Diablo III (2013)


Our Long War Ends Today, Imperius!

Diablo III (2013)I wanted to play today’s game for a very long time.  It was originally released in May of 2012 for the computer, but my computer was having far too many problems for me to even consider running a game more powerful than Angry Birds.  A year later, I was finally able to build a computer capable of running it, but by that point I didn’t feel interested anymore.  Thankfully, they were putting the game out on console a few months later.  My interest was revived!  And now I can finally bring you my review of Diablo III, developed and published by Blizzard Entertainment, and including the voices of Athena Karkanis, Dorian Harewood, Anna Graves, Robin Atkin Downes, Rajia Baroudi, Jamieson Price, Erica Luttrell, Carl Lumbly, Grey DeLisle, Crispin Freeman, Alyson Reed, Michael Gough, Jonathan Adams, Jennifer Hale, Dominic Keating, Troy Baker, Sumalee Montano, Simon Templeman, and James Hong.

You play as one of five character types in one of two genders.  You arrive in the town of Tristram following a mysterious star crashing to the ground and raising the dead in its wake.  We meet with Leah (Jennifer Hale) who was in the Cathedral investigating the ominous prophecy that may lead to the resurrection of Diablo with her uncle Deckard Cain (Michael Gough).  Upon investigation, we find that the star that crashed to the ground is actually an angel named Tyrael (Jonathan Adams), who tells us that the demon lords Belial and Azmodan are wreaking havoc through the world and that we have to stop them because … well, what else would we do?

I enjoyed this game just fine, but the story really had nothing to do with it.  Mainly because there barely was one.  It’s really not much more than, “Diablo is coming back and we have to stop him.”  They have a couple smaller things they try to fit in (Deckard and Leah’s relationship, Leah and Aria’s relationship, the little boy emperor and his besieged kingdom, the demons war on the humans, the bickering angels), but it really boils down to a really long mission to beat one boss.  They don’t really try to surprise you too much beyond that.  There is a bit of a surprise involving Leah, and also a bit of a surprise involving our main character.  I won’t spoil Leah’s, but I will spoil ours: we’re a Nephilim.  I feel comfortable spoiling that because I’ve played through a great portion of the game five times and I have no recollection of the game actually informing of this.  At a certain point, characters are just talking about that fact as if it were assumed knowledge by now.  I feel like there was another thing that the intended to be a surprise, but if that’s the case they should feel embarrassed.  We have to work with the ghost of a guy named Zoltun Kulle at one point until he betrays us.  I could not wrap my mind around the idea that this could be a spoiler.  The guy’s voice was brought to us by I Am Evil enterprises and every time he disappeared, he did so with the dictionary definition of a sinister laugh.  The only way they could’ve surprised me with that guy was if he eventually left after helping us reach our goal to go and find his home world of rainbows and puppies.  They did have lots of little journals you could pick up to get additional information, but most of them were either just unimportant things or just a characters feelings about the things going on in the unimpressive story.  I did appreciate that those journals would not be hindered by leaving the area and would continue through the load screens.  I would’ve hated having to stand inside Deckard’s room waiting for his journal to stop talking just so I could be underwhelmed by the information he was giving.

The game looks pretty good.  It’s kind of hard to say as the camera is never that close to allow us to see the details, but that’s something they pretty much need to stick to because that’s the setup of a Diablo game.  The improvements that can be seen are in the activity of the levels.  The levels in the game are always alive with little movements, from creatures scurrying around on the floor to parts of the level crumbling off when you get too close.  My favorite one was in a spider lair when a guy was dragged into a hole when I got too close.  The attention to detail – even if we never really got close enough to see that much of it – was fantastic.  Also, the cut scenes were great.  The disparity in the graphical quality between the gameplay and the cut scenes reminded me of those trailers for The Old Republic that made the game look so much more awesome than the game seemed to deliver.  I don’t mean that as a critique of Diablo, but as a compliment to the quality of the cut scenes.

I made it a specific point to dedicate a decent amount of time to each of the five character types before embarking on my review.  What I decided early on is that I always seem to pick the character that is the least prepared for my antisocial style of gameplay.  I generally don’t team up with people because people will hurt you.  I’M TALKING TO YOU, CYNTHIA!!  That being the case, you’d assume I’d be more prone to picking a tank character such as the Barbarian for my first go.  But that’s never the case.  In City of Heroes, I picked a Blaster.  In World of Warcraft, I picked a rogue.  And in Diablo III, I picked the Demon Hunter, or what is more commonly known as an archer.  So running solo was a pretty bad idea for quite some time.  The rapid fire ability helps, but I came to realize that your friends could be both assistance and hindrance.  The fact that I got into this game a while after they did helped me out because they could just jump into my game and throw away the trash they would never use, which just so happened to be excellent equipment to my lower level character.  The other side of that coin is the friends who attempt to rush you through your campaign so that you can join them in their higher difficulty campaigns.  First off, when you get bored and abandon me right before the boss, it leaves me underpowered to face it.  Second, I have a review to write!  I feel like I missed most of the story!  That’s why I had to go on my second playthrough, and I chose the wizard because I had not yet screwed myself over enough with my first character that shouldn’t play solo through missions.  The saving grace for these two characters comes when you get one of the three followers you can use when playing solo: the Templar, the Scoundrel, and the Enchantress.  The problem with these characters is I have no idea why you would ever use anyone but the Templar.  He can heal directly, heal by increasing your regeneration, and he’s also a capable tank.  Taking the other two is basically babysitting.

After those two characters, I finally got the message and went out as a Barbarian.  It was kind of boring, but I didn’t die so that was a plus.  I died a lot with the monk character, but only because he was talked up so much that I assumed I could easily waltz through one of the hardest difficulties with him.  I could not.  I haven’t yet gotten to the point with the Witch Doctor that he becomes truly badass.  The higher you level, the more creatures you can spawn to do your fighting for you.  It seems like that might get a little boring, but it would certainly be less frustrating.  All I was able to spawn by the time I stopped playing was two zombie dogs.  I named them Pongo and Perdita.

I’m sure a lot of people were worried that the controls of the game would suffer when porting from the computer to the console.  I never played the computer version, but I found the controls very effective on the console.  There are plenty enough buttons that you can map your powers to, and it got even better when my friend Hookah told me that there was a setting to change that would allow you to map any powers to any buttons and not just the five or so powers it had allocated to each button.  After that the controls were pretty smooth sailing and the gameplay style would just depend on your character.  One universal that I enjoyed was the traps that were spread throughout the levels, like hitting a chain to drop a chandelier on a group of enemies or shooting some boards that were holding up a wall to let it crumble onto the enemies.  The problem with this was that I rarely saw the traps before I had already cleared the room because of how close the camera was.  But that’s a minor gripe.

I haven’t yet gotten all of the achievements in the game, but the ones I saw didn’t seem insurmountable.  Just time consuming.  I’m sure by the time you had reached level 60 you’d probably have stumbled upon most of them.  And probably would’ve had to have beaten the game on the harder settings to get to that level anyway.  So if you’ve got the time, you’ve probably got 1,000 Gamerscore.

I wound up very satisfied with my time with Diablo III, and I’ll probably be returning to when I have the time.  It had nothing to do with the story which is so completely forgettable that it’s not even worth mentioning.  Thankfully, the things they concerned themselves with instead make the game worth playing.  It’s lots of fun and has plenty of randomly occurring events to keep you grinding in the game well into being worth its price.  Diablo III gets “Let your true self be revealed, Diablo!” out of “Even in the heart of Heaven, angels can still feel fear.”

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Darksiders (2010) and Darksiders 2 (2012)


It’s Not Death That You Should Fear

Darksiders (2010) and Darksiders 2 (2012)Recently, I’ve been trying to think of ways to make it easier to accomplish these reviews; things to make my reviews easier. It’s occurred to me that most critics review one episode of a TV show at a time, whereas I review entire seasons in each review. Well I put out a lot of reviews, and should spread those out so I can get more reviews out of one DVD set. …That being said, today I’m reviewing two games in the same review. I don’t know why, but even as I already own Tomb Raider and know of the existence of Bioshock Infinite, I decided now was the time to play two games in the same series that only ever vaguely interested me. I own the first one because I bought it used for $20, and I could borrow the second one from my friend Hookah, but there was clearly no reason to be playing this instead of Tomb Raider. Either way, I felt like I had to, so I did. Here is my review for the Darksiders series. Darksiders was developed by Vigil Games, published by THQ, with designs by Joe Madureira, and with the voices of Liam O’Brien, Mark Hamill, Phil LaMarr, Troy Baker, Moon Bloodgood, Lani Minella, Vernon Wells, Keith Szarabajka, J.B. Blanc, and Fred Tatasciore. Darksiders II includes the voices of Michael Wincott, Simon Templeman, André Sogliuzzo, Claudia Christian, Phil Proctor, Barry Dennen, Jamieson Price, Jessica Straus, and Nick Jameson.

For all my atheist readers, Heaven and Hell do not get along. In fact, one could say that they are at war. And Earth is often caught in the middle of that war. A balance is maintained by a group called “The Charred Council (Fred Tatasciore)” using the Four Horsemen of the Apocalypse – War (Liam O’Brien), Death (Michael Wincott), and for some reason Strife and Fury instead of Conquest and Famine. The balance is broken and war breaks out on Earth, and War awakens to restore the balance, but alone and depowered because the necessary paperwork was not filed to summon the Horsemen, so he is defeated by a demon called Straga (Troy Baker). The Charred Council accuses War of jumping the gun and bringing on the destruction of humanity, but War demands a chance to prove his innocence. They agree to send him back to Earth, bound to an annoyance known as The Watcher (Mark Hamill) and still depowered, to give him the chance to find out who was behind his premature evacuation.

In a fairly chronologically confusing setup, we now play as Death, who has set his sights on clearing his brother’s name by reviving humanity using the Well of Souls. I guess this part takes place just after War goes to Earth and gets defeated, so we’re playing this part in the several hundred years while War is talking to the Charred Council. Death first goes to the Crowfather (Keith Szarabajka) – who is NOT Bruce Lee – to find out what he must do, but Crowfather is all bitchy because Death made him carry around an amulet filled with the souls of the Nephilim who didn’t turn out to be Horsemen material and were then killed by the Horsemen. Death then goes to the Forge Lands, and finds that a lot of the realms are being taken over by this Corruption stuff that is kind of Death’s fault because it’s all caused by this guy named Absalom (Simon Templeman) that Death killed a while ago.

These games were fine for what they were, but there were issues to be had with them. None of these problems were really with the story … because I wasn’t paying that much attention to it. Well, I was paying attention to it, and I even played the game twice, but it was fairly inconsequential. I like a game that incorporates the Four Horseman. I’ve had a fascination with them ever since I first learned about them … in Marvel comic books. Of course it wasn’t in the Bible! I ain’t reading that thing! But that also means that I was thrown off because the Four Horsemen in this game didn’t include Pestilence and Famine, which wasn’t even accurate to the Bible that says it was Conquest and Famine they changed for their game. But Conquest doesn’t even seem to fit into the group, so I’m okay with him being gone. And Famine and Pestilence would just be sickly and frail, so they probably wouldn’t fit this game either. But the biggest problem of all is how little sense Death makes in Darksiders 2. How the hell is Death’s ultimate goal in the game to bring all of the humans back to life? Someone needs to change his fuckin’ name before trying that bullshit.

I really appreciated the look of this game, and mostly because the creative direction was left in the hands of my favorite comic book artist: Joe Madureira. This guy’s art is the bomb! I literally have one of his pictures as a poster on my wall AND as the desktop of my computer. So I love the artwork that created the game, but I did feel that the atmosphere of the first game didn’t really fit the theme of the game. It seemed a little too bright and almost cartoony while they were going for a darker theme. There were levels that seemed to reflect it better – such as the spider level – but the greater majority felt like they should’ve been darker. War definitely benefited from Madureira’s artwork because he loves to make heavily armored and intricate characters, and that fit the look of War really well. But then Darksiders 2 comes around and Death feels like a topless member of Slipknot. But aspects of Death can be changed, which is something that’s a little problematic for me. Part of me appreciates it when the gear I change actually changes the gear being carried by my character, but another part of me hates that my logical side needs to have the best equipment on while the artistic side of me wants my character’s gear to match and look badass.

Okay, the biggest annoyance I had with the game all came from the gameplay. The gameplay itself could be boiled down to your basic hack-and-slash game, which is fine by me. It’s a solid stress relief to hop into a mindless game and beat the shit out of your X button. The problem I had with both games was how much they flat out stole from other games. I had heard a little about this stuff before I even played the game. I was told that it was very similar to God of War meets Zelda, which is definitely true. Hack-and-slash games all kind of feel like God of War, and some of the music in the first game felt like it was taken right off the soundtrack. And the puzzles were vaguely Zelda, but the maps were EXACTLY Zelda. They even have the skull to indicate where the boss is located. But the thievery does not stop there. They have a portal gun in the game! It’s not a gun, but it is stolen straight out of Portal. The portals are even blue and orange! You can’t just call it a Voidwalker and fool me, Darksiders! And the Abyssal Chain is straight up the hookshot from Zelda. At least for Darksiders 2 they changed it enough by making it a spectral hand that Death reached out with. They have an aerial battle where War rides a griffin that feels very Starfox as well. Darksiders 2 changed the gameplay a lot, but they did not change the amount that it was all stolen. Instead of your basic hack-and-slash, it became more of a Diablo-esque dungeon crawler, where you were rewarded with loot and gold instead of the God of War-style soul orbs. This was also a bummer because you could often get better gear from fighting random weak creatures than you could from surviving 100 levels of the Crucible, or 10 levels of the Soul Arbiter’s Maze. Then, they decided they needed to get some quality platforming in their game. What better place than Prince of Persia? They had all the wall running that helped the Prince of Persia games be so good, but lacked the polish that made them great. And the big colossus boss battle was pretty reminiscent of Shadow of the Colossus, appropriately. I actually got to the point with these games that I was thinking that I had not played enough games to accurately pick out every game that they were stealing from. The biggest annoying power wasn’t actually stolen from anything, but it was annoying for an entirely different reason. You’re not able to enter the realm of the spider people until you get the ability to make your horse – Ruin – run between two pillars to cross a chasm. The reason I found this annoying was that this was the ONLY TIME YOU EVER USE THIS POWER! What a fuckin’ waste!

The achievements in these games weren’t that bad. I was able to get all of them in both games. They weren’t easy, but plenty were annoying. They both did a lot with collectables which means you’ll be wandering around the maps over and over. Darksiders 1 even had one that was for riding a certain amount on horseback, which meant I spent a lot of time running around in circles on horseback since I didn’t do nearly enough normally. You’ll also probably want to play the game twice to get all the achievements, which makes it much easier while also making it take more time. But the most annoying achievement is the one you get for just getting the portal ability in Darksiders 2, because they called it “I can has cake.” Come on! You’re not even trying to mask that you steal from other games!

Darksiders and Darksiders 2 were decent enough games with next to no story, fantastic art design by Joe Madureira, and some fun and mindless hack-and-slash action. The biggest problem I took with the game was how clearly and blatantly they assembled their game with the cobbled parts of better games. I just don’t know if I can call this game worth buying. It’s okay, but there are better ways to spend your money. If you can get them super cheap, or if you can rent or borrow them, they’re decent enough to play if you have nothing else to play. Darksiders and Darksiders 2 gets “You would fight this war alone?” out of “The greater risk is to do nothing.”

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