I am not so ignorant as to sweep Blizzard's malpractices under the rug for the sake of my own enjoyment. Even ignoring the well-known laundry list of human-facing controversies in recent years, their products have dwindled in appeal to me for over a decade. As lamented in my retrospective on Wrath of the Lich King, much of the core identity of World of Warcraft has languished as it is torn apart at the seams by its players, and haphazardly sewn back together with every expansion. My favourite part of Overwatch was quickly dismantled in favour of supposed balance, a Sisyphean treadmill. Hearthstone crumbles under the weight of its power creep and enormity of knowledge required. Heroes of the Storm was left to wither on the vine. And Diablo III dropped from the heavens with a wet thud. So imagine my shock when Reaper of Souls rose from its ashes like a phoenix that hasn't gone out for over nine years now.

My love of World of Warcraft in particular was two-faced until the release of Shadowlands, the nail in the coffin for any fondness I still had for Azeroth. After completing the core expansion, I deleted Battle.net and never again felt the urge to revisit my account.

But Diablo III continued to call to me. And in a moment of weakness, finally bursting through my mental dam with the early access period for Diablo IV I caved, and felt and feel horrible for it. My scruples, irrelevant! Nothing has ever come close to the specific gameplay of Diablo III, and Diablo IV's beta suggests nothing ever will, not even Blizzard's own offerings.

What I adore about Diablo III is exactly what, arguably, makes it a bad ARPG. The combat is largely meaningless. Everything is item driven rather than character dependent. Builds are largely prescribed and difficult to tweak. There is next to no consequence outside of playing on Hardcore (which I have always exclusively done). Adventure Mode and its bounties are so linear it might as well occur in a hallway. Enemies might as well all be the same. Bosses have no interesting mechanics in end-game scenarios. Legendaries inundate the player to the point where you stop even picking them up. The grinding for Primal Ancients is absurd.

I love it all!

Diablo III is a constant that has been with me for over a decade, through good and bad. I have always known I could return to it for a few days or a week, click things, have them explode, and revel in its own chaos. My characters' deaths rarely bother me, if anything they instill in me a drive to do it all over again. Take bigger risks with my build to get back to speed. Try new gear sets with radically different modes of play (even if the end result is always one-shotting everything even on Torment XVI). In an era of games which try for balance above all else, Diablo III has leaned entirely into the fact that a game of its sort is unable to be balanced. Each Season amps up the absurdity of some small factor, showering the player in loot or damage numbers or some other quirk that widens my eyes. And this latest go around, Season 28, has taken this to what must be a maximal realisation. The new altar destroys any remaining shreds of balance and gets the player as close as possible to basically using a trainer.

I adore it, and I truly missed it. My time with the season is probably at an end, but I will likely return. If not for the next one, then some other season down the line. I'll shake my head the whole time then, just as I did now, so everyone knows I disagree.

Reviewed on Mar 30, 2023


1 Comment


1 year ago

Ya made wanna try the game - it’s on sale on the eshop - so yeah, I might just go and do that. Amen.