BlizzCon 2008: Diablo III Hands-On Gameplay Impressions

Posted 13th Oct 2008 07:58 AM by Medievaldragon

I am fortunate to be one of the lucky people who played the Diablo III demo showcased at Blizzcon 2008 in Anaheim. Not only was it a pleasure to play it, but it left me craving for more. I decided to create a female Wizard. She spawns in the outskirts of the Tristram Woods where Captain Rumford and an armored warrior are piling up a bonfire of corpses. The warrior can be seen transporting the corpses off a wagon and into the bonfire.

Captain Rumford says they are burning the corpses to prevent them from rising as undead. NPCs that have something to say have a black oval with dots hovering above them when you place the cursor over them.  A popup window displays the “introduction” option, feature that remains a constant from Diablo II. However, not only does each NPC talk to you.  Your very own character talks back, interacting with the NPCs.  By saying talk, I mean both: the NPC and your character have voice over actors adding emotion and life to the Action / RPG.

Read below a lengthy preview on various features observed in the Diablo III hands-on demo

I started pressing keys to see what options were available.  Pressing (C) opens the Character window, Inventory (I), Quest (Q), Skill trees (S), and mini-map toogle (N), Game Menu (ESCAPE button)

CHARACTER STATS
At level 5, these were the stats I found on my Wizard character. Hope these stats offer you a better scope of how the Wizard stats and abilities work:

Melee damage: 2-8 |  Spell damage: 12-23 |  Armor: 34

  • 16 Strength - Physical damage bonus: 16%  |  Armor Bonus 26%
  • 28 Dexterity - Crit chance 7.0%  |  Dodge chance: 7.0
  • 18 Vitality - Life: 56 |  Mana Regen: 0.9 sec.
  • 94 Willpower - Spell damage bonus: 52.8%  |  Health globe bonus: 0.0%

In Diablo II, you get points after leveling to spend on these four stats. In Diablo III, thus far, these stats increase automatically. You no longer have control over where these points are spent into. At the bottom of the Character (C) window, you can find a table with two columns displaying the following data:

Physical OffenseDefense
1.20 Attacks per second
70% Physical crit chance
150.0% Physical crit damage
0.0% Block amount
6.0% Block chance
34.0 Armor
2.5% Physical damage reduction

At the bottom left of the Character (C) window you will find your character resistances. These can be determined by icons:

Blue snowflake = Frost
Red Flame = Fire
Purple Thunder = Lightning
Green Skull = Poison
Yellow icon = Arcane

INVENTORY

The Inventory window shows a lot of visual information. It has a simple and intuitive UI frame with colorful gradients of orange and dark brown, and stylized symbols that highlight a gothic-like feeling. You can see your character model viewer which allows you to rotate your character. Around the viewer, you have 12 gear slots: helm, medallion, chest, sash, 2 rings, weapon, shield, boots, pants, gloves, and shoulder. Between the weapon and the shield is a strange circle. When clicking it, a new window pops forward. Based on the demo observation and loot, this window with 9 circles resembles the Glyphs window from World of Warcraft. In the case of Diablo 3, these 9 circles are reserved for Runes.  Thus far in the Blizzcon demo, only the Wizard can equip runes. (i.e. certain monsters may randomly drop a minor power rune).

Beneath the character viewer and gear slots can be seen the bag inventory—all in the same window.  There are 30 slots, but only a few are enabled. You can expand to the full 30 slots by adding bags into the bag slots.  On the bottom-right you can see four slots. There is where you drag the bags into. By dropping the bag item into that slot, you increase the amount of slots enabled.  Eventually your goal is to enable all 30 slots.  Each slot is thin and tall, and certain items can stack in the same slot. Doesn’t look like there is a special slot bar for potions, but mini-health potions have been seen, as well as elixir of dexterity and elixir of vitality which may have durations of up to 300 seconds (5 minutes).

RUNES

Not much was revealed about Runes. Barbarian and Witchdoctor classes don’t have runes enabled in the Blizzcon demo, so it looks like it is something still in the works. In a press panel, Jay Wilson revealed these runes will change the visual effects of your character and its spells/abilities. Imagine your lightning spell increasing its glow making it look more powerful and actually increasing your damage output.

MINI-MAP

You may toggle the mini-map by pressing (N).  It is more effective than the old Diablo II map overlay (tab). The mini-map is located on the upper-right corner.  It has no frame like the World of Warcraft circle framed mini-map.  It has an unframed tall rectangular area. By pressing the arrow keys you can move the mini-map in any direction. To reset simply press (N) twice, or escape.

How is this new mini-map more effective?  Diablo II’s overlay map would take the whole screen, and would interfere your line of sight affecting what you could see on-screen.  By placing the overlay map to the upper-right corner, your whole screen is visible for gameplay purposes.  Each NPC is displayed as a tiny yellow dot. Place your mouse cursor over the yellow dots, and automatically a window pops up above the dot displaying the name of the NPC.  You can see and identify NPCs ahead of you, not yet within visual range. Update: Monsters are not displayed by the mini-map. You will still have the element of surprise. The mini-map helps you locate NPCs that might have a quest for you, or some interaction options to learn some lore.

RARE MONSTERS /  BOSS

In Diablo II, it was hard sometimes to notice a rare monster among a bunch of mobs. Sometimes you would even get killed before noticing a rare was behind that bunch of mobs. In Diablo III, before the rare monster or boss enters into view, a name tag pops at the top-center with a health bar.  The health bar is divided into a few rectangles.  The health bar / name tag window displays the special attributes of the monster (i.e. a rare named Head of Grief had three attributes beneath its name tag: Vampiric, Froze, Fast.

QUESTS

While exploring the world, you will find NPCs with a yellow exclamation sign floating above their head.  When you accept the quest, the title and objectives are displayed onscreen at the right-center for few seconds, then fades out.  You can access the quest window by pressing (Q). It’s very similar to World of Warcraft.  After walking away from the bonefire of corpses at the Tristram Woods, you enter the Ruins of Tristram. There are a few destroyed buildings. You can see the Physix engine in action when randomly some debris of the ruins crumble down. Placing your mouse cursor over some of the door signs you will find Griswold’s Blacksmith Shop. While exploring, you find a well. It can be highlighted if you place your cursor on.  A quest starts and it is automatically displayed onscreen to the right: Little Girl Lost. Objective: Find a way to free the little girl’s spirit from the old well in Tristram.

When you stand near the well you can hear the girl’s voice over and weeping. She is trapped inside the well. Something funny ... some of her quotes resemble that of the girl in the Poltergeist film.  Exploring further into the Tristram ruins you find a female ghost and listen to her voice over which is repeated over and over randomly: Where has gone my girl?  She must be so lonely.  She never goes away without her doll.  She’s lost without it!

Not far from the ghost you will find a chest on the ground. Within lies the doll. Loot it and return to the well. The quest is completed as you return the doll.  The spirit of the girl ascends from within the deep well and thank you. A reward is automatically placed in your inventory.  You will read a message onscreen saying how much XP (experience) you gained, and the name of the looted item. In my case, a Socketed Boots of Brawn (+9 armor, 1 socket, + 2 strength).

Before reaching the Cathedral of Tristram entrance, you will find zombies kneeled on the ground as if eating from a body. Once you kill them, the body on the ground - tagged Dying Adventurer - automatically highlights a yellow exclamation sign enabling a new quest: The Return of the Skeleton King.

The voice over says something along these lines: “Please ... listen to me!  The fire, somehow ... it awoke him. The Skeleton King’s evil haunts the cathedral once more.”

Your character’s voice over says: “Skeleton King, huh?  Sounds interesting. Rest easy. I will show him the err of his ways.”

Enter the cathedral. Eventually you will find an NPC with a yellow sign on his head. Take the quest. Guess who the NPC is? If you have played Diablo 1 or have visited DiabloWiki.net the name Lachdanan will ring a bell. He was the loyal friend of King Leoric in Diablo 1.  Lachdanan killed King Leoric, who cursed him on his last dying breath.

SCROLLS & BOOKS

This is probably the most lovely lore source feature for players who decide to immerse themselves into the world of Sanctuary.  Let’s say you enter a dungeon, and find a pedestal. When you highlight the pedestal, by moving your mouse cursor over it and clicking it, you loot the book.  Open your Inventory (I) and click the book or scroll.  A sound clip pops up at the bottom-right of the screen. Underneath the clip are three buttons: play, stop, close. It is a voice over recording telling the story within the book.

For example, in the Cathedral of Tristram, the Journal of King Leoric tells his story during the time Diablo possessed his son Albrecht (Diablo I).

BUTTONS

The three buttons to the right of the main UI correspond to the Left Mouse button, Right Mouse button and an alternate Right button that switches those last two by pressing TAB button.

  • Click the left mouse button to move and attack enemies.
  • Click right mouse button to use the assigned skill
  • Press the alt key to show all dropped items
  • Use the 1-4 keys to activate assigned hot bar skills
  • Right-click on a hot bar, or mouse button slot to assign a new skill.
  • Press TAB or scroll the mouse wheel to swap between right mouse and alternate right mouse skills.

SKELETON KING

The Skeleton King appears at the third level of the Tristram Cathedral. Former King Leoric has a large axe. As told by Jay Wilson in the past, boss events can feel epic without the town portal escape trick or the heal potion spam mechanic. Once the Skeleton King engages in combat, dozens of zombies enter the room to attack you. The boss has an animation that alerts you when he is about to slam his long axe toward you. The idea here is to attack him a few times, and run away before he slams the axe in front of him. It can be avoided. Kill a few mobs for health orbs, and attack the Skeleton King again. Rinse and repeat. I was able to kill King Leoric without dying by doing these steps. Sadly, the Diablo III demo finished after killing this first boss, with a message from Blizzard congratulating me for killing the Skeleton King in this BlizzCon 2008 demo.

THOUGHTS

After playing the demo at Blizzcon, I can only say—hopefully not sounding heretic - that I loved Diablo III, and look forward for the announcement of the remaining two classes. No release date for Diablo III unfortunately, but personally I wish this game was on stores around October 2009. Gameplay mechanics are very similar to Diablo II,  except much better. The graphics are vibrant and colorful, without taking away the epic and dark feel of the previous games. The Physix engine honors the Barbarian class pretty well, smashing stuff and debris in all directions.

You can click emblems on the walls, that activate a mechanism that drops a candelabrum. If timed correctly, it could smash onto a group of mobs. If you move your character quickly into the area the candelabrum drops on, your character gains daze effect for a few seconds (funny). It would be cool to interact more with objects and traps using the Physix engine to benefit you on bosses and monster encounters. For those who asked me recently if Stashes and Waypoints are returning in Diablo III, I asked Jay Wilson and the answer is yes.  Waypoints however will play a different function this time around.  Upon death you respawn at the check point.  Check points I observed in the BlizzCon demo happen by the door toward the next catacomb (for example).  Some objects spawn near you at the check point. You need to equip them again.  This means no more running back to your corpse which is surrounded by 15 monsters. Diablo III is enhancing everything that was broken in Diablo II.




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Comments

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Galtrovan
Posted 13, Oct 2008 08:57 PM
(0)
 

“While auto-stats will be easier for most players early on, I think it will hurt the long term longevity of the game. I wouldn’t find Diablo 2 playable past a couple of months of gameplay if I were unable to stat myself out for odd builds like Bow Paladins or the like.”

I’m right there with ya.  Playing “outside the box” is what gives the game its replay value.

Reply
 
BrotherRatcliff
Posted 13, Oct 2008 09:54 PM
(0)
 

“While auto-stats will be easier for most players early on, I think it will hurt the long term longevity of the game. I wouldn’t find Diablo 2 playable past a couple of months of gameplay if I were unable to stat myself out for odd builds like Bow Paladins or the like.”

Agreed 100%. An ES sorc or bow paladin or warcry barb would never be possible without player stating. Lowering the number of viable builds seems like a step in the wrong direction to me. One thing they are missing after watching the video interview is that D2 had player defined AND auto stats. Jay mentions mana requirements as one reason for auto stats but in d2 your life/mana/stamina went up regardless of what you did with your stats, by varying amounts for each class just like the auto-stating. That is a great system why would they abandon it?

The thing about messing up your chr because you put in the wrong stats is a valid point for new or very casual players though. To solve that problem I think they should just have an auto-stat button. When you level up allow players to distribute your points however you want or just hit a single button which will place them for you min exactly the same way as the current auto-stats. That would help new players and help the devs balance (going away from the auto-stats is “at your own risk”) but it would still allow people to build there chr as they want.


About the map thing, that sounds like a bit of a disappointment to me. Personally I play with my map in the small mode in the corner but I know many players who hate that view. Also, you could already see friendly NPCs on the map in d2 but being able to see enemies and what types they are at a larger range/through obstacles seems like a very bad move to me. One of the cool things about the Diablo games was not knowing what was around the corner or through the next door or down the entrance to the next area. I like the idea of bosses health/attributes being perm as long as they are around you but it shouldn’t be before you can see them on the screen! Please don’t go through with “radar” blizzard shock

Reply
 
Baboon
Posted 14, Oct 2008 12:00 AM
(0)
 

Awesome read smile

Reply
 
PlasmaTorture
Posted 14, Oct 2008 02:02 AM
(0)
 

“The mini-map helps you identify monsters before they come into view.”

oh boy.

I’ve already mourned the loss of attributes enough by now, but this just blows. The best part about Diablo and Diablo 2 was exploring dungeons never knowing what was coming up next. Now the game will broadcast it to you? :/

Reply
 
phor
Posted 14, Oct 2008 05:47 AM
(0)
 

I will probably be in the minority on this site when it comes to this issue, but I actually like not having to distribute your own stats.
For me, the fun in the game didn’t come from building perfect characters or trying wacky builds, it came from the constant barrage of items you find.

How do I explain this…
It’s my opinion that the character building process was fun BECAUSE of other limitations in the game..  not because it stood on its own as a fun thing to do.  So if they address those limitations, players won’t be forced to find enjoyment in an otherwise mundane part of the game.

Does that make sense at all?

Here’s an example:
In D2, there were a few builds for each class that were considered to be “cookie cutter” because certain skills were simply better than others when combined with certain stat builds or gear sets.
But if you focus on balance so that there are many builds all with advantages, you no longer need to try out a “wacky” build just to get away from the same things everyone else is doing.

Reply
 
Lanthanide
Posted 14, Oct 2008 07:50 AM
(0)
 

Frankly I think all you people upset about the attribute points are just whinging and not looking at the positives this change brings.

Not being able to distribute stat points does absolutely nothing to prevent builds such as singing barbarians or bow paladins. All it does is make them more difficult, which in turn makes them much more fun and much more of an achievement when you succeed with them. Just look at beyond naked mages (they only wear cursed items) from D1.

This also puts much more emphasis on +stat items and means that some combinations of equipment simply won’t be possible, or very difficult to achieve (ie in order to wear X, Y and Z uniques at the same time as a Wizard, you’ll need to find 3 pieces of jewelry that each have +20 str/dex). This makes item hunting even more fun because you can’t simply dump points into STR in order to wear a particular set up - you have to work for it.

Reply
 
Medieval
Posted 14, Oct 2008 02:10 PM
(0)
 

Sounds to me like a dumbed down version of World of Warcraft. Thank you Blizzard, for ruining another game for me. (First SC3 a trilogy? -.-)

So.. no stat distribution? Huge mistake. Diablo 2 isn’t for the casual player. It’s a game that people can play at night.. and go to work/school the next day and think outside of the box for insane builds that ‘just might work’. It allows players, like me.., who make an amazon and put every stat into Dexterity… using Strength charms to use the equipment I need.. and one shot anything.

The best thing about Diablo 2 was the PvP. Throwing away Stat Distribution pretty much kills any interest I have in the game. Now you’ll have every character the same.. with the stupid cookie-cutter build. Improving the game? Lol! Try making it more casual friendly.. so Blizzard can make more money instead of devoting the game to it’s loyal fan base. (*Cough* Starcraft 2)

Five classes? You’re kidding right? Just making sure I heard you correctly.. “I can’t wait to find out the other two classes!” 3+2=5, correct? So right now we have a Barb.. a Witch Doctor.. and a Wizard. That gives us two classes to play around with.. and let’s face it, Diablo 3 will be nothing without a Paladin, Amazon, Druid, Necromancer, nor Sorc. So we need to say bye to three of those..

Oh, and my thoughts on the Minimap? Diablo 2 + MapHack + Map Overlay = Perfect. With the map overlay.. I could see exactly where my opponents were instead of waiting for them to come on screen.

Reply
 
Angel_of_Wrath
Posted 14, Oct 2008 06:17 PM
(0)
 

Anyone know if the voiceover for the lore books is done by the same guy that did D1/D2 books?

Reply
 
Akse
Posted 14, Oct 2008 07:02 PM
(0)
 

The stat point placement will be replaced by itemization. Our gear choices will have much bigger impact on the character. We will have a lot more sockets on the items, the sockets will be filled with gems that give attributes/mods that we decide. We will keep modifying our characters but with different ways than stat points.

“Oh, and my thoughts on the Minimap? Diablo 2 + MapHack + Map Overlay = Perfect. With the map overlay.. I could see exactly where my opponents were instead of waiting for them to come on screen.”
Maphack is for retards.

Reply
 
Turin">Turin
Posted 14, Oct 2008 08:23 PM
(0)
 

Don’t feed the trolls wink

@MD: Nice article smile

Reply
 
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