Diablo 3: Reaper of Souls > Diablo 3: Reaper of Souls

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Swarms:
Jeg tager med drenge, så koster benzin lige 1/3 mindre.

jubs-smadder:
Ejj da. Lyder jo ekstremt spændende, glæder mig til at prøve de nye characters :)

Camelo:
IGN preview

http://pc.ign.com/articles/101/1015815p1.html

Even though Diablo III is presumably over a year away from a release date, this game absolutely oozes polish. It runs at a silky smooth framerate (at least on the PCs Blizzard brought to Gamescom), the animations of your characters and magical effects and the deaths of enemies are smooth, detailed, and full of character, and the combat gives you a great sense of weight and impact. This was my first time getting to actually play Diablo III, and as a big fan of the previous games, it was very much along the lines of what I was hoping for.

Huge swarms of enemies rushed at me in a desert environment as I chose the Witch Doctor, the Necromancer-like wielder of weird magical arts and summon abilities. To turn monsters into a bloody paste, I had only a limited number of skills, but they all proved useful. I could toss fiery skulls into the air which detonated wherever I happened to hit the attack button, giving them a flexible and welcome range. The explosions also caused a fair deal of area of effect damage, making them ideal for wiping out packs of jittery fallen or skeletons or whatever other kinds of beasts decided to bunch together. With a piercing howl a menacing specter erupts from the Witch Doctor's body, which works to horrify enemies and send them fleeing for a limited time. To my side could be called zombie dogs in battle, which I think we can all agree are the best kind of dogs. Then finally, I could pitch out a corpse spider attack, which causes opponents, when killed, to erupt into ravenous swarms of sickly green arachnids that skitter toward and inflict violence on whatever's near. Using the dogs, corpse spiders, and fire bombs all during the same fight led to some satisfying scenes of destruction.

As tends to be the case in Diablo games and others like it, there are quite a few bad guys to absorb your punishment. I was attacked by hyena-like creatures, misshapen salamanders that popped out from beneath the earth, floating specters capable of unleashing deadly whirlwind attacks, giant demons carrying long jagged swords, four-legged ice mages, toxic bees, fallen guardians who could drive their minions to all attack at once, and slithering lizard people in crypts beneath the sands. The Witch Doctor's posture isn't exactly upright. Instead it's almost comically hunched so that you could mistake him for the gnarled branch of a tree if he wasn't moving. While he didn't seem very powerful with melee, his mana recharged pretty quickly in this build so it was no problem to launch a near constant stream of fire skulls and horrify the area when things got too dangerous.

It took me a few minutes to realize I wasn't spamming potions during all the fighting. I did have a few healing draughts on my hotbar (which, by the way, also accommodates skills, a change from Diablo II I barely even noticed), but in about 20 minutes of play time I only used one. That's because some enemies will seemingly randomly drop health potions on the ground. You don't pick these up. Instead, you just walk over them and they instantly restore your health as well as, to my surprise and delight, the health of my summons. Gold also seemed to be auto-collected from the ground as the Witch Doctor walked over it.

The only real quest in the version I played was to reach a town, which I didn't manage to do. I explored the sandy wastes for a while, admiring the environmental detail until I came across a portal that warped me down into some warrens. Blasting my way through these dark passageways eventually brought me face to face with a named demon who, as you might expect, could absorb more damage than the standard and blue-named other baddies. He dropped a nice yellow headpiece, which I used a scroll to identify and then equipped.

I didn't get a chance to try them out, the barbarian and wizard classes were also playable here. The barbarian's hacking weapons which crackled with visible magic energy seemed to have a solid sense of weight behind them, as if they were actually striking the monsters instead of just passing through them and subtracting a numerical amount. Play with the wizard, on the other hand, was done mostly at range, and seemingly the most effective tactic was sending forth a line of explosive balls of magic energy that traveled in a straight line and detonated upon impact.

It'll be interesting to see what, if anything, Blizzard reveals at Blizzcon about Diablo III, but regardless, things are certainly looking really good for this long awaited title.

mads-wm3:
hvaa hvor mange er der plads til i den bil der?  :P

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