Chapter 193 - Obvious Upsides (1/2)
Translator: Exodus Tales Editor: Exodus Tales
Chen Mo made sure that the players couldn’t cruise through the game like Diablo 3 in his previous life.
Although it was a monster with zero difficulty, Zou Zhuo had a sliver of worry within him when a monster was rushing at him.
As he continued on, the Demon Hunter found himself at Tristam after beating the group of undead trying to raid the city. The Demon Hunter then entered the city and gave himself a line of quests.
The guidance was pretty good as there was a minimap on the top right hinting at the next location the player should visit. There was also a quest reminder on the right.
Zou Zhuo continued following the line of quests to go through the story.
Zou Zhuo soon noticed a few obvious upsides in this game.
The game felt smooth and the controls were comfortable. The graphics and sound effects were all really high quality too. It even surpassed many games in first person in many aspects even as a third person game.
It was evident that Chen Mo didn’t make a third person game to ‘hide flaws’, nor was it because he couldn’t’ satisfy the needs of a first person game. He made a conscious choice to keep the game in third person.
Zou Zhuo was taken away by the spooky art style of Diablo as Chen Mo tried his best to recreate the atmosphere of Diablo 2.
As the Demon Hunter walked into the crypts, the area felt like it was sticky from blood.
In some quieter maps where you can hear the crackling of fires, and the footsteps of the character become increasingly evident, any monster that pops up on the screen will be more than enough to give the players a shock as they find themselves on a seemingly endless path.
Combined with this art style as well as an ever changing randomly generated map, the adventure in adventure games was brought out to its fullest.
Moreover, Chen Mo continued the field of view and darkness mechanics from Diablo 2. When the players enter caves, their field of view will be much smaller as most of their screen becomes darkness, only able to see the outline of the terrain as the presence of monsters remains a mystery.
The players could clearly see all the monsters on the screen which took out a lot of the mysteriousness in the game, making it a game that ‘could be seen through’.
With the darkness and field of view restrictions added back into the game, combined with the graphics, sounds effects, and level design. This made Zou Zhuo feel anxious at times, tense at others. However, Zou Zhuo didn’t feel so stressed to want to quit the game, instead he was compelled to play more.
This played completely different from all the overdone formats on the market. This game didn’t look like an amusement park, with knights without a single spec of dust on their armor. The only things in this game were corpses, skeletons, abscess, and endless hopelessness.
The Demon Hunter walked into the Cathedral completely helpless, with silent mercenaries fighting alongside him.
(Chen Mo followed Diablo 2 on this point as well, removing all the lines of mercenaries to allow players to better absorb the horrifying atmosphere.)