Diablo 2: Resurrected Review in Progress

By | September 30, 2021

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Nothing more than a coat of fresh paint over the old masterpiece, Diablo 2: Resurrected is a curious piece of video game restoration. After a hundred hours smashing demons, I’ve kicked Diablo to the curb a couple times and I’m thoroughly reacquainted with the good and the bad that the most revered game in Blizzard’s action RPG series has to offer. As someone who played more than my fair share of Diablo 2 between 2000 and 2007, Resurrected absolutely scratches an itch for the golden age of this genre. At the same time, it’s blatantly a game from an era where the demands on our time were very different than what we’ve seen in the past decade. In the face of concessions that modern games have made towards fun, Diablo 2’s insistence on grind and unforgiving systems and 20-year-old bugs can just make me feel… tired. Satisfied, but tired.

What doesn’t age? The mood. The completely redone graphics of Resurrected do so much more than a simple homage to the original game, adding a whole third dimension as well as 4K-friendly environment details that were just out of the question in the 800×600 2D graphics of 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, in the monsters, and in character models, that really makes me appreciate the ability to dynamically switch between the old and new graphics to see the contrast.

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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 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 maintaining a lack of respect for our 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 is completely unchanged.


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 – great on both PC and console) 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 (which both warp you back to base and let you return) 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.

Because of that, 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. At times, Diablo 2 feels like fighting against bad game design from the late ‘90s, which could also be described as “the forces of Hell.” For example, loot in online multiplayer is shared so anybody in your party can pick it up if they get there first – which I’ve got nothing against – but the careful etiquette of who gets what isn’t reinforced by anything in the rules. I’ve already seen a lot of ninja-looting, and it sucks – and it’s exacerbated by controllers, which can ironically loot faster than mouse and keyboard setups.

Having to fight against the basic game mechanics like this isn’t fun in 2021, and it’ll be worse for new Diablo 2 players who expect this kind of thing to be dealt with by game designers instead of all of us deciding on unenforceable rules of etiquette.

I’ve got other problems, myself: How can Blizzard justify dropping support for LAN play? Why can’t I clone a multiplayer character into single-player? The latter is especially concerning, seeing as the servers have been temperamental at times and I’d rather not have to start from scratch when I want to play but the cloud doesn’t.

But none of those devils in the details has overcome the fact that it’s definitely 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, and combos are things you build rather than things you get from chains of esoteric item abilities and arcane end-game progression mechanics. It’s just a skill tree, a billion demons, and an infinite fountain of equipment. It is, as ever, a satisfying game.

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