Ah Diablo. The game that spawned an entire genre. There’s just something about going clickaclicka clickaclikca clickclick that speaks to a very primal reason why we play games. That simple and predictably repetitive activity becomes compulsive once players figure out that by doing it, they’re earning rewards.
This is central to the very experience of playing games, and it’s why Diablo and its sequel were so special that they spawned the likes of Sacred II and the Torchlight games. Back when Diablo III was released on the PC, I think we lost sight of the reason we as a gaming collective love Diablo. Amongst the controversy of an always-online requirement for the single player game that at launch didn’t work so well, people got upset with the business model, and the game suffered in terms both critical and public perception.
While the co-op also happens to be the kind of fun that you’ll laugh along with, the rich Gothic atmosphere is a little lost when playing this way, but then that’s why the single player game exists. Diablo III’s vision of horror is pulp in the extreme, but it’s also quite compelling for fans of classic RPGs.
It must be said that the skills and inventory interface is a little less clean as it could have been. For instance – it took me a little while to realise that that tiny number at the bottom of the screen was the amount of money I’d get for selling an item at a shop. And though the controls are mapped well to the PlayStation DualShock, it must be said that aiming, even with the auto-aim being very generous, makes it a little too difficult to pick up individual enemies in those hordes. That hurts the strategic merit of the game, and makes the harder difficulty levels a little harder than they needed to be.

