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Why did the "kill niggas until they drop epic loot" genre die after the 2000s?
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>>12343449
>>12343434
we're still in the 2000s. he's talking about the 3000s
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>>12343471
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>>12343471
>>12343504
TOP KEK
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>>12343650
is there a gta diablo clone? instead of dungeons you're raiding crack palace's and I dunno ghettos and shit, would be kino if it did
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Grimdawn was pretty popular, and Borderlands could have been an absolute powerhouse if they hadn't lost 80% of their fanbase with 3 and then blasted the entire IP into the shadow realm with the abortion 4 turned out to be.
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What are you talking about? Diablo 2 just came out...
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The original Diablo never got a real spiritual successor though. All "Diablo-clones" are Diablo 2 clones. I like 2, I've probably played it more than 1, but I think the first one is actually the better game and the stuff that makes it distinct hasn't been done in any ARPGs I am aware of. It has a lot more atmosphere and the level design and monster AI, plus the grid layout actually make strategy more of a thing than gear and lighting up the entire screen. The same is true for the fact that friendly fire is always on and your own spells can easily kill you. It also had a bit more of a survival element with the limited gear; granted it isn't that difficult if you don't ironman it, but ironman is actually quite hard on multiplayer due to the higher monster HP and lack of quest items.
It definitely had the best aesthetics and ambiance too, and no sequel had played that up. D2 is much more epic fantasy.
With D2 Act V I also thought more games would go in the direction of blending ARPGs with massive battle scenes, or letting you have multiple mercenaries (some do this a bit). But I haven't seen one of those either. It would be cool to hit objectives in the midst of fuck huge battles though, especially if characters were limited a bit so that you're not just wiping the screen and teleporting all over shit.
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sup
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>>12349296
Certified based post.
A thread regular created Tower of Kalemonvo, which was intended to capture the D1 feel but it's missing the grid, which is something people rarely mention when discussing the feel of D1.
One of the most distinct d1 quirks from the grid is how, when you get hit while walking, you are "pulled back" into the tile you were trying to leave. It really contributes to the atmosphere and the "Oh shit" feeling when things go south for the player.
Act 5 in Diablo 2 was a really cool set piece, and being a part of a battle like this with Diablo 1 limitations on the player would be really cool. It is unfortunate that by the time you reach this set piece in D2 you're fully loaded with screen wiping fireworks and turbo speed. It is very unfortunate that this "empower the player" aspect is taken so far and become the norm.
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>>12349296
I've been playing D1 and D2 lately and they feel so different.
Something I really like in 1 is that gear feels split between quest stuff and random loot. Quests regularly give you pretty powerful equipment that can be viable until the end.
I think D2 had a good idea adding in the overworld aspect. In act 1 it works well with the overworld being used for quests like Blood Raven, Tree of Inifuss, the stones leading to Tristram. But in act 2 and 3 it feels like the overworld is just full of trash mobs and it's just a bit of a waste of time until you actually get to the quest dungeons. It makes the smaller single dungeon aspect of D1 more appealing in some ways.
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>>12357642
I'm pretty sure the entire game was supposed to have the same level of quality and care that Act 1 did but it fell off due to scope/budget/time issues.
The overworld areas of Act 2 and 3 are commonly named the most boring and tedious parts of the game.
Act 1 has much more going on in the overworld and benefits from a road that prevents the player from getting lost, so any additional waypoint hunting or exploration is the players choice and not a result of them being lost in the desert.
Making D2 a world tour was simply too ambitious.
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>>12351154
>>12353219
KEK
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>>12361424
Chistfaggotry was the wrong appeal to make. Wrath is indeed something generally negative. That said, I encourage people I deem unworthy to commit suicide as I personally would not want to inflict pain or death on anyone, even people I personally hate because I don't believe I should be The Executioner, I am fine being the Judge and Jury. Yes I am judging others based off of a single throwaway post on a porn site, it's hardly the most insane thing happening in this world and my judgements matters about as much as how the water I drank last week tasted. But I still deem that anon as a shitter and the world would be better off without them. Much like yourself.
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>>12350997
>A thread regular created Tower of Kalemonvo, which was intended to capture the D1 feel but it's missing the grid, which is something people rarely mention when discussing the feel of D1.
>One of the most distinct d1 quirks from the grid is how, when you get hit while walking, you are "pulled back" into the tile you were trying to leave.
The PSX port still has the 'grid' hitboxes while also having the smooth player movement. Still plays the same.
The downside to the 'grid' is how much more easily it is to to camp a doorway.
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>>12362616
Shut the fuck up athekike
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>>12349296
tfw no succubus gf
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>>12349296
this. D1 makes sense. one town, one dungeon, steadily crawl through more and more of it as you evolve the storyline and the dynamics of the town
d2 is le tourist faceroll through le desert, marsh, etc. d1 was a focus and contained creation
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>>12362919
>d2 is le tourist faceroll through le desert, marsh, etc. d1 was a focus and contained creation
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>>12363648
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>have to put points into dex just to be able to hit things
>having to chase down ranged enemies that move at the same speed you do
>getting stunlocked by enemies hitting you
>having to spend more gold on potions and repairs
playing warrior seems so much worse than the rogue and sorcerer. melee classes kind of sucked in d2 as well.
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>>12362653
>The PSX port
No thanks, I only play on PC.
I agree that door choke points are cheesy and it's lame that this is the ideal tactic.
If another Diablo 1 style game were to be made, I'd still like them to keep the grid and would prefer if the door camping meta was dealt with by making more complex enemies and interactions.
If the enemy detects you are standing at and blocking a 1 tile choke, they could do any number of things besides filter through slowly. Smaller critters could just fuck off and hide outside your vision, spellcasters could put a firewall under your feet, charging enemies could line up and rush through to hit you with the knock back special.
Instead the solution they went with in Diablo 2 was a much smaller grid, open areas and increased speed. The smaller grid exposes how simple the enemy AI is (despite having more complex AI) by allowing them to climb on top of each other, in D1 there is a better illusion of intelligence due to the grid and pathfinding forcing them to fan out.
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>>12362682
Not following the teachings of Rabbi Yeshua doesn't make me an Atheist, typical christcuck don't you have some kids to rape, or are you more of the scam the poor type.
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>>12363902
>No thanks, I only play on PC.
Not too relevant, that.
>in D1 there is a better illusion of intelligence due to the grid and pathfinding forcing them to fan out.
Keyword being "illusion" since there's only eight spots to surround the player with. D2 behavior is basically the same in this regard, just smaller and less noticeable due to the lack of those fat grids.
The openness of D1 areas also varies quite frequently, though the catacombs are often cramped. D2 leans more towards 'open' with the overworld sections, less so in the dungeons.