This is going to be a completely fresh perspective! I had never ventured in to a Diablo game until I picked up a copy of Diablo III Reaper of Souls, Ultimate Evil Edition. OH WHAT A GAME!! Furthermore, a little reading has led me to believe that Blizzard have vastly improved on the mechanics, environments and overall experience of the player. Let's take a look!
I was thrusted upon the plains of the demonic baron land, poised and ready as my chosen character class, a Monk, a female monk to be precise. I was relieved to find that I was barely able to customise my character attributes. Instead, I found myself wanting to dive head first in to a mystical world not yet ventured.
At the beginning of the game I was surprised at how user friendly the battle mechanics felt. To be blunt, I felt like I was button mashing as each skill was mapped to one single button during combat. THIS felt great due to a feeling of power being exerted over the enemies. It was this realisation that made me fall head over heels with Diablo III: Reaper of Souls. You know that feeling when you become completely lost in a game? Transfixed on every motion? That was me in the very early stages of Diablo III: Reaper of Souls, UEE. Fortunately, this was a consistent feature. As I progressed, I found that the weapon and skill upgrades made for a MORE immersive gaming experience. My favourite skill was The Tempest Rush which created a huge charge of energy to be directed in to enemy territory! BOOM!
I remember the first time I popped Oblivion in to my PS3 and felt dauntingly overwhelmed by the menus and inventory system. I DID NOT feel this was the case as I took my first tour around the inventory menus in Diablo III: Reaper of Souls, UEE. Everything felt 'contained' without too many sub menus that would often lead me to getting lost in an Elder Scrolls game. Perfect! As much as I love complex Role Playing Games this was a welcomed break to meander through an easier system. In turn, this meant more time in combat and tackling quests.
Diablo III: Reaper of Souls, UEE brought me in to contact with a vast array of enemies. Far too many to list but all with a unique sense of power. Despite this, I always felt as though I had the upper hand in battles. My difficulty setting was of a 'normal' level but I plan to replay the game on a harder setting to test my theory. What made for easier battles was the tactile nature of the NPC's. Usually I am skeptical of 'added baggage' but the games 'followers' proved a real asset. My tactic was to evade from direct battle if my health was low. I'd circle around whilst waiting for my potion to recharge. My trusty followers remained with locked swords acted as the IDEAL distraction for my potion to recharge. HIT L1, replenish my health and I was back in combat!
Environmentally, there are a range of towns, dungeons, houses, bogs, crypts, swamps, inns and more. I was reminded heavily of Baldurs Gate on the Game Cube actually. I've read reviews that claim that there is 'not much to do' of which I can completely agree with. Don't expect many side quests or much else. There are small tasks to pertain to such as repairing weapons, swapping your 'followers', buying new armor and weapons and looting chests. I enjoyed the more linear, approach compared to other role playing games. It felt like a rewarding task to repair your inventory, change the colours of your team flag and talk to other locals back at base in New Tristam, rather than feel overwhelmed by huge maps, inventories, sub menus and characters. Here is the crucial factor for me. Diablo III: Reaper of Souls, UEE gave me the perfect balance of quests, combat, leveling and open world versus linear monotony.
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