![]() You were blessed to catch a break sometimes, especially if you were a Necromancer and had skeletons that would constantly run after far away enemies. I know that no one likes an empty map, but they should've dialed it back a notch. ![]() I said, "okay, I'll go with that." However, the enemies are packed everywhere. ![]() Here in Diablo IV, they use one gigantic map. Previously, the Diablo franchise had used chapters or "ACTS" to maintain and divide segments within the Diablo world. All this being said, let's talk about the logistics of the game. The graphics were great for an overhead RPG. There's some changes to navigating the UI as well, which are tedious but soon adaptable. This time the inventory uses a slot system measured by a maximum amount of items, where previously it was a grid to measure space and therefore the size of the item would determine your inventory space. The utilization of the UI is kind of frustrating at first, but has its similarities to previous Diablo entries. I have been playing RPGs since Final Fantasy original on NES, the Immortal, Lagacy of the Wizard, etc.
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