Diablo II: Resurrected is Blizzard’s Latest Disaster, Update Promises Some Fixes


Wccftech 24 September, 2021 - 05:39pm 71 views

Is Diablo 2 resurrected on PC?

Diablo II: Resurrected is available on PC, Xbox Series X|S and Xbox One, Playstation 5 and Playstation 4, and Nintendo Switch. USA TODAYDiablo II: Resurrected is out today—here's where you can buy it

When does Diablo 2 resurrected unlock?

Diablo 2: Resurrected will unlock on PC at 8 AM PT/11 AM ET and become available for play. Game RevolutionWhat time does Diablo 2: Resurrected unlock?

Is Diablo 2 Cross play?

While Diablo II Resurrected brings back cooperative play, it does implement limited cross-platform play at the moment. Players can invite or join with friends through Battle.net. Hopefully the expanded cross-platform multiplayer can be implemented later down the line. SportskeedaEverything to know about Diablo II Resurrected cross-play and cross-progression

How big is Diablo 2 resurrected PC?

Storage: 30GB. Internet: Broadband Internet connection. Resolution: 1280 x 720. PC GamerDiablo 2: Resurrected system requirements are just a wee bit higher than the original

Diablo 2: Resurrected Review in Progress

IGN SOUTH EAST ASIA 25 September, 2021 - 02:50am

Diablo 2: Resurrected has arrived, and I've had a couple of days’ head start. I've been smashing demons aside for enough hours that I’m now breaking into Act 3 and I am absolutely not bored – I'm honestly delighted. I probably played hundreds (but I'd wager less than a thousand) hours of Diablo 2 between 2000 and 2007, and Resurrected absolutely scratches an itch for a style of game that's not really made anymore – not just aesthetically, but mechanically. It’s all coming back.

I mean, the mood of this game is just superb. The updated graphics do so much more than a simple homage to the original game, adding environment details that were just out of the question in 2000. Locations like the Monastery Gates in Act 1, an outdoor area that was always a bit weird from an isometric point of view, now have visible roofs on the buildings instead of just a black sea beyond the walls. There’s a wealth of detail in every scene, and in the character models, that really makes me appreciate the ability to dynamically switch between the old and new graphics to see the contrast. 

Beautifully, when you switch to the classic graphics you switch to the original sound as well, though the difference is nowhere near as stark here because it didn’t need any significant updating. Aside from a bit of remastering it is identical to the original, and it’s still phenomenal. The ping when a gem hits the floor, the whirl of weapons, and the guttural demon voices ("Rakanishu!") are iconic sound design. This is not to mention the remasters of the classic soundtrack, or the new remixes, which are beautiful work. (The voice acting, well... let's just say it was a different time.)

I've chosen Paladin as my first character. This is because, for two decades, I’ve maintained a personal grudge against the dung beetle soldiers in Act 2 – you know, the ones that poop lightning when you hit them. The Paladin's lightning resistance aura allows me to laugh in their faces and kill them in humiliating ways, and it’s been everything I thought it could be.

Some of the mechanical ideas feel old-school relative to how things are done in action RPGs these days. For instance, you only get two active skills at once. It seems harsh, and it is, but what was a technical and game design constraint at the time is pretty fun when you get into it. You have to choose skills carefully, as having too many might just give you a huge toolkit you're not fast enough to use. I like to smash my Paladin into the enemy packs with a Charge before switching to Zeal for a series of rapid blows, or Vengeance for elementally-infused strikes that take down monsters resistant to physical attacks. For tough elite groups, I'll switch weapons and throw gas grenades to weaken them before I head in. I've even got a cool, polearm-wielding desert mercenary. Don't worry: He's still stupid as a sack of bricks and gets stuck on walls constantly.

There’s no shortage of options, and part of the delight of Diablo 2 is that it has a weird skill system you can use to build some truly strange characters. It's flexible enough that you can make ranged builds for the melee characters, like a crossbow Paladin that shoots explosive bolts. How about a Barbarian focused on the War Cry skill, who just runs around shouting until everything dies? How about a Sorceress who enchants weapons rather than nukes enemies from a distance? I've always wanted to try and make a Necromancer tank, personally – maybe I’ll finally get around to it.

There’s a ton of freedom… that is, if you're willing to discard 20 years of accumulated Diablo 2 wisdom. In many ways this game is “solved,” in that the best builds and their precise itemization have been thoroughly sussed out over the years. You're welcome to play like it's 2000 and not search up optimal builds, of course. 

However, while I'd normally encourage you to go in blind and experiment for yourself, I won't in this case because some of Diablo 2's design hasn't aged well. For example, there are copious skill traps for new players, meaning that some abilities you might choose don't scale well past the early game, or aren't useful unless you understand their synergies with other skills you won’t unlock until much later. Some things, like the infamous Next Hit Always Misses bug, have been retained in the name of keeping the flavor of Diablo 2 the same, but that’s something few people know about unless they do their homework. Hopefully this faithfulness to the original’s bugs have limits: I haven't been able to check whether the Amazon's Fend or Druid's Fury skills are still bugged, but it would be a major missed opportunity if Blizzard didn’t fix them, as that'd open up character builds that have been ignored for 20 years because of a simple technical problem.

It's worth saying that I've encountered barely any new bugs specific to Resurrected, and those I have seen have been minor graphical glitches that don't affect gameplay – things like doors that don't change visually when opened but can still be passed through, or an object overlaying a texture strangely.

I’m a little sad to see that Resurrected has retained Diablo 2’s arcane skill-reset system: You get just one respec per difficulty level, and the only way to get more is by farming the big bosses for rare items and then shoving them in your Horadric Cube. Unlimited respecs would've been a prime candidate for overhaul to make Resurrected more accessible to a new generation and mitigate the skill trap issue, and it’s something that could have been easily disabled for ladder play.

It's a bit galling things like that weren’t addressed because the other big update in Diablo 2: Resurrected is a similar quality-of-life change. Rather than picking up gold stack by stack, you instead automatically grab it when you pass by. There's a difference between preserving the experience and a lack of respect for the player's time, and this change shows that a small tweak can go a long way towards removing tedium from the original game without ruining anything.

The moment-to-moment gameplay that made Diablo 2 legendary in its time, though, is completely unchanged. Exploration and combat still feel deeply familiar; it’s a festival of clicking (or, now, thumbsticking) where you want to go and hammering out hits on your enemies. It's as wild and chaotic as an isometric action RPG ever is, but in the long view, over 20 years of game design innovation later, it's also kind of… slow. Characters don't move quickly, and running is limited by your stamina bar. Copious and consistent use of town portal scrolls generally avoids having to backtrack, but when you have to it's annoying at best. Running also makes your character worse at blocking, if they have a shield – though Diablo 2 will never tell you this. 

I didn't make it out of Act 1 without looking up the combination of slotted runes that produces armor with a bonus to Run/Walk speed, if only for – again – my own quality of life. I'm still not sure if having to fight against the basic game mechanics like this is fun in 2021, or if it'll be fun for new Diablo 2 players who don't know there are solutions to their problems.

I've got other problems, myself: How can you justify dropping LAN play? Why can't I clone a multiplayer character into single-player? The latter is especially concerning, seeing as the launch day servers aren't behaving themselves. The wait to start an online world is long for everyone, and others are reporting that when disconnected their characters have disappeared. Fortunately, unlike Diablo 3’s memorably terrible launch, we can still play offline while we wait for Blizzard to sort it out.

But none of those devils in the details has overcome the fact that I'm definitely having fun. Diablo 2's design has aged remarkably well as an example of a relatively uncomplicated isometric action RPG. Everyone has skills, yes, but they all interact with the same systems: Health, Mana, Stats. There's no unique currency or meter to learn for every class, just a skill tree, a billion demons, and an infinite fountain of equipment. It is, as ever, a satisfying game.

Watch this space. I'll keep you updated in the coming days as I dive into Act 3 and beyond. For now, please excuse me: I have to go show Mephisto the door.

Diablo II: Resurrected is a remastered version of the quintessential action RPG Diablo II. Pursue the mysterious Dark Wanderer and fight the denizens of hell as you uncover the fate of the Prime Evils Diablo, Mephisto, and Baal. All content from both Diablo II and its epic expansion Diablo II: Lord of Destruction are included in Diablo II: Resurrected. Also featured in this remastered masterpiece are remastered graphics, updated Battle.net support for 8-player online cooperative play, a redesigned user interface (with an expanded Stash tab,) and cross-progression for players on different platforms. The Lord of Destruction returns! <p> Battle your way through icy caverns, horrific tombs filled with undead abominations, and frozen wastelands to the frigid summit of Mount Arreat and stop Baal, the Lord of Destruction. Raise hell with two Lord of Destruction playable classes -- the cunning Assassin, master of traps and shadow disciplines, and the savage Druid, a bold shapeshifter and summoner who commands primal elemental magic.

Blizzard is working on 'character lockouts' bug in Diablo 2: Resurrected

PC Gamer 24 September, 2021 - 03:38pm

The disappearing characters bug is fixed, but other issues are causing new troubles.

Not quite, as it turns out. In an update posted today, Blizzard said that it intends to release a permanent fix for the bug on PC today and "shortly thereafter" for consoles. In the meantime, it recommended that players use different names for online and offline characters, as using the same name for both "is related to this bug."

"Furthermore, our team is working to resolve the issue of character lockouts," Diablo 2 community manager Hooley explained. "Many of these characters are already in the process of being unlocked. We anticipate this process will take a few hours to complete."

"For players unable to create or join game lobbies, we’ve been evaluating activities that have prevented them from being able to play in those sessions. We’re actively working to find a solution to these issues."

If you're new to Diablo 2 and not struggling with any of the above issues, we can help get you off to a strong start: We've got an in-depth guide to all the Resurrected classes, another on identifying items, and a third explaining what that "gem activated" business means.

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Diablo II: Resurrected Is Mostly Just Diablo II, For Better Or Worse

Kotaku 24 September, 2021 - 03:25pm

Well, technically Diablo II: Resurrected, but it might as well be the same thing.

Diablo II: Resurrected is Blizzard’s latest attempt at revamping one of its classic, widely beloved role-playing games with some new bells and whistles. Since its reveal last February, however, the remaster has also been conscripted into pulling double duty as Activision Blizzard’s first major release following the multiple lawsuits and investigations into its workplace. Among other things, the company stands accused of propagating a hostile, sexual harassment and abuse-filled environment for employees, one of which ultimately took her own life.

Any writing about Diablo II: Resurrected, at least in my mind, must also address the demonic elephant in the room. Some outlets even made site-wide decisions to cease favorable Activision Blizzard reporting altogether. When it came time for someone to tackle Resurrected here at Kotaku, our bosses thankfully gave us the option of declining involvement in this kind of “hey look, the shitty corporation released a new game” coverage, a luxury few in our line of work have been afforded.

My own take on the matter is that Diablo II: Resurrected is not the work of one slimy CEO or the men who made life at Activision Blizzard a living hell for so many. Hundreds of devs across several studios worked to push this game across the finish line. And after all that’s happened, they still take pride in what they’ve accomplished. Even as Blizzard employees walked off the job and demanded better from leadership, they never once asked folks to stop playing and enjoying the games they made.

So, in that specific light and setting aside the actual quality of the game itself for a moment, I consider Diablo II: Resurrected a triumph. Making games is such a monumentally difficult task in the best of situations that I can’t imagine what it took to get Resurrected out the door with unaccountable creeps leering around every corner.

Diablo II: Resurrected is a remastered, modern-day port of the 2000 dungeon-crawling classic of the same name. It updates the experience with multiple dazzling coats of paint and a few welcome quality-of-life changes, but for better or worse, this is the Diablo II you remember from the early aughts. Anyone with the briefest of history with the original game will more than likely be able to jump into Resurrected with very little difficulty. Diablo II’s skeleton, reanimated or not, is very much intact here.

Most notably, playing Diablo II: Resurrected on controller expands your character’s toolset by allowing the mapping of six skills, which can also be toggled with six more skills by holding a button (the left trigger by default). This is far cry from the original game’s two mouse buttons and makes Diablo II feel much more engaging. That said, the loss of precise targeting and menu navigation afforded by that mouse can often be a deal-breaker. In switching between the two control types, I found both to be fun and frustrating in equal measure. It’s just a matter of deciding which inconveniences you’re willing to put up with.

My absolute favorite thing about Diablo II: Resurrected is the ability to swap between the spiffy new visuals and the old-school graphics on the fly. In the several hours I’ve played the game, at least half that time has been spent just switching back and forth to see how the devs remastered the original environments for this new game. It’s wild, at least to a complete luddite like me, how closely they were able to match Diablo II’s aesthetics. Some may find fault with how closely it resembles Diablo III at times, but I very much appreciate the added visual clarity that comes with this modern reimagining.

Sadly, none of these changes can distance Diablo II: Resurrected from the fact that, on the whole, it’s still just Diablo II, a game that, despite its iconic status, only grows more and more tiresome as the years drag on. The dungeon-crawling genre has come so far since 2000 that Diablo II now feels more like an outdated relic than a beloved classic. Don’t get me wrong, there’s still a lot of fun to be had with these old-school systems. I just don’t have the patience to deal with the bullshit anymore.

The plodding pace of its moment-to-moment gameplay, missing attacks on enemies right next to you, the orgasmic moaning of female NPCs as you hack them to bits, the constant stat checks to squeeze out one or two more damage, the limited inventory space, and the frequent trips back to town to offload your junk. It all combines to create an experience into which I no longer feel obsessively compelled to sink hours of my time. Bummer.

Diablo II: Resurrected is sure to be many things to many people. A revamped classic from your childhood. An opportunity to finally experience a foundational piece of video game history. The latest opportunity for a mega-corporation to buy its way out of controversy. A personal accomplishment to hold onto when everything around you is going to shit. Diablo II is such a monstrous focal point of gaming culture at this point that, really, any opining about its pros and cons is almost completely useless. It’s a known quantity that almost everyone is revisiting with a set of preconceived and firmly held notions about its importance.

There’s a reason Diablo II is so fondly remembered, just as there’s a reason gaming iterated then wholly improved upon its conventions. Diablo II: Resurrected isn’t a stunning revelation just as it’s not a complete letdown. It’s Diablo II, folks.

Diablo 2 (2000) review

PC Gamer 23 September, 2021 - 01:07pm

My arm hurts. And while there are some things I want to say about Diablo II which are by no means in its favour, my criticisms ultimately count for nothing when set against that pervasive muscular ache. Although I will call it repetitive and unoriginal, claim that it encourages inelegant play, and curse its fetishistic immaturity, the plain, painful fact is that Diablo II is the most brutally addictive game I've played since Half-Life. It devours time. You sit down for a quick play—just to find the next dungeon, you tell yourself; just to get your bearings in the next section—then you regain consciousness with the alarm clock ringing from the bedroom and an arm so tensed from all-night mouse-clicking that it barely feels part of you any more.

The game's fundamental hypnotic appeal is obvious; a tried-and-tested formula. You create a puny and impoverished character, then run around a fantasy world fighting monsters. Your efforts are rewarded with increasingly powerful weapons, armour and magical items, and an alter-ego which grows in ability as he or she gains experience. As the game progresses, then, you get to tackle more powerful monsters… and are rewarded with even heftier power-ups… which enables you to defeat even more powerful monsters… which results in a still further enhanced player-character… and so on.

This is the paradigm for almost every computer role-playing game, from the ASCII-character dungeons of mainframe Hack to the party-based questings of Baldur's Gate. The ongoing incentive is always the prospect of a slightly higher number just around the corner—the Axe of Craftsmanship (Damage 3-12) to supercede your existing Axe (Damage 3-11), or the Glorious Chain Gloves (Defence: 14) to replace the Superior Chain Gloves (Defence: 11). It tends to result in a lot of time spent jiggling inventories and gazing at stat screens, hoarding gold and wondering whether to buy that cool-looking magical weapon from the town merchant, or to wait until you stumble across something even better in some dungeon somewhere.

My arm hurts so very, very much.

Firstly, it embraces the stereotype, and offers the purest possible implementation of the primal dungeon-crawl experience. Stripped down to the bare essentials, Diablo II is a real-time all-action slaughter-fest with simple point-and-click controls, lots of monsters to kill, and thousands of subtly­ differentiated items for the player to accumulate and toy with. There's no party to manage, no lengthy conversations to navigate, just your single all-conquering hero. Half a dozen non-player characters mooch about towns offering services on request, but none have any real personality—they're just vending machines on legs. Once out of town, everything you'll encounter is unequivocally 'bad' and must be swiftly dispatched to Hell; the quests which structure progression through the game are all, basically, "go to this place and slay everything you find there." (The places tend to be called things like "The Den of Evil"—no, really.)

In classic fashion, you'll trade items back at the town, and upgrade your character's capabilities with every increase in level. As you start to care for their development, you'll really begin to appreciate the enormous selection of items on offer in the game, and find yourself getting quite anxious as you choose whether or not to make room in your inventory for the Triumphant Claymore—which would mean ditching the Platinum Spetum of Bashing you've been carrying around (and I'm not making these up).

However unoriginal this kind of structure might be—and it is quite staggeringly unoriginal—there's no doubting its compulsive attraction. And developers Blizzard North certainly knew what they were doing: the game runs slickly and smoothly (bar the slightest occasional judder around steps and levels). with intuitive interfaces and lots of neat touches (which I'll talk about in more detail later). Excellently, there's never any unnecessary pause in the action. There are no loading breaks as you move from one map area to another, and the play window remains active in half of the screen as you browse inventory and character-management windows in the other half.

Now that's all well and good, as far as it goes—but it hardly screams "Game of Distinction". It is, as I suggested earlier, fundamentally repetitive. It substitutes an obsessive fascination with objects for engaging narrative, and rewards bloody­minded perseverance over élan. Whether you're hacking at a Huntress with a Hand Axe for two points of damage per strike, or laying into her with a Howling Grand Scepter of the Glacier for a one-hit kill, you're still just pointing at the creature and clicking the mouse button. Your on-screen character may have got more skillful, but you haven't.

Without interrupting the relentless beat of the game's dungeon-crawl heart, however, Blizzard have crafted Diablo II into something altogether more satisfying, pushing beyond the archetype to create a game of surprising subtlety. Executed with the trademark Blizzard attention to detail, it turns out to be a far better game than we had any right to expect.

The main factor in Diablo II's success is the genuine flexibility it affords you in character development. There are five different classes to choose from, and each one is radically different—not just in its balance of statistical attributes, but in the availability of additional skills, which make a real difference to the way in which any particular character will play.

The four basic stats—Strength, Dexterity, Vitality and Energy—are modified as you gain experience points, and affect conventional attributes such as attacking and defensive prowess, your ability to wield certain weapons, your Life (hit points) and Mana (spell and skill ability) totals. At the same time, each character class has a set of unique skills, which can be learned and developed through the careful allocation of skill points. There are 30 skills available to each class, and the more points you allocate to each skill, the more effective it becomes—but, and this is the interesting bit, these points are hard to come by, especially later in the game. You only earn one skill point for each level your character develops, making every choice highly significant. The areas in which you decide to specialise will determine your character's tactics throughout the adventure.

For example: I played my main single­player game as a Paladin, and one of his very earliest optional skills is Smite, the ability to bash an opponent with his shield. If successful, it knocks the enemy backwards and stuns them. The more points you assign to this skill, the more damage your blow will cause and the longer the opponent will be stunned, so I poured skill points into this one speciality, even though it seemed a bit useless at first, until it became a highly effective tactic. Large, powerful creatures could be easily dealt with by repeated Smiting, unable to land a blow on my Paladin as they remained stunned throughout the encounter.

However, this decision had numerous side-effects. It meant that I committed myself to melee combat, rather than ranged attacks, and neglected another useful Paladin ability: the Holy Bolt, which strikes down Undead creatures from a distance. And because I had now to carry a shield at all times, it ruled out the use of any two-handed weaponry, so I had to focus on finding the very best one-handed weapons. It also meant that I failed to develop any special defensive skills. Complemented by a magical shield, however, which I had specially engineered for the purpose by a friendly blacksmith, it remained a highly useful special move. (Although not as useful as Zeal—but that's another story...)

Similarly, an Amazon player must decide early on whether to specialise in arrows, spears or javelin, while a Barbarian has to stick to a couple of preferred weapon classes, and decide whether to play with a one-handed weapon and shield or work on his Double Swing move and wield two single-handed weapons simultaneously. Skills are arranged in a tree-like structure, with advanced moves developing from earlier skills, so every player will naturally find themselves focussing on one or two areas at the expense of others.

Alongside this genuinely 'role-playing' side of Diablo II, the massive variety of items available in the game contributes to a real strategic sophistication. There is never any ultimate 'best' weapon or armour; your needs will be determined by your character's individual strengths and the kinds of monsters you anticipate, as well as personal preference, the extreme rarity of particular items, and their capacity for modification. Certain items can boost attribute statistics, or are specially designed to enhance particular class skills, so you're continually faced with interesting choices. The fact that you can only store a very limited amount of equipment, so find yourself constantly discarding items even though they might one day prove invaluable, adds further richness. As does the appearance of socketed items, into which rare jewels can be inserted to give them magical powers at your discretion.

The low-res graphics are disappointing at first.

As your appreciation of character strategy deepens, so too does your awareness of Diablo Il's tactical smartness. Merely walking around holding down the mouse button to attack the nearest monster simply won't work. You'll gradually learn to switch weapons and skills to maximise your effectiveness against different kinds of enemies during an encounter, work out when to use restorative potions and when to retreat, and come to admire the well ­implemented Stamina feature.

Holding down the Ctrl button while moving enables you to run for as long as your stamina bar holds out—and the tactic continually proves invaluable, as you zip past the onrushing demon hordes to attack their rear-lurking leader and neutralise his ability to raise slain minions from the dead. Or simply dash through a dungeon past legions of bad guys, desperately low on health and heading pell-mell for the exit.

There are many other great things about Diablo II. The opening section of the game (it's divided into four separate Acts) may be a touch uninspired, but the next three are much more interestingly constructed, with their own very distinctive look and feel. There are some impressive monster characterisations amongst the familiar skeletons, zombies and spiders, and the music's good enough not to turn off.

The fixed perspective and low-res graphics (immutably set at 640 x 480) may appear disappointing at first, but they're clear enough, and enlivened by some brilliant touches. Spells and other magics conjure some truly spectacular special effects; real-time lighting ensures that a burning corpse will illuminate the walls most pleasingly; there's some nifty parallax if you've got a good 3D card, and weapons and armour of all types are all depicted on your character sprite, giving them a truly individual appearance. Best of all, perhaps, is the superimposed automap, an invaluable aid which never obscures the action.

Finally—and, perhaps most contentiously—the most compelling of all Diablo Il's features is its save-game implementation. After so many recent PC games whose atmospheres are continually upset by 'save-anywhere' interruptions, Diablo Il's no-save structure comes as a real breath of fresh air—and certainly contributes to that up-all-night tension.

There is no 'save' key. But when you quit the game, your character's status is preserved, along with their currently-held equipment and the gold and items you've placed in your lockable stash in town. When you start up again, your character will be back in town, and all monsters will have re­spawned. A network of waypoints enables you to teleport to any previously visited area—but major treasures and quest endings are always at least a dungeon-level's worth of monsters away from the nearest waypoint. If you get killed, you lose a chunk of any cash you were carrying and start back at the nearest town without your equipped items. You can then go back and recover those items from your corpse or, if you're unable to fight your way back, you can quit the game, sacrifice all the gold you were carrying, and restart with your corpse safely placed within the town perimeter.

It sounds a bit complicated, but it works well. The main weakness, of course, is that a careful player will rarely lose much more than a few minutes' bother over a death—but the main strength is a removal of that 'just-saved' safety-net from all game choices. You're forced to think much more seriously about major choices than you would in a conventional save-anywhere game. And that can only be welcomed. 

With doom lurking around every corner, then, Diablo II tends to foster conservative play. As you get obsessive about the size of your stash, you'll find yourself repeatedly teleporting from dungeon to town to bank every last bit of treasure and ensure you're always in tip-top shape for the next encounter. This can get a bit laborious.

And of course Diablo II compares unfavourably with a pure-bred fantasy-set RPG like Baldur's Gate in terms of variety, plot and dialogue. But the model here is Gauntlet, not Black Isle's recent forays into the genre. It's designed to be an accessible action-RPG with mass-market appeal, a compelling multiplayer mode and long­-lasting depth. And on those terms it succeeds magnificently.

The excellently differentiated character types, and the fantastic breadth of skills available within these classes, makes this a game which is genuinely worth playing several times over, trying different characters and tactics each time. In fact, I'd play it from the beginning again right now—as a Sorceress, this time—were it not for the fact that my arm hurts so very, very much…

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