players, but this system makes Diablo III vastly more enjoyable and accessible.

Even better than how Blizzard handles abilities, though, is the revamped health system. Instead of Diablo II’s system of spamming potion after potion, your character is given rapid regeneration and health orbs regularly drop from enemies. The resulting gameplay pacing feels fantastic, making sure that you’re pretty much always in the fight. The occasional elite enemy encounter or large swarm can still take you down in a flash, though, and Blizzard smartly still includes potions for these battles. The big difference is that potions have a significant cooldown timer, meaning you couldn’t binge on them even if you wanted. Potions are now something you use in case of emergencies, instead of something you gorge yourself on like an alcoholic.

The new systems really do make it a lot easier to enjoy Diablo III. Now all Blizzard needs to do is get the server stability issues solved so I can play till I break my mouse.

By Anthony Gallegos

Day One -- Diablo III's Pacing


Blizzard appears to have done an excellent job with Diablo III’s pacing. Having played the beta content over and over again far too many times, I was hopeful the swiftness with which new environment types were added in, new enemies encountered and frequency of events like the Jar of Souls would remain consistent. So far, though the end of Act I, Diablo’s fast pace hasn’t let up.

Just after defeating the Skeleton King, the first major boss, you fight colossal living trees that attack with branches and drop poison-spewing spores across the ground, encouraging you to stay mobile. Goat men travel in packs and hulking bull creatures charge at high speed across terrain. It forces you to adapt your approach to battle so you can never fall into too familiar an attack pattern. Just as you figure out how to properly fight an enemy, another type is tossed into the mix. Basically, such variety means it’s really tough to get bored.

Environments change rapidly along with the enemy types, from yellow-orange autumnal fields to more Diablo-esque blood-drenched torture chambers. Multi-level dungeons are present, but none feel too big in Act I, giving you just enough room to explore without feeling exhaustingly large. With dungeons and unique events unrelated to the main plotline sprinkled around, as well as packs of champion monsters that generally drop better loot, there’s plenty of incentive to take your time and reveal all the borders of each map.



Blizzard throws story at you while you explore, and though there’s more story in Diablo III than in any of the previous games, it never feels like it gets in the way. NPCs will chatter, but they’ll do so while you continue to kill things. If you’re forced to stop to listen to dialogue, it’s never for very long, or to highlight a critical plot point. Dialogue is a little cheesy most of the time and can’t really muster the kind of sincerity required to engender sympathy for its characters, especially during tragic moments, but manages to be quite funny at times, particularly when the Scoundrel follower starts babbling about wine in the middle of a fight against crazed demons.

Skill unlocks, new followers and artisan build options are also tossed at you quickly, so it always feels like you’ve got something new to toy around with. Followers, who are AI-controlled companions, can be equipped with gear and as they level can learn new abilities, allowing them to grow alongside your main character and serve as yet another way to gauge your status as a growing power in the fight against demonic forces. By handing over money to the blacksmith artisan you’ll be able to unlock new craftable items, and because the items’ stats are randomized, you’re encouraged to craft multiple versions of the same weapon or armor piece until its attached bonuses suit your class. The extras can then be salvaged for parts or tossed up on auction for other players to bid on with in-game gold (the real money auction house is supposed to be live next week). And with every level you earn new active skills, skill-modifying runes and passive skills, sometimes one at a time and sometimes in groups, which unlock new play styles nearly every time.

There’s still a lot more to see, but so far the pacing is quick, the gameplay quicker, and it’s tough to pull away from what appears to be a truly great action-RPG…unless Blizzard’s servers go down.

By Charles Onyett

Day Two -- Like a Boss

When Diablo II’s Duriel killed me in a matter of seconds I thought I had done something wrong. Surely no one in their right mind would make a boss so powerful that my amazing, kill-everything-in-sight hero would be demon fodder, right? Boy was I wrong.



Most every boss fight in Diablo II boiled down to having the right gear and having an abundance of potions to spam. Don’t have the proper resist gear when facing off against the titular Diablo? Prepare for a corpse run after you die so fast you didn’t have time to open a town portal. In Diablo III this has been addressed with boss fights that make you feel skilled, challenged, and heroic. The biggest thing Diablo III’s done to make tough boss fights more enjoyable is add checkpoints. If you’re in a group with other players you may not be able to respawn and rejoin the battle (they can revive you, though), but during a single-player game you just reappear at your last checkpoint -- with all your gear equipped already -- and run a short distance to the boss. It’s a far less frustrating solution than Diablo II, where you spawned without gear back in town and either had to run back to your body or take an emergency town portal directly into the fight.

The speed you recover from death in Diablo III is refreshing, but you’re still penalized through item deterioration. Sure, it’s easy enough to spend some gold and repair your gear once you’re back in town, but money is a lot more useful in Diablo III than its previous incarnations.  I am constantly running out of cash, spending it regularly to upgrade useful NPCs like the blacksmith and jeweler, as well as add slots to my stash.

Boss fights -- and really every fight -- should be about testing a player’s skill, and Diablo III does this well. From the waves of enemies you fight in the dusty planes of Act 2, to epic bosses like the Skeleton King, every one of them requires you to use your abilities to survive. This was somewhat the case in Diablo II, but switching between powers was tedious, and fights often came down to how good you were at timing your potions rather than mixing up your abilities.

Because it’s easy to rapidly switch between powers in Diablo III, and you have them clearly laid out on your mouse and number keys, I feel enabled to try different tactics. While the Skeleton King is fighting my witch doctor’s zombie dogs I can spam him with frogs from a distance, and then use an area of effect damage spell to destroy the packs of enemies he summons. The waves of foes serves two purposes: breaking up the potential monotony of fighting a single target, as well as providing health globes to keep me in the fight. Potions have large cooldown timers in Diablo III, so it takes smart design decisions like this to make sure they don’t get too frustrating, or a matter of luring the boss around.

Even the story bosses and randomly spawned mini-bosses that use stereotypical game mechanics are a breath of fresh air for the franchise. At one point I encountered a gigantic, elite demon wielding an axe. In Diablo II I might have just lured him around after spamming potions to recover from a near-death encounter, but now I can see him telegraph his attack, narrowly dodging it and then striking back while he attempts to dislodge his axe from the ground.



Another boss fights you in an arena where fire occasionally roars up from underneath the grates that make up the floor, forcing you look out for which sections start getting a telltale glow before setting alight. These mechanics are things I’ve seen time and again in a number of other games, but they’re also easy to understand and a heck of a lot more fun than the boss fights of the previous Diablo titles. Bosses also have phases, switching up their tactics mid-fight and making you do the same, ensuring an exciting match from start to finish. And, of course, you’re always rewarded with an explosion of loot and gold to get those endorphins pumping.

With the servers up and running stably, Diablo III playtime is going swimmingly. If, like me, you can’t get enough Diablo III, then check back tomorrow for another entry about our journey through hell.

By Anthony Gallegos

Day Three -- Friends that Slay Together, Stay Together

While the story of Diablo III ultimately revolves around you and your hero’s journey, you can quickly and easily rope others into your quest. Online multiplayer is one of the features that helped perpetuate Diablo II for more than a decade, and -- looking at my ever-growing Battle.net friends list -- the same holds true for the sequel. But after hours of single-player and several more of multiplayer, the thing I’m left pondering is whether one is more fun to play than the other.

The answer isn’t a simple one. Diablo III’s story is a personal one, with each speech an NPC gives specifically addressed to my heroic witch doctor. But when others join my game it takes away from that, making Diablo III’s plot feel less like my own epic story and more like a backdrop for a loot grind game. It’s easy to miss out on story sequences, too, since any player can trigger story events for everyone, or simply force the group through the narrative faster than they can read.

Yet while the story doesn’t always resonate with me in multiplayer the same way it does playing alone, the sheer enjoyment that comes from sharing the questing experience goes a long way. When my cohorts and I take down a boss and a fountain of treasure spills forth the excitement is palpable. Because everyone only sees their own loot (one of Diablo III’s best / smartest features), this means everyone quickly links their treasure in chat. One moment we’re all casting spells at blazingly fast speeds, and the next we’re enjoying a span of catharsis, sharing our spoils in hopes to become the envy of our peers.



The jesting and camaraderie that comes from sharing these experiences for the first time is really great, as is having the extra people to trade loot with. You can always link items to other players from your individual games, but it isn’t quite the same as standing amongst the bodies of your enemies and sorting through your latest finds.

Camaraderie comes at a cost, though -- most notably in terms of pacing. Unless you’re coordinating with your team, it’s not uncommon to have team members splitting up, triggering story sequences or killing everything before you manage to get there. Switching out your powers or teleporting back to town to do a bit of crafting means you’ll come back to a dungeon full of bodies and treasure for you to pick up. It’s nice to get the rewards, but you’re left out of the journey.

During some of the more intense dungeons in Act III, I found myself feeling “pulled” along rather than playing along. Sometimes it was all I could do just to keep up with the ferocity of my team, as our first, Normal playthrough doesn’t present much of a challenge when we’re together. Even bosses, the very thing that I yesterday praised for their design, feel less entertaining with a group because we just blast most of them apart before they can do anything.

Ultimately there’s no clear answer to the question I posed earlier. Both multiplayer and single-player playthroughs have their merits (though multiplayer will be where Diablo III gets its multi-year legs from). But if you’re a sucker for narrative, if you’re the type of person who hungers for every bit of plot you can find, then it’s probably best to go it alone at first. If not... well, then the more bodies you have in your group just increases your chances at finding that next piece of precious loot.

By Anthony Gallegos

Day 4 -- The Nightmare Begins

As anyone familiar with the Diablo franchise knows, watching the credits scroll for the first time is only the start of your hero's journey. At level 31, my witch doctor may be powerful, but he has a long way to go to the level 60 cap. My future is filled with more powers, more gear and many, many more playthroughs on the harder difficulties.

Thus, mere moments after spilling the blood of the last boss, I ventured into Nightmare difficulty.

While the story remains the same, the gameplay changes in a few fundamental ways. Most notably everything is harder. I know, I know -- that seems obvious because it’s a change in difficultly, but it really is nice to go back and fight old enemies again and have them present a challenge. Because you have all the powers you unlocked through your Normal playthrough, you also have many more options in how you take them on. They also offer a lot more experience and better loot than you’d have access to on Normal, allowing you to continue your hero’s journey in the quest for the next piece of epic gear and powers.



Enemies do more than just resist extra damage. Most notably, elite enemies have more powers at their disposal. For instance one ghastly enemy my group faced in Act I could lay down vampiric traps. While he generally couldn’t do that much damage to us in melee combat, he not only managed to siphon enough life to kill most of our group, but also seemed all but impossible to kill. Eventually we got him into an area where we could avoid his traps, but even then he was a struggle to take down.

In another instance we faced off against waves of demons who would drop magic balls that fired arcane lasers out for massive damage. The lasers then slowly rotate, forcing you and the rest of your group to reposition and re-evaluate your tactics. Previously we would have just walked all over these guys, or maybe had to deal with one, relatively easy-to-avoid attack, but now the enemies are surprising us all over again.

Playing through the game on Nightmare also means you get more opportunities to develop your artisan skills. Both the blacksmith and jeweler can be leveled with gold for the first few levels, but eventually they’ll require special pages as well. The pages drop randomly from monsters, and so far in Nightmare they appear pretty regularly. Thus not only is your character finding better loot and leveling, but Nightmare also becomes a more rewarding experience because you’re building up your crafting. Crafting so far has proved valuable, too, with blacksmithing yielding rare and magic items that rival what I’m getting off of major bosses, and the jeweler socketing my items to make them even better.

In the coming hours I know I’ll face even more new abilities from monsters, as well as even tougher boss fights as I progress through the acts. But with so much more loot and levels to gain, as well as the thrill of seeing what my crafting skills yield next, it’s all I can do to keep myself from playing until I pass out at the keyboard. Join us next week for the final updates and our coming review. For now, it’s time to keep cleaning up the legions of hell.

By Anthony Gallegos



Source : http://www.ign.com

Blizzard Responds to Myriad Reports of Hacked Diablo 3 Accounts




Blizzard has said it is taking reports about a wave of hacked Diablo 3 accounts "extremely seriously".

Since Sunday there have been a growing number of reports that many people are logging into the game to discover their gold, items and even characters missing.

Community Manager Lylirra said, "Historically, the release of a new game - such as a World of Warcraft Expansion - will result in an increase in reports of individual account compromises, and that's exactly what we're seeing now with Diablo III.  We know how frustrating it can be to become the victim of account theft, and as always, we're dedicated to doing everything we can to help our players keep their Battle.net accounts safe."

Whilst issues like this have been plaguing World of Warcraft and other MMOs for years, what's most troubling is that some people have said Blizzard's authenticators haven't protected them.  The authenticators, which are available in physical form or as iPhone and Android apps, work by randomly generating a unique code tied to your account that expires within two minutes each time you try to log in.  It means only people with your phone or authenticator can ever log into your account... in theory.



When Blizzard changed the rules for authenticators late last year, it caused quite a stir; while you used to have to input a code every time you logged in, you now only have to do it if you log in from an unfamiliar location for the first time.  Many people are speculating that the recent wave is down to hackers managing to mimic IP identifiers and slip past Blizzard's authentication servers.

But Blizzard is refuting these suggestions, with Community manager Bashiok stating, "We've been taking the situation extremely seriously from the start, and have done everything possible to verify how and in what circumstances these compromises are occurring.  Despite the claims and theories being made, we have yet to find any situations in which a person's account was not compromised through traditional means of someone else logging into their account through the use of their password.  While the authenticator isn't a 100% guarantee of account security, we have yet to investigate a compromise report in which an authenticator was attached beforehand."

The good news is that Blizzard has over eight years of experience dealing with hacked accounts, so most players who contact Blizzard are getting swift resolutions.  Often Blizzard can 'rollback' the character to before the hack took place, but this can sometimes mean that progress or items are lost.

Blizzard is offering a wealth of advice for protecting your account over on its forums, but if you're yet to invest in an authenticator or register for the SMS protect system, with these reports flying around, it's a good idea to do so now.

Have you been hacked, or known someone who has been?  Let us know in the comments below.



Source : http://www.ign.com

Monday, May 21, 2012

Diablo 3 Review



Diablo 3 Review:
It’s hard to believe that it’s been 12 years since Diablo 2 came out and continued the loot-frenzy, mouse-clicking adventure RPG Diablo series from Blizzard Entertainment. Since the game announcement in 2008, the title has had multiple revisions – no more Mystic artisan, delayed PvP, the addition of a controversial auction house that has the option to use real money – and plenty of criticism, including the much-maligned color palette that fans said didn’t truly represent the franchise.

But it’s now been a week since the game launched, which unfortunately meant a crippling period of time where Blizzard’s servers didn’t cooperate with the vast majority of players, keeping thousands of players from accessing the game. Because Diablo 3’s DRM requires an internet connection to be signed into Battle.net, this left the majority of players unable to play the game they had purchased. Complaints littered the internet, but quickly vanished once the servers were able to handle the load.

Are You Playing This For The Story?
Blizzard has a rich history of providing complex stories for their games: see StarCraftWarCraft and of course the previous Diablo titles as examples of this. But it’s easy to lose to the entire scope behind all of those mouse clicks. Diablo 3 has a rich story with some of the most gorgeous cutscenes ever to grace a video game. (Seriously, if there was a feature-length Diablo movie told in this animation, it would sell tons of tickets). But much of the lore and history is told in dialogue with NPCs that you don’t’ have to access, and we wonder how many people will skip it altogether in the search for yellow epic items.

For those of you who might be curious, Diablo 3 is set 20 years after Diablo 2, with demon lords Belial and Azmodan trying to gain control of the Black Soulstone and destiny itself, either by freeing Diablo, or taking the power for themselves. The events are touched off by a meteor that opens an enormous hole in a Cathedral near New Tristram, swallowing wise man Deckard Cain along with it. As a Nephalem, the direct offspring of angels and demons, you have access to great powers, and must use them to try and stop hell from spilling into Sanctuary.

In order to do that, you’ll team up with Cain’s niece Leah and trace the path of the Dark Wanderer from Diablo 2. Along the way you’ll also meet several followers you can hire to join your party: the Templar, the Scoundrel, and the Enchantress.

Who Do You Want To Be?
Diablo 3 features five characters classes: four brand-new ones, and the returning Barbarian from Diablo 2. What is impressive here is that Blizzard has managed to pack different types of gameplay options into each class, meaning you can have a Witch Doctor who fights up close and personal, or one who hangs back and deals DPS and uses minions do deal damage. Plus, each class has it’s own “fuel” that powers the special abilities. Choose carefully your first time around, because you’ll be stuck with that character through your entire campaign unless you want to start over.

Wizard: If you liked the Sorcerer or Sorceress from past games, the Wizard fills that slot and offers a slew of different spells from slowing down time, to blasting out beams of ice and energy. This class is fueled by Arcane Power, which regenerates quickly.

Monk: A strange (but very fun) new addition to Diablo despite the Monk class in the Hellfire expansion to the original Diablo game, the monk uses extreme speed and powerful combination moves to vanquish enemies. Powered by Spirit, the monk isn’t one you’ll want to use for ranged combat, but they offer a unique melee combat option.

Demon Hunter: This class uses two types of resources – hate and discipline – to deploy traps and rain ranged fire from dual crossbows down on their enemies. With a powerful hatred of all things demonic, there are a lot of fun options like bombs and gadgets in their arsenal.

Barbarian: The powerhouse of the group is the Barbarian, who you will definitely want to have in your lineup if you form a party with friends. Powered by Fury, the Barb leaps, whirlwinds, and pounds into foes. If you’re into tanking, look no further. Barbarians also tower over the other classes, and as a result their gear stands out more as you outfit them.

Witch Doctor: Arguably the most visually impressive of the new classes, the Witch Doctor is powered by Mana and can raise zombie dogs, corpse spiders, acid clouds, gargantuan voodoo-fueled companions, and more. Favorites include the Enormous Toad option that swallows enemies whole, and the Fetish that turns enemies into chickens. This was the class that I took all the way to the end of the game the first time around, and I’m in love with them.


Diablo 3

Click Click Click Click
Diablo 3 doesn’t vary from its mouse-clicking heritage, but it does offer up some tweaks. You’ll use your mouse and the left and right mouse buttons to move and trigger attacks, while the number keys 1 through 4 trigger additional abilities. Q will instantly quaff whatever potion you’ve slotted in there, and … that’s it. You can hit various other keys for menus – I for inventory, S for Skills, and so on, but as far as gameplay goes, you’re going to rely on the first three fingers of your left hand, and your index finger on your right hand to play through this game.

As with other Diablo titles, things can get frenzied and hard to follow when you’re swarmed with multiple enemies. Combine that with followers and abilities, and there are plenty of times where you’re going, “Well, I know I need to click a ton right in the middle of this mess, but I’m not entirely sure what’s going on.” In those situations, you’ll play the “Watch The Health Meter” game and pray for globe drops and fast potion recharge times.


Diablo 3

To streamline the process, Blizzard has introduced Health Globes that occasionally drop from enemies, and you can augment that through abilities and gear as well. For instance, higher-end gear will give you more health from globes, if imbued with that ability. You can also pick up gold now just by walking over it, but you’ll quickly find that the name of the game is loot juggling. You’ll have to click on each piece that you want to pick up, and once you get to hire levels and start finding the really good stuff, it’s hard to let it go.

Thankfully, you have a Stash in town once again that you can store stuff in to be used by any of your characters, but it’s both a blessing and a curse. It’s a blessing to have, but a curse that it’s so small. Still, if you find a great piece of epic gear meant for another class, it’s nice to have the option to hand it off to that class or even sell it. Right now, the real money auction house hasn’t been activated in Diablo 3 yet, although we’re already seeing some exorbitant prices in the ten million gold range for high-end items. Like the futures market, this bears keeping an eye on. We’ll be interested to see who actually turns a decent profit from loot whore-iteering.


Diablo 3

One Time, At Diablo Camp…
While Merchants are a long-standing staple in Diablo, allowing you to buy and sell new items, Diablo 3 introduces a very robust artisan system that has a blacksmith and a jeweler following you from town to town and setting up camp. You can use them to craft new gear and gems using supplies: elements from breaking down rare and epic items for the blacksmith, and lower-quality gems for the jeweler (who is hilariously voiced by James Hong).

You can also level these artisans up by training them (at a cost in gold), and when you’re ready to boost them into higher levels after completing the game and moving into Nightmare mode, you’ll find additional supplies that can improve them even more. The smith can create rare and epic items with random magical properties and break down the same into their base elements, eliminating the faithful Horadric Cube. The jeweler will create new gems from lesser gems at a ratio of 3 to 1, and he can also remove jewels from sockets, which means no more permanently fused sockets.

Blizzard had announced a Mystic as an artisan who would accompany you as well, creating magical items for your character, but they aren’t currently in the game. With the blacksmith able to create magic items, it isn’t missed that much, but it would be nice to tinker more with the magic properties that are bestowed on things. But there are enough merchants in town that have enough variety on display to tide you over for now. Hopefully the Mystic will appear in an update or an expansion.

Besides buying/selling and artisaning, you’ll also come back into town via Waypoints or the Town Portal spell (which is now automatic and unlocked early on and not reliant on finding Town Portal scrolls) to hire or swap out Followers. These range from the melee/tankish Templar, to the ranged Scoundrel, to the DPS/effect Enchantress. You can only have one in your party at a time, and if someone joins your game via co-op, your Follower will head back to town.

These Followers will level up alongside you, allowing you to choose abilities for them along the way in a “Choose A or B” option, and you can outfit them as well, but only with rings, an amulet, a weapon, a shield, and a focus. A focus grant additional stats to your Follower, and take the form of things like a pair of dice for the Scoundrel, spear shards for the Templar, and a mirror for the Enchantress. You’ll find these randomly, although not as often as you’d like.

Unfortunately, you can’t change your Followers armor, which would have been helpful because you find so. much. of. the. stuff. Besides selling it, saving it, or breaking it down, it would be nice if you could dress up your buddies and improve their stats as well.


Diablo 3

It’s A Dead Man’s Party
With PvP nonexistent (for now), the best way to blast through the game and pick up the good stuff is to party up. Battle.net makes it very easy to jump in and out of games with people on your friends list. Need help passing a boss? Belial was kicking my ass repeatedly, so I asked a cohort to help me out. He popped over, joined, and we were able to power through after a couple of tries. Then he hopped back into his own game.

It’s very easy to see who is what and where, and the banner system lets you instantly teleport to a party member’s location simply by clicking on their banner in town. You’ll get zapped to their proximity, without any need for a Town Portal. You can also join public games, where your mileage may vary. Meaning, you might end up with a team of duds, or something rivaling the Avengers. You never can tell until you join. Without any sort of a real match ranking system, it’s the best way to meet new players, for now.

Hopefully the PvP will expand horizons and make it easier to meet fellow players of equal skill levels and party up. Thankfully, when joining a public game, you can narrow it down to the portion of the act and the difficulty that you want to jump into. So if you’ve beaten the game, set your phasers on Nightmare and join a public party for maximum lootation. Within five minutes of beating the game, I was picking up new gear with a party of people I didn’t know. This should become the gold standard for adventure game co-opping.


Diablo 3

So What’s Wrong?
Besides the occasionally confusing combat, which is also a staple of this series, the only real problem with the game seems to be the abrupt ending. We won’t spoil what your final battle is (but it doesn’t take Rain Man to figure it out), and when you’re done with that, there’s a “Hey, congrats!” message, and you’re done. You can continue the game and start in Nightmare mode, or switch off and go outside and read a book.

With such a strong emphasis on story, it’s strange and almost upsetting that there isn’t some sort of endgame cutscene or event. It almost feels like they got to that point and just had no idea what to do, or despite their “We ship when it’s ready” tenet… it just wasn’t ready.

Besides that, it’s more what isn’t in the game that’s a problem. Where is the promised PvP that was so hyped? With so many players loving that from Diablo 2, it’s a glaring omission. What about the character-specific side quests? I found out a lot about the Barbarian though some of Deckard Cain’s journals that I found, but what about background on my creepy/cool Witch Doctor? Perhaps there is more to be revealed on additional playthroughs, but I would hope I would learn about my own class while playing.


Diablo 3

And What’s Right?
What’s more impressive, however, is what Blizzard got right. The game is truly impressive on nearly every level. From the graphics, to the fantastic soundtrack, to the towering scads of loot and extremely varied gameplay, there’s a lot to like here. It was very disheartening to hear that Blizzard was jettisoning the Rune system where you would find and socket your own Runes, but the unlockable system they use now that improves skills is a terrific solution to rune-juggling.

Additionally, the Followers have so much recorded dialogue that you will hear as they tag along with you, and they’ll even chatter back and forth with each other when you’re in town. You’ll learn all about their lives, loves, fears, and more as they ask you questions or banter back and forth. They even manage to crack a joke or two here and there.

Then, there’s the crack factor. The game is as addictive as ever, and you’ll find yourself saying “Okay, just five more minutes” for hours on end, often just hoping for a decent loot drop before you can finally turn in. The game keeps track of your playtime and progress with each class, providing a visual record of your addiction, and additionally the visual banner system lets you know how awesome both you and your friends.

The End Is Not Nigh
The bottom line is that Diablo 3 is a triumph for Blizzard, despite the painful server problems that plagued the launch. It’s only because Blizzard themselves pull back the curtain so often to show us the development process that we are lamenting the absence of things like PvP and the Mystic. What you get in this package is an addictive, satisfying game that feels very polished, offers a wide range of gameplay options, introduces an insatiable lust for loot, and does co-op right. This is what PC (and Mac!) gaming is all about.



Source : http://www.g4tv.com

Saturday, May 19, 2012

Best Games Quotes of the Week - May 19




This week, Diablo III's launch happened, and so we've cordoned off a special area to hold the howls of outrage and the humble apologies for that particular moment of historic unfortunateness.


Meanwhile, it's been a good week for games news with our old friend the Infinity Ward-Activision row exploding onto the scene, always a busy corner for those who enjoy vehemence and back-biting among industry types.


And then there's just a bunch of cool and crazy, including Tera's sexual censorship, first looks at Unreal Engine 4, The Last of Us just being great, how Batman breaks legs, the greatest living-room console-set-up ever and, of course Peter Molyneux.


You can look back at recent Quotes features by Googling 'Best Quotes IGN' but a good place to start is last week's column. I am, as always, at your service. Join me on Twitter to discuss the games business, or just weigh in on Comments. Best one gets posted in next week's column.





I’m Pedobear





Credit: Eurogamer



“If you look at the forums and how users usually react to this race [the Elin], it's either people offended by the way they look, or it's people trolling, saying, hey, I'm "pedobear". This is the kind of behaviour we want to avoid at all costs.”


Frogster's Lucile Le Merle on how the Elin were censored for the West, in Tera.


Eurogamer





Sculpt the Lighting




“[Previously] you would have to manually sculpt the lighting in every section of every level. The number of man-years that required was astounding.”


Cliff Bleszinski talks about Unreal Engine 4


Wired





Show me the Cables




“If you're going to impress me show me the cables and switch box!”


Top Reddit comment on a photo of an awesome historic console set-up, doing the rounds this week.


The Smiling Catfish





Game Physically






“It’s a very demanding game physically. Some of the top players are playing at 300, 400 actions per minute.”


Kevin Knocke, e-sports broadcaster on IPL on StarCraft 2’s superstars.


IGN START





The Last of Us








"It’s a game about the human condition. 20 years after a plague has decimated our society, how does man survive? When all moral and ethical codes have been stripped, who do you trust? After watching your friends and loved ones pass, do you think you could still love? What is life without hope? We’re trying to make you feel these dilemmas while you’re playing The Last of Us."


The Last of Us game director Bruce Straley.


IGN





Fake Fumigation




“[Thomas] Fenady testified that he expressed concern about the project but was told, "Don't worry about the repercussions." Fenady found an outside company, InGuardians, who also balked at the task because of "legal hurdles." Stymied, Fenady approached the company's Facilities Department and talked about staging a "fake fumigation" and a "mock fire drill" in order to get West and Zampella away from their computers long enough to copy files on their computers.”


Inside scoop on Activision’s clandestine attempts to fire Infinity Ward heads Jason West and Vincent Zampella.


LA Times





A Small Portion




"Although it is a meaningful payment, it is only a small portion of what we are seeking in litigation. It is outrageous that they made us wait, they obviously knew they owed the money and this just shows that they breached the contract."


Bruce Isaacs, attorney for the Infinity Ward Employee Group on Activision’s decision to stump up some back-payments on royalties.


The Verge





Rivals Resident Evil




"We got to that million-dollar figure by cutting as much as we could, because we're small. We would love to be able to make this game for $250,000, but that's not a reality. If you're making a puzzle platformer with two or three guys in a room, that's a different story. We're trying to make a game that rivals Resident Evil or the original Metal Gear Solid. We're trying to do that in half the time, with a small team, and a fraction of those budgets."


Former Halo producer Ryan Payton on iOS stealth game Republique's Kickstarter success.


Edge





Opposed to Blocked Used Games




“For the record, I'm totally opposed to blocking used games. I think it's great for the consumer that they can buy those. We have a customer that buys our console late in the cycle, pays less, is looking for value priced games, and I think it would be anti-consumer for us to do that.”


Sony’s Jack Tretton, quoted by analyst Michael Pachter.


GameTrailers





Here and Elsewhere




“We've been getting several questions, here and elsewhere about the future of on-disc DLC. We would like to assure you that we have been listening to your comments and as such have begun the process of re-evaluating how such additional game content is delivered in the future.”


Capcom’s Christian Svensson is looking at new places to stick his DLC.


Capcom Unity





New Consoles



“The new consoles from Microsoft and Sony will allow more integration of item-based transactions within games, including a free-to-play option similar to the model used in social and mobile games. We believe the F2P model on consoles...could drive a higher level of profitability per franchise.”


Analyst Colin Sebastian is ready for console free-to-play.


VG247




Source : http://www.ign.com/articles/2012/05/19/best-games-quotes-of-the-week-may-19