One of the Instagrams I am royalty now. In case you can not know it, it is the Instagram of an artist who takes historical images, paintings and sculptures of famous people and makes them pass through 3D imaging and other software, Change the hairstyle and the clothes of the subject to reflect a contemporary look, and the result is magical. You realize that Napoleon, Charlotte Bronte or Beethoven were not just normal-looking people, but that they could sit in the local Starbucks and you would never close eyes. I had the same reaction to Diablo II: Risen. Although I guess if Diablo himself drank a coffee with milk, you would probably notice it.
Vicarious Visions and Blizzard resumed a two-decades game and mainly worked the same type of digital magic. The imposition of sharp and contemporary images entirely in 3D on the old 2D game gave Diablo II an appearance and a sensation of current generation and, more remarkably, superimposed a kind of alchemical process to make us forget the Original as exactly like the new version. What is clearly not the case, like Blizzard reminds us by giving us the opportunity to activate and disable the machine to go back to time and play the game as it was. The original looked rough.
For many players, Diablo II was more than a video game, it was a heavy metal dance with the devil itself, and many of us have devoted hundreds of hours to one of the RPGs. The most influential and emblematic action ever created. Diablo II was both scalable and defined the model of the genre. But models tend to feel too restrictive over time, and many Post-Diablo II ARPGs have made mechanical changes to the formula, particularly by adding improvements in quality of life that have removed many of the restrictions. arbitrariers or techniques that were part of the genre. In 2000. When leaving in 2012, the follow-up of Diablo 3 was less an evolution of the franchise that recognition of practices and mechanisms currently accepted.
As a remill, Diablo II: Resurreed is a kind of strange duck, perching somewhere between a simple but complete graphic lifting and a complete remake. Visually, cinematics, lighting, spell effects, environments and characters seem as beautiful as they can without a complete redesign. Everything is much clearer and animated by deeply saturated contrasts and colors, and if you doubt it, just go to the original pixelized, which can be done at any time. This will certainly think you think about time, memory and perception. The music and sound also remain evocative and stored in the memory, and listening to the soundtrack (especially in loading screens and menus), I was surprised to hear how much the sound of musicians Live orchestra came out instead of the treated digital samples that are so often part of recent partitions.
ResurreeD makes a big effort to add accessibility options and adds an impressive range of ways to change graphics settings, audio and controller configurations, but with respect to quality of life improvements in the game, the list. is curiously and disappointing little. This seems incomplete and arbitrary. There is the shared hiding place, of course, and the automatic pickup of gold, but the inventory is the same tightened puzzle, and several objects still can not be stacked. Pathfinding gives the impression of taking 21 years, just like the movement of the character less than fluid. Whatever the problems of balancing classes that affected the original diablo II and its extension seem to remain, although the classes are uniformly fun to play and build. The loading times are ridiculously long for a game that, even in its new incarnation, can not be as demanding for the system as the loading times would like us to believe. And yes, there are bugs and server problems on the day of the launch to the point that it was simply easier to play offline than fighting the connection.
I understand that the concept was to respectfully preserve the original experience that meant so much for so many people, but with much better visuals. But why, then, make modifications to mechanics? Why a shared hiding place and not stackable consumables? Accessibility options for Daltonian players are a welcome recognition of modern standards, but better enemy or balanced fight should not have also been on the whiteboard?
Aside from these grunts, Diablo II is, at the base, one of the most addictive and memorable ARPGs ever created, and it is always easy to get lost in Sanctuary for hours. The story of the game is fantastic (yet) and its pace remains engaging. The implementation of the controller is excellent and means that we will no longer suffer from repetitive stress injuries from the days spent clicking.
Given the storm and ongoing legal battles surrounding Activision Blizzard, there are certainly players who will not feel willing to support a product from the developer. It s just, of course, but also, the vast majority of employees and creative involved in the development of Diablo II: Resurreed are likely to be dismissed by the tumult and the climate that led there. Judging a finished product or a work of art according to the behavior or beliefs of its creator (or work management and culture of the workplace) is, and has always been, a complicated decision without clear compass .
In areas where Diablo II: Resurreed tries to improve the original, it succeeds absolutely. It looks infinitely better, it is more accessible to a wider range of players and it is especially the impression that it deserves to live on current generation systems. At the same time, some of the changes seem arbitrary when examined through the prism of what could have and should have been updated. A part of Diablo II: Resurreed is wonderfully nostalgic and timeless, but another part feels burded in obsolete mechanisms of past decades, and pretty graphics alone can not solve this problem.