Subject:
the videogame sequel is often a very different thing (Sep 15, 2021)
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the videogame sequel is often a very different thing. In films, where “bigger and louder” often leads to diminishing box office returns, game-design can improve and shine with that extra bit of scale in a game’s sequel. Looking at the earliest titles from Blizzard this can be seen with the transition from the first Warcraft to the second. That first game established the foundation of what a real-time strategy could be, and from there the team was able to let loose and ramp up the storytelling, tone, characters and atmosphere.
Released in 2000, Diablo II arrived with a similar sense of sequel-scale. Gone was the single dungeon found below the surface of the gothic town of Tristram; in its place a world full of ancient ruins, countrysides overrun by monsters, sand-swept dunes, far-away cities, giant palaces, and even Hell itself. A foundation that was built upon… and how.diable 2 resurrected items
Diablo II’s impact was two-fold: it presented another epic experience from Blizzard that helped establish the studio as a force to be reckoned with. A game chock-full of cinematic ambition and easy to pick-up-and-play gameplay. And, it also became the game the genre would look to for decades to come. From the New Zealand-developed Path of Exile to Blizzard’s own Diablo III to Torchlight, Destiny, Borderlands and many more. When people make the Diablo comparison, it all goes back to 2000’s Diablo II. It’s the action-RPG template, and the first major stop on the long loot-filled road of RPGs we’ve seen over the years.
Ariticle From:https://www.mmobeys.com/
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