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Diablo II

 
Games: Diablo II

Game Description

After the vile demon Diablo was apparently destroyed in Diablo, be prepared for the fight of your life as the hellspawn is back in Diablo II. The warrior who defeated Diablo, thinking he could contain the demon, thrust the crystal into his own skull. Yet the overwhelming fury of the arch-demon, combined with the warrior's fatigue, was more than enough to overpower the helpless man. Diablo immediately twisted the once proud warrior's body into a walking nightmare--you must now stop this new threat.

By some, the first game in the Diablo series was considered limited, containing only three character classes, one town, and a single set of dungeons, catacombs, and twisted crypts to explore. Well, even the most jaded gamers won't find the same problem in Diablo II. Featuring five unique classes, several towns, and dungeons enough to fill four compact discs, this game is huge. Containing the massive assortment of weapons and armor used to wage war upon the undead in the first game--and adding loads more--you won't run up against a shortage of ways to mutilate, massacre, and utterly destroy your competition.

Once again, this newest Blizzard release includes free internet play on the company's Battle.net internet gaming service. But, as cheating was most likely the worst problem with playing Diablo on Battle.net, the team working on the sequel has taken great pains in redesigning the entire game engine from the ground up to eliminate the frustration in fighting unbeatable opponents.
~ Chris Couper, All Game Guide

Review: Overall

The original Diablo was a groundbreaking game. Not in terms of graphics, sound or even gameplay, the latter of which was essentially patterned after the coin-op classic Gauntlet. What Diablo did for the industry was revitalize a dying genre -- that of the role-playing game or RPG. Like one of the decaying zombies found within the depths of Diablo's dungeons, the RPG was all but dead in 1995 as first-person shooter and real-time strategy titles asserted themselves in the mindset of computer gamers.

Blizzard changed this trend with a return to basics. Reminiscent of the pen-and-paper Dungeons & Dragons, players could assume the identity of a hero and delve into caves, crypts, and even the bowels of hell itself gathering experience points from killing monsters and amassing wealth. Controls were intentionally kept simple, boiling down to pointing at and then clicking on the monster to attack it. While magic spells and ranged weapons could also be used for strategy, the game never deviated too far from a hack-and-slash format.

The popularity of Diablo came from two areas: an array of unique items that could be found while dispatching the creatures and multiplayer support over the free service of Battle.net. Up to four players could work together to defeat the mighty Diablo, which at its best, meant cooperation, teamwork and camaraderie. A rogue could protect a fighter from afar by slinging arrows, while the mage could conjure walls of fire or lightning bolts to wear down beasties attacking in groups. In this way, Diablo felt more in common with a pen-and-paper game played with a few friends around the table than the majority of traditional computer RPGs.

Diablo II is more of an enhancement than a new game, so those who sneered at Diablo for being too simplistic or repetitive will likely curl their lips once more. Does it offer radically different gameplay? No, of course not. Blizzard knows well enough not to tinker too much with a successful formula, and as evidenced by the enormous success of their titles, few can argue with them. Diablo II replaces the four original characters with completely new classes and adds in an extra one for good measure.

Yet the biggest change is the in level design. Instead of taking place within one town (Tristram), Diablo II takes place in four themed levels that are considerably different in appearance. You'll wander across an arid desert, through a dank, rainy forest, and across green countryside until your eventual confrontation with Diablo on another plane. Architecture for each world seems patterned after realistic time periods and cultures -- the only thing missing is a snow-based level.

What makes the environments memorable is the fact you have to explore them before getting to the actual dungeons, which were the heart and soul of the first game. Since your character has to travel across the landscape before going down to the dungeons, the game feels more realistic and poses a new challenge: you might die before you get there.

Also new are skills, offering a level of customization that was sorely lacking in the original. Each character has individual abilities that can be enhanced whenever he or she increases in level. While you can complete the single-player game by concentrating on a few select skills, the diversity in abilities means you'll want to continue playing as a character if only to see the affects of learning new techniques. No two barbarians will be exactly alike; some will focus on developing certain skills to their fullest potential, while others will try to be as well rounded as possible.

Another enhancement is in the way your characters look. The attraction of the first game was the lure of new items as you hacked your way through the minions of evil. Said items are still a big part of Diablo II, but you get the added satisfaction of having them display correctly on your character. See the bone helmet on the ground? Equip your character with it and smile proudly as his or her head is encased in an animal skull. Weapons, shields and helms can also hold gems, the condition of which and the type will help influence its attributes.

Aside from the relatively similar look and feel of the game to the original, there isn't much to criticize. One particularly irksome feature, however, is the inventory management or lack thereof. Trying to fit all your wonderful toys into specific slots takes a degree of micromanagement that becomes rather cumbersome as time wears on. Also, multiplayer games were particularly difficult to join during the first month of release, but the promise of a cheat-free experience was well worth the wait. Up to eight companions can now play a game without the fear of dreaded ghosts, town-killers or other unsavory types looking to spoil a perfectly good dungeon romp.

All in all, Diablo II is certainly a worthy sequel to a title that excels at being one of the hardest games to stop playing. Those looking for detailed character and party management as well as a more intricate storyline and rewarding single-player experience should probably wait for Baldur's Gate II. But those who just want to get their licks in without committing significant hours of time will find Diablo II to be one of the more addictive games of 2000.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

While some will hunger for more in-depth role-playing elements, the amount of character customization you can do with the weapons and skills is a nice addition to the hack-and-slash combat.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

The sprite-based graphics are not the game's strongest point, especially considering the release date. Still, there are some nice spell effects and the environments are well detailed.
~ Scott Alan Marriott, All Game Guide

Review: Sound

The voices are well acted and the music is appropriate for each area you explore.
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

With support for up to eight players and free multiplayer games on Battle.net, {*Diablo II} scores high in replay value. Plus, each area has randomly constructed dungeons and item placement which only adds to the fun.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

All of the skills and spells you can perform are clearly defined for each character class. One problem is that the manual doesn't explain all of the combinations you can do with the gems and items, but that's probably intentional.
~ Scott Alan Marriott, All Game Guide

Production Credits

Game Design: Blizzard North; Project and Design Leads: Dave Brevik, Erich Schaefer, Max Schaefer; Executive Producer: Mike Morhaime; Senior Producer: Matt Householder; Producer: Kenneth Williams; Technical Producer: Michael Huang; Design: Stieg Hedlund; Lead Programmer: Rick Seis; Programmers: Pete Brevick, Jon Morin, Tyler Thompson, Steven Woo, Ted Bisson, Mike Scandizzo, Doug McCreary, Peter Kemmer, Jonathan Stone, Peter Hu, Jason Regier, Divo Palinkas, Jesse McReynolds, Doron Gartner; Lead Character Artist: Phil Shenk; Character Artist: Michio Okamura, Kelly Johnson, Chris Root, Michael Dashow, Bob Steele, Cheeming Boey, Evan Carroll, Eric Sexton, Anthony Rivero, John "The Kid" Kubasco, Kris Renkewitz, Patrick Tougas, Ban Haas; Background Artists: Ben Boos, David Glenn, Alex Munn, Alan Ackerman, Fredrick Vaught, Marc Tattersall, Mark Sutherland; Music: Matt Uelmen; Sound Design: Scott Petersen, Jonathan Stone, Matt Uelmen; Additional Sound Effects: Joseph Lawrence; Level Design: Grant Wilson, Stefan Scandizzo, Derek McAuley; Additional Game Design: Eric Sexton; Story and Dialog: Stieg Hedlund, Matt Householder, Phil Shenk, Kurt Beaver, Bob Vieira; Story Conept and Script Editor: Chris Metzen; Production Manager: Karin Colenzo; Network Administration and Technical Serviecs: Joe Morrissey; Production Assistant: Charlotte Grant; BLIZZARD ENTERTAINMENT Senior Producer: Bill Roper; Producer: Mark Kern; Battle.net & Realm Programming: Carl Chimes, Mike Scandizzo, Peter Hu, Pat Wyatt, Mike O'Brien; Programming: Brian Fitzgerald; Macintosh Programming: Brian Fitzgerald, Dave Lawrence, John Stiles, Tony Tribelli, Brett Wood; Macintosh Graphic Designer: Ted Park, Peter Underwood; Strike Team: Mike Morhaime, Mark Kern, Bill Roper, Eric Dodds, Chris Sigaty, Ian Welke, Rob Pardo, Geoff Frazier, Ted Park, Allen Adham; Technical Strike Team: Mike Morhaime, Mark Kern, Mike O'Brien, Pat Wyatt, Isaac Matarasso, Adrain Luff, Rob Bridenbecker, Carl Chimes; President's Special Strike Team: Bill Roper, Frank Gilson, Brian Fitzgerald, Carl Chimes; Irvine Play-Balance Team: Kevin Beardslee, Shane Dabiri, Eric Dodds, Geoff Fraizer, Dave Hale, Mike Heiberg, Scott Mercer, Chris Millar, Ted PArk, Dean Shipley, Jeremy Smith; Battle.net and Realm Network Engineer: Adrian Luff; Manual Design & Layout: Peter Underwood, Mark Kern, Chris Sigaty, Chris Metzen; Manual Artwork: Ben Boos, Evan Carroll, Samwise Didier, Chris Metzen, Alex Munn, rk post, Phil Shenk; Cinematic Director: Matt Samia; Cinematic Producer: Scott Abyeta; Cinematic Editor: Joeyray Hall; Cinematic Animation Supervisor: Harley Huggins; Cinematic Script Writers: Matt Samia, Chris Metzen, Harley Huggins, Joeyray Hall, Paul Limon; Cinematic Design Lead: Nick Carpenter; Cinematic Artists/Animators: Scott Abeyta, John Burnett, Nick carpenter, John Chalfant, Jeff Chamberlain, Jay Hathaway, Paul Hormis, Harley Huggins, Paul Limon, Matthew Mead, Matt Samia, Mark Skelton, Patrick Thomaas, Tharyn Valavanis; Cinematic Technical Artists: John BUrnett, Paul Hormis, Tharyn Valavanis; Cinematic Music: Jason Hayes, Glenn Stafford; Additional Orchestration: Andrea Pessino; Cinematic Sound Design: Glenn Stafford, Jason Hayes, Tracy Bush, Tami Donner, Victor Crews; Cinematic Voice Acting: Frank Gorshin (Marius), Milton James (Baal), James Harper (The Wanderer & Tal Rasha), Ed Trotta (Tyreal), Paul Eiding (Mephisto); cinematic Strike Team: Stieg Hedlund, Phil Shenk, Matt Householder, Scott Petersen; Voice Casting Agents: Donald Paul Pemrick, Dean E. Fronk, Rick Briar; Voice Direction: Jason Hayes, Chris Metzen; Voice Casting: Jason Hayes, Matt Householder, Chris Metzen, Bill Roper, Stieg Hedlund, Tom Keegan; Voice Editing: Tami Donner, Jason Hayes, Scott Petersen; Voice Recording Engineer: Rich Seitz; Voice Acting: Larry B. Scott (Paladin), Liana Young (Soceress), Michael McConnohie (Necromancer & Warriv), Jessica Straus (Amazon), David Jean Thomas (Barbarian), Eve Brent (Akara), Glynnis Talken (Kashya), Tiffany Hayes (Charsi), Brian Goerge (Gheed, Drognan & Alkor), Michael Gough (Cain), Lani Minella (Andariel & Blood Raven), Nina Minton (Flavie), Martitia Palmer (Fara), Roz Witt (Atma), Tony Rope (Elzix & Guard), James Harper (Griez), Frank Gorchin (Lysander), Deam Bristow (Meshif), Jim Killeen (Jerhyn),; Castulo Guerra (Geglash), Ed Trotta (Tyreal& Izual), Jennifer Smithee (Asheara), Frederick Bloggs (Ormus), Bernie Wilkens (Hralti), Carrie Gordon (Natalya), Paul Eiding (Narrator & Mephisto), Bill Roper (Diablo & Hadriel), And the Blizzard North players: Cheeming Boey, Evan Carroll, Michael Dashow, Derek McAuley, Doug McCreary, Scott Petersen, Micheal Scandizzo, Stefan Scandizzo, Max Schaefer, Eric Sexton, Sheriff Jon Stone, Matt Uelmen; Quality Assurance Manager: John Lagrave; QA Project Lead Tester: Ian Welke; QA Assistant Lead Tester: Joe Frayne; QA Technical Engineer: Frank Gilson; QA Team Leads: Christian 'Skullder' Arretche, Roger Eberhart, David K Fired, Carlos 'Ecchuta' Guerrero, Jason 'Pagan' Hutchins, Brian 'Doc' Love, Matthew Morris, Mike Murphy, Justin Parker, Derek Simmons; Game Testers: Bo Bell, Connor James Franklin Brandt, James Chadwick, Ryan Creasey, Les Douglas, Michelle Elbert, Ron Frybarger, Gary Gibson, Katt Jean, Ed Kang, Damon Kilcoin, Josh Kurtz, Jeff Ockerman, Matt Sanders, Michael Smith, Omari Valentine; Additional Testers: Zach Allen, Todd Allison, Magid Ahmadi Kashani, Dave Fleischmann, Shawn Ingram, Joe Kim, Yong Kim, Joe Lee, Kelly Stover; Compatibility Testers: Victor Larson, Mark Moser, Brandon Riseling; Network Security Consultants:; Redline Games, Inc.; James E. Anhalt III, Carl Chimes; Macintosh Project Lead Tester: Edward Kang, Brian 'Doc' Love; Macintosh Help: Collin Smith; Director of Support Services: Robert Bridenbecker; Assistant Technical Support Manager: John Schwartz; Online Support: Pat Nagle, Kevin Jordan, Mick Yanko, Alen Lapidis, Mark Downie, David Nguyen, Collin Smith; Technical Support: Michael Barken, Thor Biafore, John Hsieh, Jason Schmit, Daniel Choe; Localization Producers: Flavie Gufflet, Louis Mutter, Matt Householder, Chris Sigaty, Paul Cooke, Ken Willams; Globalization Manager: Louis Mutter; Localization Project Leader: Mike Loftain; Localization Engineers: Jason Chiu, Chris Yoshimuta, Damien Monaghan, Steve Woo, Anthony Fitzgerald, David Doheny, Kevin Boyle; Localization QA: Fiachra Synnot, David Hickey, Andy Clark, Charles Shepherd, Steve Thompson, Jan Wagner, Thorsten Kiefer, Marcus Rafflenbeul, Aurelien Mehdi, David Picco, Fabrice Lochon, Jose R. Pascual; Localization Support: Nabil Debira, Veronica Pajuyo; Localization Graphics and Design: Bill Sweeney, Caroline Peelo, Joeyray Hall; Information Technologies: Jeremy Smith, Hung Nguyen, Kirk Mahony, Mike Hale; Office Administration: Christina Cade, Karin Colenzo, Jamie Neveaux, Linda Bailey; Public Relations: Susan Wooley-Sams, Lisa Pearce, Tony Gervase; Wbe Team: Geoff Fraizer, Mike Huang, Ted Park, John Schwartz; Business Development & Operations: Paul Sams, Isaac Matarasso, Kenneth Williams, Melissa Edwards; Legal Counsel: Eric Roeder, Kevin Crook, Rod Rigole, Will Glenn; Marketing & Creative Services: Neal Hubbard, Stewart Weiss, Kathy Carter, Jessica Monson, Steve Parker, Mike Bannon, Neal Johnson; U.S. Sales: Randy Brown, Mark Iverson; International Sales: Christophe Romboz, Jean-Daniel Pages, Hubert Larenandie; Direct Sales: Rob Beatie, Kim Chaudhry; Manufacturing: Bob Wharton, Tom Bryan, Jamie Chavez; Recruiting: Bernie Wilkens, Fred Wallace; Battle.net Hosting Partners: AT&T, DACOM, Exodus, Telia; Supplemental Play Balance Team: John Cash, Jeff Chow, Kyle Harrison, Scott Hartin, Brian Hsu, Brandon Idol, Tom Jung, Twain Martin, Dan Moore, Bill Petras, Gary Platner, Duane Stinnet, Justin Thavirat, Peter Underwood; Directors Of Dunsel Development: Frank Pearce, Alan Dabiri; Thanks To: Wendy Brevik, Jennie Brevik, Katie Brevik, Johanna Carroll (Schaefer), Richard & Sandra Schaefer, Megan Williams, Candi Strecker, Nicola Householder, Karin Colenzo, Anna-Marcelle Okamura, Amber Okamura, Megan Okamura, Rick Seis, Dad & Mom Colenzo, Andrea Thelen, Shelley Cooper, Paige Nittler, Karen Weiss, Bernadete Sexton, Stephen Hu, Alan Hu, Jonathan Root, Caralee Schaefer, the beautiful Kris Brevik, Denise Hernandez, Talia Ehrlich, Kyle Matthews, Christina Shenk, Liz Scandizzo, Kelly Regier, John Tavish & Natalie Fay, the Idaho Crew, Grace and Christina Huang, Erica Juhn, Residential Computing at Berkeley, Professor Allan Cruse, Brother John Keck, Myra Rivero, Shannon Kelly, Mike McBrine, Lynn & Ernest Brown, Zeno Dickson, Rosemary Morrissey, Rebecca Owen, Tim Hunter, Flying Hands Massage, Hyla Lacefield, Diane Kodama, Brad Mason, Betty Morin, Tom Ricket, Yun-Fong Loh, Nezumi, the Boey Family & Nok, Chan Kuan Chean, Cheeming's Homies, Friends of Bill W., Miles Inada, Kira England-Carroll, Fil DeAngelis, Big Idea Girl, Everquest, The Office Park Gym, Naps, Jerry garcia, Philip K. Dick, Isaac Asimov, Scott Kurtz, Tom at EBX, Mad Mixers, Napster, Chris Rock, Noam Chomsky, the Sunday Night Game, Chevrolet, LMCTF & Loki's Minions, Sluggy Freelance, The Poxy Boggards, Mind Control Software, Mego Micronauts toys, McFarlane Toys, TO GO, Pancho Villa, Piazza's, the Sex-Ball, Arthur Guinness, Gottlieb Daimler, Karl Bez, Bongo & Clyde, Scarlet & Apollo, Little & Baby, Leroy & Tyson, Ring of a Thousand, The Discreet guys -Shawn Stiener, Kevin Blaker, Scott Ryan, Dave Campbell & Eric Pinkle, Edwin Braun at Cebas, Beau Perschall at Digimation, Ivan Kolev...Shag Hair, Stephanie Samia, Melissa Huggins, Jo Anne Carpenter, Greg Dale, Laura Clifton, Elizabeth Skelton, Tara Thomas, John and Gai Burnett, Sheryl "Swak" Narahara, Shelly "Saucy" Tasher, Lori Limon, Fred and Josephine Hormis, David Fincher, Mike and Anne Chamberlain, Jeremy Appelbaum, Special cinematic thanks to The Ramones, Suzanne Di Piazza, George Clinton and Parliament Funkadelic, Nuclear Rabbit, Ray the Soda Guy, Jean-Marie Messier, Eric Licoys, Agnes Touraine, Luc Vanhal, Andy Bond, Cameron Buschardt, James Anhalt, Jeff Strain, Paula Duffy, Todd Coyle, Danny Kearns, Ralph Becker, Marie-Cecile Pineau, Fabrice Gibelan, Frederic Tibout, Michael Fuller, Karine Augoyat, Treff Laplante, and the rest...; SPECIAL THANKS TO: Hubert Joly, Bob and Jan Davidson
~ All Game Guide
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Wikipedia: Diablo II
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Diablo II
Diablo II Coverart.png
Diablo II cover art
Developer(s) Blizzard North
Publisher(s) NA Blizzard Entertainment
EU Sierra Entertainment
HanbitSoft
Designer(s) David Brevik
Stieg Hedlund
Erich Schaefer
Chase Clements
Max Schaefer
Eric Sexton
Composer(s) Matt Uelmen
License Proprietary
Series Diablo
Version 1.12a (June 17, 2008)
Platform(s) Microsoft Windows, Mac OS, Mac OS X
Release date(s) NA / PAL June 29, 2000
Genre(s) Action RPG
Mode(s) Single player, multiplayer
Rating(s) ELSPA: 15+
ESRB: M
OFLC: MA15+
OFLC: M and R16+
PEGI: 16+
Media 3 CD-ROMs (Play, Install, and Cinematics discs)
System requirements Mac OS
G3 processor or equivalent, System 8.1 or later, 64 MB RAM plus Virtual Memory, 650MB drive space, 4X CD-ROM drive, 256 color display at 640x480 resolution (800x600 with expansion)
Windows
233 MHz Pentium or better, 32 MB RAM, 650 MB drive space, 4X CD-ROM drive, DirectX compatible video card
Input methods Keyboard, mouse

Diablo II is a sequel to the game Diablo, a dark fantasy-themed action role-playing game in a hack and slash and "dungeon roaming" style. It was released for Microsoft Windows and Mac OS in 2000 by Blizzard Entertainment, and was developed by Blizzard North.

Diablo II was one of the most popular games of 2000.[1] Major factors that contributed to Diablo II's success include what fans found to be addictive hack and slash gameplay and free access to Battle.net. Diablo II may be played as a single player game, multi-player via a LAN, or multi-player via Battle.net.[2]

The game was conceptualized and designed by David Brevik and Erich Schaefer, with Blizzard North founders David Brevik, Max and Erich Schaefer acting as Project Leads for the other disciplines (Engineering, Character Art and Environment Art, respectively). The main production roles were handled by Matthew Householder and Bill Roper.

An expansion to Diablo II, Diablo II: Lord of Destruction, was released in 2001, and is currently at version 1.12a. A sequel, Diablo III, was announced on June 28, 2008.[3]

Contents

Gameplay

The player assumes the role of a hero, fighting monsters while traversing over land and through dungeons. The storyline of Diablo II is played through four acts. Each act follows a predetermined path with preselected quests, although some quests are optional. Players fight monsters to level their character up and gain better items. Battle is conducted in real-time from an isometric viewpoint. Each act culminates with the destruction of a boss monster, upon which the player proceeds to the next act. Diablo II randomly generates many monster properties, level lay-outs and item drops. Most of the maps themselves are randomly generated. In single player mode, the map is randomly generated but locks the setting until changing difficulty level; in multiplayer mode, it resets every time the game is restarted.

In addition to the four acts there are three difficulty levels: Normal, Nightmare, and Hell. A character must complete these difficulty levels in order; only once a character completes Normal difficulty can that character play at Nightmare difficulty, and similarly for Hell difficulty. Each difficulty is a greater challenge than the last, with such features as increased creature strength, experience penalties upon death, automatically lowered resistances, and other challenges. A character retains all abilities, equipment, etc, between difficulties and may return to earlier difficulties at any time. Upon completion of the game in Normal difficulty, a player may create a hardcore character. While with normal softcore characters the player can resurrect their character if killed and resume playing, a hardcore character only has one life and if killed, will be permanently dead and unplayable, losing everything.

Diablo II also has a number of other features that enhance gameplay. The player has the option of hiring one of several computer-controlled mercenaries, or hirelings, that follow the player and attack nearby enemies. On occasion, the player might find a rare, valuable item, or one that is part of a set that becomes more powerful when the entire set is collected. Items can be customized using sockets and gems, or transmuted into different items using the Horadric Cube.

Character classes

Diablo II allows the player to choose between five different character classes: Amazon, Necromancer, Barbarian, Sorceress, and Paladin. Each character has different strengths and weaknesses and sets of skills to choose from, as well as varying beginning attributes.

The five character classes in Diablo II as seen during the opening selection animation. From left to right: the Amazon, Necromancer, Barbarian, Sorceress, and Paladin.
  • The Amazon is a fighter who hails from a group of islands in the Twin Seas, near the border of the Great Ocean. The class is loosely based on the Amazons of mythology. The Amazon is most similar to the Rogue of Diablo: both are primarily associated with bows, and both make equal use of strength and magic. The Amazon is different in that she can also use javelins and spears adeptly. Her skills are based around personal protective abilities.[4] The Amazon is voiced by Jessica Straus.[5]
  • The Necromancer is a versatile death-themed spell caster. Necromancers are the priests of the cult of Rathma from the far Eastern jungles. His Summoning skills allow him to form skeletal minions from corpses, to create various types of golems, and to temporarily revive deceased monsters to fight alongside him. Poison and Bone skills include the Necromancer's direct-damage spells as well as some defensive abilities. Curse skills serve a supportive role by inflicting status ailments upon enemies in their area of effect.[6] The Necromancer is voiced by Michael McConnohie.[5]
  • The Barbarian is a powerful melee-oriented character, and the only character capable of dual-wielding weapons. The Barbarians originates from the northern steppes near Mount Arreat. His weapon masteries allow the Barbarian to specialize in different types of weapons and to gain natural speed and resistances. His war cries can enhance his and his party's abilities in combat and reduce the enemy's abilities. The Barbarian's combat skills are attacks that maximize brute force, his greatest asset.[7] The Barbarian is voiced by David Thomas.[5]
  • The Sorceress hails from a rebellious coven of female witches who have wrested the secrets of magic use from the male-dominated mage clans of the East. She can cast ice, lightning and fire spells. Her ice spells can freeze enemies, but do less damage than lightning or fire. The Sorceress's Teleport spell allows much faster mobility than any other character. The strong point of the Sorceress is powerful damaging spells and casting speed; her weakness is her relatively low hit points and defense.[8] The Sorceress is voiced by Liana Young.[5]
  • The Paladin is a religious warrior from the Church of Zakarum in the east, fighting for the glory of light and goodness. To reflect this, the zealous Paladin's combat skills range from fanatical attacks to heavenly thunderbolts. His skills are split into combat skills, defensive auras, and offensive auras. The Paladin's auras can enhance personal abilities, lower the amount of damage dealt by enemies or recover health. The Paladin is highly proficient in the use of a shield, and the best with defensive skills. Some of the Paladin's skills are extremely efficient at eliminating the undead.[9] The Paladin is voiced by Larry B. Scott.[5]
  • In the expansion, the Druid and Assassin classes were released.

Multiplayer

Unlike the original Diablo, Diablo II was made specifically with online gaming in mind [10]. Several spells (such as auras or war cries) multiply their effectiveness if they are cast within a party, and dungeons, although they still exist, were largely replaced by open spaces.

Multiplayer is achieved through Blizzard's Battle.net free online service, or via a LAN. Battle.net is divided into "Open" and "Closed" realms [11]. Players may play their single-player characters on open realms; characters in closed realms are stored on Blizzard's servers, as a measure against cheating, where they must be played every 90 days to avoid expiration. Online play is otherwise nearly identical to single-player play. The most notable difference is that online maps are generated randomly, with a new map for every game a player enters, while offline, single player maps are retained in computer memory, though only for a single difficulty setting at a time.

As the game can be played cooperatively (Players vs. Monsters, PvM), groups of players with specific sets of complementary skills can finish some of the game's climactic battles in a matter of seconds, providing strong incentives for party-oriented character builds. Up to eight players can be in one game; they can either unite as a single party, play as individuals, or form multiple opposing parties. Experience gained, monsters' hit points and damage, and the number of items dropped are all increased as more players join a game, though not in a strictly proportional manner. Players are allowed to duel each other with all damage being reduced in player vs player (PvP). The bounty for a successful kill in PvP is a portion of the gold and the "ear" of the defeated player (with the previous owner's name and level at the time of the kill).

Patch 1.10 included the option of playing with a ladder character. The ladder system can be reset at various intervals to allow for all players to start fresh with new characters on an equal footing. Ladder seasons have lasted from as short as nine months to over a year. When a ladder season ends all ladder characters are transferred to the non-ladder population. Certain rare items are available only within ladder games, although they can be traded for and exchanged on non-ladder after the season has ended [12].

The game has been patched extensively; the precise number of patches is impossible to determine as Battle.net has the capability of making minor server-side patches to address immediate issues. The game is currently in version 1.12 [13]. The latest major patch was released on June 17, 2008. Through the patch history, several exploits and issues have been addressed (such as illegal item duplication, though it still exists), as well as major revamps to the game's balance. Not all patches have affected Diablo II directly, as several were designed to address issues in the expansion to the game and had minimal effects on Diablo II.

On March 3, 2009, Blizzard announced a new Diablo 2 content patch, 9 years after the game's release. From the forums: "We’re in the process of working on Diablo II content patch 1.13, and we want to try to include the Diablo community’s most important changes in our production schedule. To achieve this we’re asking for your input on what you’d like to see in this patch." The community can leave their input on the Battle.net forums. [14]

Story

The story of Diablo II takes place after the end of the previous game, Diablo, in the lands of Sanctuary where Diablo, the Lord of Terror, was defeated by an unnamed warrior. The hero who slew Diablo drove the demon's soulstone into his forehead in an attempt to contain him, but this is what Diablo wanted and just made him stronger, and the adventurer is in turn corrupted. The player is an adventurer who appears in the wake of the destruction caused by Diablo and attempts to find out the cause of the destruction, starting with the corrupted warrior (from the first game). As the player continues through each of the four acts, he faces off against the Prime Evils, superpowers of Hell, and the two lesser evils who once overthrew the three prime evils, and learns of the truth behind the corruption. Diablo released Mephisto (Lord of Hatred) and Baal (Lord of Destruction) from their soulstones, as they were taught long ago how to corrupt them by the fallen angel Izual. In the end, the player eventually reaches and slays Mephisto and Diablo. The story continues in the expansion to the game, where the player chases the last of the Prime Evils; Baal (Lord of Destruction) who is going after the mythical Worldstone in an attempt to corrupt it.

Music

The score has been composed by Matt Uelmen and integrates creepy ambience with melodic pieces. The style of the score is modern classical and experimental [15]

Some tracks were created by reusing the tracks from the original game, while others by rearranging tracks that were out-takes. Other scores are combinations of parts that were created more than a year after the first game's release.

While the player visits a town, the game has to create a much more peaceful atmosphere, so for that the town theme from Act I called Wilderness gives a pastoral feel of the wilderness (with the cows, farm fences, cabins and trees).

For Act II Mustafa Waiz, a percussionist and Scott Petersen, the game's sound designer worked on the drum samples. Mustafa played on the dumbek, djembe, and finger cymbals which gave Matt Uelmen a base upon which to build tracks around.

The town theme from Act II, called Toru makes strong statement of departure from the world of Act I while also maintaining a thematic connection to what had come before. It is the first time in the series to be used some radically different elements than the guitars and choral sounds that dominate both the original Diablo and the opening quarter of Diablo II.

The foundation of the Toru piece is found in exciting dynamics of a Chinese wind gong. The instrument radically changes color from a steady mysterious drone to a harsh, fearsome noise, that gives exotic feeling and at the same time the pacing of the second town.

In all sequences of Act II with deserts and valleys, Arabic percussion sounds dominate.

The composer was impressed by two of the Spectrasonics music libraries, Symphony of Voices and Heart of Asia. He uses samples from Heart of Asia in the Harem piece from Act II, and tries to put the sampled female voice out front and center, getting a nice alto in it. The Crypt track uses a sample from Symphony of Voices; the choral phrase Miserere. deep in the mix of the track, alongside the excessive rainsticks and cymbal scrapes, combined with metal guitar solos.

Music Inspirations

  • Tristram uses the main theme of the first Diablo game and it is the earliest track composed for Diablo II. Coda contains an excerpt of "Prelude in C Minor" by Frederic Chopin.
  • Monastery from Act I, inspired by the Polish master, Krzysztof Penderecki with the initial voice and string clusters technique.
  • Toru and Maggot from Act II, inspired by Toru Takemitsu, with Toru's use of spacing and time.
  • Spider from Act III, sounding like Henry Manfredini
  • Fortress from Act V, inspired by variety of operatic scores like Debussy's Peleas and Melisande
  • Ice Caves from Act V inspired by fragments of Bernard Herrmann's "Vertigo" and a sequence of Orff's Trionfo di Afrodite
  • Ancients from Act V contains a direct quote from Richard Wagner's "Tristan and Isolde" Prelude to act one.
  • Siege from Act V inspired by fragments of "Mars" by Gustav Holst and contains a direct quote from it.

Credits

[16]

  • Drums - Scott Petersen
  • Guitar - Bernie Wilkens
  • Oboe - Roger Weismeyer
  • Percussion - Mustafa Waiz
  • Producer, Performer, Composed By - Matt Uelmen
  • Recorded By - Matt Uelmen , Scott Petersen

Voice samples from, Heart of Asia, Heart of Africa, and, Symphony of Voices, by Spectrasonics.

Recorded in Redwood City, Oakland, and San Mateo, California, April 1997 - March 2000.

The Diablo II: Lord of Destruction score was recorded in Bratislava, Slovakia with the Slovak Radio Philharmonic. Kirk Trevor of the Knoxville Symphony Orchestra conducted the sessions.

Secret Cow Level

The "Secret Cow Level" is the result of a running joke from the original Diablo that spawned from an Internet rumor about a cow that appears in the game, seemingly without purpose. Supposedly, if the cow was clicked on a certain number of times, a portal to a secret level would open. The rumor was a hoax, but the legend was born, and player after player asked Blizzard about how to access the level.

In Diablo: Hellfire, an add-on for Diablo created by third-party developer Synergistic Software, it was possible to change a parameter in a specific text file, so that the farmer was dressed in a cow suit, with appropriate new dialogue ("Moo." "I said Moo!"). This added fuel to the fire. To stop the rumors, Blizzard included a cheat in StarCraft that read "There is no cow level", officially confirming that there was, in fact, no cow level.[17]

On April 1, 1999, a Diablo II Screenshot of the Week featured cows fighting. People wondered if the screenshot was an April Fool's joke or if there really was a Secret Cow Level planned for Diablo II. It turned out that there was a cow level in Diablo II.[17]

Reception

Diablo II Collector's Edition contents.

Diablo II had a positive reception. The game has achieved an overall score of 88 on Metacritic.[18] Gamespy awarded the game an 86 out of 100,[1] IGN awarded the game an 8.3 out of 10,[19] and Gamespot awarded the game an 8.5 out of 10[20] along with earning the 2000 runner-up Reader's Choice Award for role-playing game of the year.[21] It was awarded a spot in the Guinness Book of World Records 2000 edition for being the fastest selling computer game ever sold, with more than 1 million units sold in the first two weeks of availability.[22] Warcraft III: Reign of Chaos, World of Warcraft: The Burning Crusade, and World of Warcraft: Wrath of the Lich King have since surpassed Diablo II's record to become fastest-selling computer games ever at their times of release, according to Blizzard.[23][24] As of August 29, 2001, Diablo II has sold 4 million copies worldwide.[25] The game has received the "Computer Game of the Year", "Computer Role Playing Game of the Year", and "Game of the Year" awards from the Academy of Interactive Arts and Sciences at the 2001 Interactive Achievement Awards.[25]

Versions and re-releases

The game was also released in Collector's Edition format, containing bonus collector's material, a copy of the Diablo Dungeons & Dragons pen-and-paper campaign setting, and promotional movies for other Blizzard games. The Diablo II: Exclusive Gift Set (2000) similarly contained exclusive collector's material and promotional videos, as well as a copy of the official strategy guide. The Diablo Gift Pack (2000) contained copies of Diablo and Diablo II, but no expansions. The Diablo: Battle Chest (2001) contained copies of Diablo II, Diablo II: Lord of Destruction, the official strategy guide, and the original Diablo.

The announcement of Diablo III has renewed the interest in its predecessor and brought more attention to the many mods available for the game.[26]

Notes

  1. ^ a b Madigan, Jamie. "GameSpy.com - Reviews", GameSpy. Retrieved August 14, 2008.
  2. ^ Walter, Barbara. "Battle.net Defines Its Success: Interview With Paul Sams". Gamasutra. http://www.gamasutra.com/view/feature/3240/battlenet_defines_its_success_.php. Retrieved 2008-09-05. 
  3. ^ Blizzard Entertainment (2008-06-28). "Diablo III Unveiled". Press release. http://www.blizzard.com/us/press/080628.html. Retrieved 2008-10-29. 
  4. ^ "Amazon History". Arreat Summit. http://classic.battle.net/diablo2exp/classes/amazonhistory.shtml. Retrieved 2009-11-24. 
  5. ^ a b c d e "Diablo II: Credits". GameFAQs. http://www.gamefaqs.com/computer/doswin/data/197113.html. Retrieved 2009-11-24. 
  6. ^ "Necromancer History". Arreat Summit. http://classic.battle.net/diablo2exp/classes/necromancerhistory.shtml. Retrieved 2009-11-24. 
  7. ^ "Barbarian History". Arreat Summit. http://classic.battle.net/diablo2exp/classes/barbarianhistory.shtml. Retrieved 2009-11-24. 
  8. ^ "Sorceress History". Arreat Summit. http://classic.battle.net/diablo2exp/classes/sorceresshistory.shtml. Retrieved 2009-11-24. 
  9. ^ "Paladin History". Arreat Summit. http://classic.battle.net/diablo2exp/classes/paladinhistory.shtml. Retrieved 2009-11-24. 
  10. ^ http://classic.battle.net/diablo2exp/faq/multiplayer.shtml
  11. ^ http://classic.battle.net/diablo2exp/faq/realms.shtml
  12. ^ http://classic.battle.net/diablo2exp/beta/patchchanges.shtml
  13. ^ http://uk.pc.ign.com/articles/882/882518p1.html
  14. ^ http://forums.battle.net/thread.html?topicId=15443288961&sid=3000
  15. ^ Uelmen, Matt. "Battle.net Matt Uelmen Liner Notes". Gamasutra. http://www.battle.net/diablo2exp/mp3/. Retrieved 2009-01-20. 
  16. ^ "Matt Uelmen Released CD Notes". discogs. http://www.discogs.com/release/527363. Retrieved 2009-01-20. 
  17. ^ a b ""The Secret Cow Level"". http://www.battle.net/diablo2exp/ The Arreat Summit. http://www.battle.net/diablo2exp/quests/cow.shtml. Retrieved 2006. 
  18. ^ Diablo II (pc: 2000): Reviews
  19. ^ IGN: Diablo II
  20. ^ Diablo II for PC Review - PC Diablo II Review
  21. ^ GameSpot:Video Games PC Xbox 360 PS3 Wii PSP DS PS2 PlayStation 2 GameCube GBA PlayStation 3
  22. ^ "Untold Legends: Brotherhood of the Blade". Official U. S. Playstation Magazine. http://web.archive.org/web/20071118023009/http://findarticles.com/p/articles/mi_zdoup/is_200505/ai_n13462894. Retrieved 2006. 
  23. ^ http://www.blizzard.com/us/inblizz/profile.html
  24. ^ http://www.blizzard.com/us/press/081120.html
  25. ^ a b "Diablo II: Lord of Destruction Shatters Sales Records Worldwide With Over 1 Million Copies Sold". Press release. 2001-08-29. http://www.gamesfirst.com/articles/diablo2_sales.htm. Retrieved 2008-06-11. 
  26. ^ "Diablo 2 Mod Roundup"

References

  • BlueNews news article[1]
  • Inside Mac games news article[2]
  • GameZone news article[3]
  • Internet Movie Database[4]
  • CVG interview with Bill Roper, [5]

External links


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