Diablo - Blizzard RRP œ35 (Isometric shoot 'em up in RPG's clothing) Reviewed by James Judge on a P120 I know Alex reviewed this game last issue, and did a sterling job too, but I just wanna let my feelings be known about this game. Oh yes, the FEELINGS. I can feel them (as you tend to, with feeling) broiling under the surface of my skin waiting for a cathartic bout of venting through the keyboard. Nya-hargh, hargh, hargh. What's that, mum? Stop eating the emulsion? OK, if you insist... After having the all-too-rare experience of finding more money in my bank account than I thought there was, I had a sudden rush of blood to my head. This made me feel weak and so I stumbled into the local Electronics Boutique store (pure luck, promise) and was assailed by the racks and racks of PC games. Another blood rush, a moment of queasiness and a sudden lurch towards the counter had me handing over my credit card and waving a copy of Diablo in front of the bemused sales assistant. Kerching! That was the precise moment thirty five of my hard-earned quids went down the drain in the biggest mistake of this year, so far (apart from the putting-my-head-in-the-cement-mixer incident. Oh, and playing pinfinger with a chainsaw. Erm, and eating those snails. And... I'll stop here shall I?). By the time I reached home the random blood-rushes had stopped and I had regained full body control, apart from my left leg - which did as it wanted to. I installed Diablo straight off which, including saved positions, took about eight megs of HDD space (that's one save per character type) and started the game. To begin with I was well impressed - the intro looked nice and the eye being pecked out by a raven set the atmosphere nicely for me. Choosing a character and naming him was painless and BOOM! I was straight into the game. The first thing that struck me were the graphics - nicely detailed SVGA 3D isometric things that were highly detailed and moved very smoothly. My character had a cocky swagger to his stride as he paced around the screen clutching his staff (I was a wizard) and I could identify everything on the screen - there were no ambiguous squiggles that would lead to hours of playing "Name That Pixel". The next thing was the ease of control. The game was dead easy to get into and everything seemed pretty natural - if you've played one game which involves a bit of pointing and clicking you'll easily pick up the control interface without even needing to read the manual. Basically it all revolves around the use of the mouse - left click for operating and attacking and the right for spells 'n' stuff. Anything of interest is highlighted - such as doors, items, barrels and monsters - and one click will see your character wandering over to it and using it however. The final thing to strike me was the sound. All of the characters seen in the game have their own voice, naturally, and all of the speech is well-read and fits perfectly into the atmosphere of the game. The blacksmith has a roving Scots accent, while the healer is quiet and gentle. The best voices are those of the monsters you meet in the dungeon as well as the drunk in the village. Apart from the speech, the sound effects are also good with swishing of swords as they fly through the air to the clunks of traps being activated. Oh, and sometimes your own character makes an observation too. This is where my wonderment of the game began to fade. After a brief half an hour the first two levels were searched and eradicated of any demon spawn. Better armour, weapons and scrolls had been purchased and my character was gaining levels like no-one's business. An hour later a couple more levels had been completed and the Butcher, while initially looking scary, was shown the sharp end of a firebolt and he started his secondary role in the game as "Big Ol' Bloated Corpse". I then decided to take a break and read the manual. I was filled with excitement as I put the mini-tome down; it promised loads of extra monsters and items, not to mention spells for my wizard and quests galore. I suddenly envisaged a huge sprawling dungeon with loads of deadly puzzles and a fiendishly evolving plot. My left leg then decided to revert control back to me so I went back upstairs and continued on. When I got down to level thirteen my character told me that I must be close. Confusion swept across my face like a bad, violent rash, and the rip-off-o'meter started flashing very vigorously to the tune of œ35. To make things worse, and a pit form in my stomach, a friend who had bought the game a week earlier chose that time to 'phone and tell me he'd just completed Diablo. "How many levels were there?" I asked fearfully. "A stonking twenty" he claimed. Slightly more happy, I progressed on. Level fifteen saw me defeat the last monster (the dreaded Diablo!!!!) and the end scene roll onto my screen. The blood rushed to my head and I collapsed over my keyboard. Waking several hours later, glued to the keyboard in a puddle of dried dribble, I was a bit miffed and felt highly cheated. A deft job with a screwdriver and pair of pliers removed the keyboard from my face, leaving only the F4 key stuck to my forehead. Still, that's for removal another day. So, after purchasing this game on a whim (and a spasm) I spent about eight hours playing its fifteen levels to completion. Ignoring the speed at which I had completed the game, I was left feeling as if there was still a game to play. There were no puzzles that I could find (save one, on the last level which involved throwing two levers) and the quests that I found were few and far between. There was also no cunning built into them as you HAD to complete all of the important ones and all of those were presented to you as part of the completely linear dungeon. All throughout the game you only had one thing to do - that was enter a level, kill all the monsters (which usually had the added bonus of completing a quest for you) and progress straight onto the next, maybe with a trip to town for supplies. There was no branching off into different areas of the game - either inside or outside the dungeon - and at no point was I stuck. The end of the game came very suddenly and I didn't even know I was fighting Diablo until I had killed him. I guessed that he was probably a powerful member of the opposition as it took me all of a minute to do away with him, instead of the usual five seconds the standard dungeon denizens required, but there was no build up to his entrance. Admittedly, a large neon sign saying "Here Be The Lair Of Diablo" wouldn't be a plus point, but just bumbling around a large level (as I was) and then to round a corner and meet Diablo plus a number of other monsters seems a hell of an anti-climax to me. And he was a wimp. Since completing it that once I've retraced my steps twice using different characters and, basically, the story is just the same. Admittedly, every time you start a new game you get a randomly generated dungeon, but it is still either fifteen or twenty levels long with the same major quests in place. True, during the new games I did come across new monsters and new spells (by the time I had finished my first game my wizard's spell book wasn't full - far from it) but they added no variation to the game at all. Also changing character types from Wizard to either Warrior or Rogue didn't change the playing style all that much. The same items were present and the monsters reacted to you in the same way. The only thing that was different was the way that you killed the opposition - either with blade, bow or spell. I then took my original mage through the dungeon again (as you can, if you want) to see if I could discover any new spells and whether the dungeon would be made any harder this time around. Well, the dungeon became oh so slightly harder - but it was barely noticeable, my mage still carved through the dungeon and in a couple of hours Diablo was only a few levels away. I did find some of the missing spells and I also uncovered a couple of bugs - mainly to do with duplicate artefacts in the dungeon. I then, to try and get some pleasure out of the game, networked the game with a friend and this added to the enjoyment, but barely. In a multi-player game the only two things that are different are (a) there's more than one of you and (b) there's far more monsters to hack at. The same quests are there and, in all, very little else changes. We only got a couple of levels in as we became bored to death in no time at all, so maybe it changes further down - but I doubt it. To play multi-player you'll need either access to the Internet or a network. For both options you need a CD in your drive and the other player's, so there's no chance to play off one CD over a network as there is in Warcraft or Red Alert. In a dungeon there can be up to three other players playing with you. You can send messages and work either co-operatively or aggressively with the other players, but the non-team way of working seems pointless as the dungeon is so linear that you'll soon get fed up with running into one another and having to go back up to the town to get healed. So, after playing the game through to completion a number of times and dabbling in it over a network I still feel cheated at this game. It holds so much promise, but fails to realise it in nearly every count. If it was less linear it would be better. If there were non-dungeon parts it would be better. If it encompassed a few towns and their locality it would be better. If it allowed more than four players it would be better. If it enabled true puzzles it would be even better. If the quests were interesting, challenging and well thought out, adding to the gameplay it would be much better still. If the list of spells and pieces of kit was more varied (after a while you begin to realise that although it looks like there is a lot of kit, there is in fact only very few pieces of worth and the rest are just basic variations on a theme) and interesting it would be better. If the game had all of the above then it would be a world-beater, bringing RPGs to the masses and providing a multi-player environment never before created. As it is, it sucks. The game has a good premise, nice graphics and sonics and is well executed physically. The only trouble being the ease at which it is completed and its utter shallowness - both in single and multi-player modes. If someone were to take this engine and idea, wrap a world from, say, Daggerfall around it and then make it available with proper sets of quests and puzzles, as well as design-your-own editors then the game would be one of the bright, shining stars of gaming history along with Civilisation and Quake. As it is, it sucks. Keep well clear unless you're truly a beginner and want a very easy start into the world of swords and sorcery with plenty of eye-candy. If you're not, well, you're lumbered, mate as it isn't even an RPG - just an isometric shoot-'em-up using the mouse, a health and mana bar and the trappings of a fantasy world. - o -