![]() ![]() ![]() ![]() I spent more of my time comparing items in menus than I did planning strategies for Diablo III‘s enemies, a quirk in its design that’s a feature, not a glitch. What this game does is dig down deep into your brain’s wiring and appeal to the part that likes numbers – particularly seeing numbers going up. What’s so appealing about this dungeon crawler is that – some technical niggles aside on the console – it’s so incredibly accessible, that it’s easy to think of this as the current generation’s Gauntlet. Bringing together three years of updates, mechanical fixes, and the March Reaper of Souls DLC, Blizzard has found some ways to keep us playing past the level 70 cap and the endgame, but it means embracing not ignoring the repetitiveness of the experience. Yeah, I’m kind of in a weird spot with Diablo III, which recently made its way to the PS4 and Xbox One (the edition we’re reviewing here) in the Ultimate Evil Edition. Really, Blizzard‘s game just offers more technical complexity while throwing a seemingly endless loot system on top of things and… that’s good enough, I think. And that’s when they’ve got you: twitch/instinctive gameplay pretty much takes over as you get caught in a feedback loop of win-reward-repeat. Can we all just agree that Diablo III is Candy Crush for the hardcore? Like King’s world-conquering puzzle game, Diablo III uses its barely-there narrative wrapper to cram you into its game world. ![]()
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