Monday 8 September 2014

Review - Diablo 3: Reaper of Souls - Ultimate Evil Edition (PS4)

Diablo, it’s the godfather of point & click loot-fests and it’s making its way to PS4 & Xbox One in the form of Blizzard Entertainment’s ‘Diablo 3: Reaper of Souls – Ultimate Evil Edition’. Having been released on PC in early 2012 & last gen consoles in late 2013, ‘Diablo 3’ was okay but it had some glaring problems and fans of the previous two instalments didn’t find the same appeal. Luckily, the ‘Reaper of Souls’ expansion fixed the majority of the major issues found in the base game and added a wealth of new content for players to enjoy. The ‘Ultimate Evil Edition’ packs all of that content together and then some for current gen & last gen.

There’s a fair bit of Diablo lore, much like ‘World of Warcraft’. All of which is quiet confusing & long winded but bear with me, I won’t go through much. All there is to really know is that there were three Prime Evils, Mephisto – the Lord of Hatred, Baal – Lord of Destruction & Diablo – Lord of Terror. They were obviously trying to do some pretty awful things but the player stopped in the previous games. Through some convoluted events, the five Great Evils (Mephisto, Baal, Diablo, Andariel and Duriel) were combined into the one Prime Evil – Diablo who had engineered a scheme to finally defeat the High Heavens. It’s the player’s job, along with a handful of supporting characters, to put a stop to the Prime Evil’s plan.


From the get go players are greeted with an absolutely astounding amount of visual polish. Environments range from forests full of vegetation & castle crypts to the gracious High Heavens & vast desert sands. Enemies are devilishly gruesome with all sorts of ghouls, monsters & demons crawling out the woodwork. Models, textures and sound are refined well past the quality of its PC counterpart. Running at 1080p and aiming for a slick 60 frames per second, the ‘Ultimate Evil Edition’ rarely dips below its intended specs which leads me to the conclusion that this would considered as the superior version of the Diablo 3 console experiences. Character design is a huge focus for Blizzard when it comes to all of their games and Diablo is no exception. Players have the option to choose from six classes:

·         - The Barbarian
·         - The Demon Hunter
·         - The Monk
·         - The Witch Doctor
·         - The Wizard
·         - The Crusader

These classes allow for plenty of strategy which is all tailored to different play styles. It doesn’t matter what your play style is, there’s a class for every type of player. Staying back & peppering enemies from afar, the Demon Hunter. Charging in & knocking back enemies, the Barbarian.  Each class looks distinct from one another through use of various sizes, skills and armour designs; it’s hard to get them confused with one another although players can lose track of themselves in some of the bright & colourful onscreen visuals. The ‘Reaper of Souls’ expansion brings the Crusader class into the fray. A mid to close range melee tank often compared to the Paladin class from ‘Diablo 2’. It’s the class that fuses defence & support together through its use of healing and stun abilities.


Gameplay involves players activating abilities which are mapped almost every button on the Dualshock 4. Coming into the ‘Ultimate Evil Edition’ without playing the PS3 version and only the PC at launch, I was quite sceptical as to how the game would feel using a controller. Standard action RPGs on the PC use the mouse for targeting & movement and the keyboard for character abilities. Early gameplay videos and thoughts led me to believe that it might be a watered down twin-stick-shooter version of its PC predecessor. I could not have been proven more wrong. The controls have been tweeked specifically with a controller in mind, making console players feel right at home. In addition to that, Blizzard have added a dodge mechanic into the game, this is mapped to the right analogy stick. This new feature is a wonderful addition and makes navigation & combat much more fluid.

Balance, detail, quality & loot are the key pillars to any successful action RPG. They are what gamers have come to expect from this genre and ‘Diablo 3: Reaper of Souls - Ultimate Evil Edition’ just oozes quality. Other games such as ‘Torchlight’ (PC), ‘Divinity: Original Sin’ (PC) and ‘Marvel Heroes’ (PC) are worthy attempts at recreating the life-stealing addiction that previous Diablo instalments  had but they didn’t quiet capture the essence in terms of progression, publicity & that steady feed of loot that players crave.

Diablo 3’, at the time of its PC release, didn’t seem to live up to the standard set by previous games. Having to always be connected online, a completely useless loot system, an online auction house and of course the infamous ‘Error 37’ left a bad taste in player’s mouths as they waited for their issues to be fixed. One by one these issues slowly started to disappear and about two years after release, the ‘Reaper of Souls’ expansion pack was released with a bunch of new and completely revised systems, not to mention the addition of Act V. Everything from paragon levels and rebalanced character classes to the new features like adventure mode, the apprentice system & Nephalem Rifts. But the big one, the one that made the biggest splash was the revamp of the loot drop system in the form of ‘Loot 2.0’


‘Loot 2.0’ overhauled the reward system in a big way. Legendary items in ‘Loot 2.0’ dropped in much smaller quantities but at an increased quality meaning players may not have multiple legendary items dropping at their feet every five minutes (most of which wouldn’t even apply to the players current class) but instead players would lose hours waiting for the next jaw-dropping legendary item to appear. Better yet, ‘Loot 2.0’ uses a feature called ‘Smart Drops’ where the item that a player picks up will have random attributes that are generated specifically with that class in mind. And with that, the loot addiction was back and players who had put ‘Diablo 3’ down found themselves picking it up again.

The next new feature is the Apprentice Mode. This new system makes it easier for new players to play with friends who have a higher level character than they do. For instance, I hadn’t played Diablo 3 on PS3 so I wasn’t able to transfer a character between consoles but my friend had. Once I booted the Ultimate Evil Edition up and jumped into his game with my level 0 crusader and his level 70 barbarian, my gear and stats were altered to the point that I could fight alongside my friend rather than be slaughtered by a standard enemy. It’s an incredibly thoughtful idea that allows friends to play together no matter what level they are. That being said, the amount of experience I was earning was altered in a different way.

I found myself earning ridiculous amounts of experience while playing in my friend’s game. I’m talking upwards of one or two levels every five to ten minutes of play. This isn’t technically a ‘bad’ thing, I felt it took away some of the achievement of earning a level by myself as I wasn’t doing much of the slaying but at the same time it give players that extra boost to help them it ‘end game’ content a little faster.

Paragon levels allow the players to further increase their stats through points which are attributed to specific skill trees, of which there are four tabs, and within those are another four tabs.

·         Core
o   Main Attribute
o   Vitality
o   Movement Speed
o   Maximum Resource
·         Offense
o   Attack Speed
o   Cooldown Reduction
o   Critical Hit Chance
o   Critical Hit Damage
·         Defense
o    Maximum Life
o   Maximum Armour
o   Resistance to All Elements
o   Life Regeneration
·          Utility
o   Area Damage
o   Resource Cost Reduction
o   Life on Hit
o   Gold Find

Upon earning a paragon level, the player is granted a new paragon point. These points alternate between the four tabs as to not allow the stacking of one specific stat. Each point increases the chosen stat by a small percentage. These increases may not seem to be much in the beginning but they are vital for playing through tougher Nephalem Rifts. The ‘Ultimate Evil Edition’ removes the cap from paragon levels, allowing players to infinitely progress & improve their characters.

As I mentioned previously, a slew of improvements and features were added in the ‘Reaper of Souls’ expansion and subsequently, the ‘Ultimate Evil Edition’ as well. Act V sees players learning of Malthael’s plan not long after defeating Diablo. The former Archangel of Wisdom, now the Angel of Death, and his forces descend upon Westmarch in hopes of eradicating humanity from existence. The player, with the assistance of Tyrael, must put a stop to Malthael’s plan and save the world once again. This chapter houses a much darker, gothic feel than the rest of the campaign. Players traverse city streets in deep blue and black tones rather than the more vibrant desert & forest colour schemes.

A new feature exclusive to the ‘Ultimate Evil Edition’ is the nemesis system. When a player is killed, the creature that killed them has a chance to morph into a ‘nemesis’. A nemesis is a new type of boss enemy that jumps to the game of a random person on the dead player’s friends list. A nemesis is a much harder to kill and often spawns shadows of the heroes it’s slain. If that friend managers to kill the nemesis, they are rewarded with experience and gold as well as a legendary gift for their dead friend. If the player is unsuccessful in killing the nemesis, it then jumps to another random person from that player’s friends list and so on. The nemesis will continue to jump through player’s friends list until it has been slain or unless it slays a certain amount of players.



With the expansion comes the addition of Adventure Mode. Adventure Mode grants the ability for players to jump between acts and waypoints as they please to kill endless amounts of enemies & complete bounties. Bounties are randomized objectives such as ‘kill this boss’, ‘clear this dungeon’, ‘complete this event’ or ‘kill this unique enemy’. Upon finishing a bounty, the player’s rewarded with gold, experience, blood shards and keystone fragments. Blood shards are a form of currency new to ‘Reaper of Souls’ which allow the player to purchase items from a special merchant for a random piece of loot. Obtaining five keystone fragments on the other hand, opens a Nephalem Rift which is a randomized dungeon which players need to defeat 100% of the enemies in order to summon the Rift Guardian. Rift Guardians are much tougher than other bosses and drop a ton of loot. I believe this is where the game will get its longevity. I know that I will definitely be coming back to delve deeper into this game mode… That is, unless ‘Destiny’ consumes my spare time.

Diablo 3’ has a player vs player (PVP) multiplayer mode as well although it’s nothing to write home about. It’s not exclusive to any version of ‘Diablo 3’; it was introduced through a patch in the form of a ‘free for all’ arena. This mode is simply called ‘brawling’ because that’s literally all it is. There is no leaderboard, no objective & no loot for performing well. Nothing special, right? Blizzard ultimately scrapped the initial PVP modes upon realising that they didn’t have the required depth to make them interesting enough.

Diablo 3: Reaper of Souls – Ultimate Evil Edition’ takes what Blizzard Entertainment does best, builds upon that & tailors the experience for consoles. Boasting the features & updates from the ‘Reaper of Souls’ expansion as we as some new ones, the ‘Ultimate Evil Edition’ is a triumph in bringing a PC franchise to the wider console audience.

Diablo 3: Reaper of Souls – Ultimate Evil Edition’ gets 9.5 ‘Muted Microphones’ /10

+ Oozes Polish
+Translates great to a Console
+ ‘Phat’ Loot
- Easily Exploited Levelling

Remember, if you liked my review and you want to see more, follow me on Twitter @DylanPerrett or subscribe to my YouTube channel, The Quiet Gamer’ for some fun and sometimes inappropriate Let’s Play videos.