![]() ![]() Spending a point on one ability might make choosing others infeasible later. ![]() Likewise, skills were built into a broad but generally unforgiving tree. Stat points always conferred a benefit, but choosing between additional life and the strength to wear more protective armor was often difficult. That trend continued in Diablo 2, where players were given precious few stat and skill points to allocate each level-up. Some shrines might just top off health or mana, but others could permanently change a character’s stats, for better or for worse.There were a lot of other hard calls to make – should the player increase a magic ability, even if it would then cost all his mana to use it? Part of the scare of the original was the dread of failure, not by monsters, but by one’s own decisions. In Diablo 1, players had to carefully weigh the potential risks and benefits of using shrines, for instance. The player, at many turns, had to make tough decisions that could affect him or her throughout the course of the entire game. If there’s one thing the Diablo series** has always been about, it’s choice. Instead, they’ve put together one of the most overglossed, soulless experiences available in PC gaming today. Hell, so many other games have tried to do it, all they really had to do was copy/paste the best features of each, slap on a story, and call it a day. They’ve had a decade to plan, execute, and polish a sequel to the rapturously addictive Diablo 2. The Diablo 3 beta* is bad, and Blizzard should feel bad. I really don’t know how to say this without sounding like a jerk, so I won’t try.
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