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.
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
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.
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.
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.
The voices are well acted and the music is appropriate for each area you explore.
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.
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.
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