![]() ![]() So how does Diablo III, with its new patches and the Reaper Of Souls expansion, accomplish this? First, it's taken the Auction House and burnt that sucker to the ground. But instead of the fight-chaos-loot loop taking place a couple of times per week with a couple dozen guildmates, the Diablo series managed to do it every five to 10 minutes with one to four characters, forming a motivating loop that works surprisingly well. That feeling, familiar to high-level raiders in World Of Warcraft and its ilk, is what Diablo is about. It's the feeling of taking a high-level character, making all your skills work in harmony, seeing a huge collision of enemies and allies, being able to read the situation and make order out of chaos and survive and thrive (even if it's by the skin of your teeth), and then hoping for some massively improved loot out of the whole experience. What Diablo III wants to be is a raid simulator. Now, after two years of play and patching, Diablo III has finally realized what it wants to be-and it's much better for it. ![]() Then there was the overly self-serious storyline, an odd fit for a game intended to be played and replayed at higher and higher difficulties. This was exacerbated by the institution of in-game Auction Houses trading in both in-game gold and real money, a system loved by gold sellers but loathed by pretty much everyone else. “What kind of game is this?” was a question asked from its very start, thanks to the seemingly over-the-top, always-online infrastructure that marred the game's launch. The battle for the soul of Diablo III is over. Release Date: Ma(console versions to come later) Platforms: Windows, Mac, Xbox 360, PS3, PS4
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