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26 Jul 2012
Diablo 3 is an fighting role-playing game - with the emphasis firmly on fighting. You'd get that, of course, from the murderous battle on the screen, the boom and burst from the sound system and the showboating skills of its five astonishing playable character. You'd get it from its two predecessors, in which you hand-cranked your characters through near-limitless levelling with furious clicks of the mouse. The action bias goes deeper yet, though. Game director Jay Wilson and his team have taken big risks, stripping the game's role-playing systems to the bone in a series of pitiless cuts that lasted into the final months of development. Their bosses have taken even more massive risks, requiring an internet connection to participate and introducing an auction house that allows players to trade items for real money (which isn't online yet). The result is an incredible experience that finds, in Diablo, the link between two portals you never thought you'd see reconciled. On the one hand, it channels the senseless thrill of the battle, reconnecting dungeon-crawling with Atari's 1985 classic Gauntlet as well as the furious spectacle of modern greats like Geometry Wars. On the other, it embraces the customisation, connection, macroeconomics and long, long, long-form progression of massively multiplayer online games - including World of Warcraft, of course, but also more liberal player economies like CCP's Eve Online and again players will be buying d3 gold or diablo 3 gold


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