
All the negative feedback had startled Blizzard into turning Diablo 3 into the cheapest date in video games, a slot machine that always pays out.

A new difficulty system generously allowed you to adjust the game's challenge at will across a broad range, matching it to your taste and you character's power. An excellent console version and the Reaper of Souls expansion killed the auction house, replaced repeat playthroughs with the go-anywhere do-anything Adventure Mode, accelerated levelling and opened the loot taps until the feeble trickle of item drops became an almost embarrassing gush of clanging legendaries. It was not a fitting fate for a game that was, in short bursts, an absolute blast, and which otherwise boasted a vigorous commitment to violent camp, to explosive excess.īlizzard saw its error and set about fixing it. The former asked you to play its flabby campaign over and over again on ascending difficulty levels, while the latter was influenced by an ill-advised real-money auction house that sucked all the fun out of Diablo's loot-hunting endgame. A highly polished action-RPG with superb combat design, it was initially hamstrung by a grindy structure and a parsimonious attitude to loot. And it was easy because the developers at Blizzard had essentially allowed me to balance the game myself.ĭiablo 3's troubled launch and triumphant resurrection are well documented, but here's a quick recap. shrewd?īecause here's the honest truth: it was easy. (Former Eurogamer editor Tom Bramwell was the first to respond, with a helpful "Nerd!" He has three level 30 Destiny characters.) But I didn't feel heroic at all. I was proud enough to do something I had never even considered doing before - post the trophy to Facebook. On Sunday morning, deep in one of the bonkers randomised Nephalem Rift dungeons, I made it to 70. On Saturday morning, I killed Malthael, the tricksy end boss of the expansion, opening up the deliciously anarchic Adventure Mode for future Hardcore characters. I vowed never to go beyond Expert difficulty, no matter how easy I was finding it, no matter how laden my Crusader with legendary items and stat-boosting gems. I rolled a Crusader, an armoured class with some good healing and defensive options that's at its best with shield in hand.
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I started playing again after a recent patch and made an assault on Hardcore that I was determined to see me through to the level cap of 70. I had to put the game down for a couple of months after that. It was, at least, an amusingly ironic and surreal death, but it was still gutting. I had detoured from the game's fifth and final act into Whimsydale, a kiddy wonderland of rainbows, smiling clouds and murderous teddy bears - a joke aimed at the players who had complained the game was too colourful and cheerful compared to its oppressively Gothic predecessors. I was doing well, chewing through monsters, so I had decided to kick the difficulty level up to Master to keep me on my toes (and for faster levelling). It was a much more painful loss: a level 55 demon hunter, some 12 hours in. (The only way to go.) This was a while later, playing Reaper of Souls on PS4. My second Hardcore character was kicked to death by a pack of pink unicorns.

That was a back before the console version, before the Reaper of Souls expansion - when the game was less fun, less pliable, less eager to please. I just wasn't watching where I was standing.

I lost my first character in Diablo 3's Hardcore mode - where death is permanent - to a puddle of acid excreted by an angry tree.
