26 Ocak 2012 Perşembe

Diablo 15 Year
Anniversary


All Hell breaks loose...
was one of the original advertising slogans for Diablo, and to this day it 
feels appropriately prophetic. When we unleashed Diablo at the end of 
1996, we were proud of the game and eager to share it with anyone willing 
to delve into the deepest, darkest dungeons on a quest to destroy a 
legendary evil.
The series is now 15 years old, and it’s changed and grown in a number 
of ways, some of which we couldn’t have possibly anticipated when we 
started work on our first action-RPG. Diablo’s continued legacy is due, 
first and foremost, to a great community that embraced the series’ unique 
brand of multiplayer gaming -- a community that continues to find ways to 
coax more secrets and power out of the world of Sanctuary.

http://eu.battle.net/d3/en/media/videos/?view#/extended-retrospective

DIABLO
In Diablo, you portrayed a valiant rogue, sorcerer, or warrior scouring 
the catacombs beneath the tiny town of Tristram for an evil that threatened 
to infest the entire world -- Diablo, the Lord of Terror.
A rarity for many high-profile game launches at the time, Diablo was released
for both Macintosh and Windows PCs, broadening the number of people who 
could enjoy it. In addition to pitting players against a seemingly endless
horde of demons, undead, and vile creatures to hack through, Diablo enabled 
those hungry for a more social gaming experience to take part in multiplayer 
through our online service Battle.net.
REMEMBER:
The first time you heard the Butcher say, “Ah, fresh meat!”
The opening chords of the Tristram town theme?
Slamming Diablo’s soulstone into your hero’s forehead?

DIABLO II
Diablo II brought a four-act structure to the series, and the sequel saw 
heroes travelling to more diverse parts of Sanctuary than ever before. In 
Diablo II, you battled several of the most dangerous denizens of the 
Burning Hells, including two of the Lesser Evils, Diablo’s brother Mephisto,
and, of course, the Lord of Terror himself. Bringing the distant angels of
the High Heavens into play gave the Diablo series a new scope and a different
approach to traditional “good vs evil” storytelling.
Diablo II’s five unique classes (amazon, barbarian, necromancer, paladin,
and sorceress) broadened the core archetypes of the previous game, and the
customizable skill trees made these classes feel markedly different from one 
another. New mechanics -- sockets, gems, dual wielding, hirelings, and more --
rounded out the series’ renowned feeling of constant progression, and of 
developing your hero to your specifications. Updates to Battle.net also made
it easier than ever for you to party up, engage in thrilling duels, and hunt
down valuable artifacts while adventuring online.
REMEMBER:
Dying to Duriel in Act 2?
The Secret Cow Level?
Transforming items in the Horadric Cube?
“Tyrael’s” conversation with Marius in the asylum?
Seeing other characters decked out in amazing gear in Battle.net chat?

LORD OF DESTRUCTION
In Diablo II: Lord of Destruction, you hunted down Baal, one of the Prime
Evils and the brother of Diablo, as he ravaged the Barbarians of Arreat in 
search of the Worldstone, a priceless relic tied into the fabric of the world 
of Sanctuary. Lord of Destruction also added two new classes to Diablo II’s
roster: the druid, a versatile master of shape-shifting, summoning, and elemental
magic; and the assassin, a practitioner of mental disciplines, skilled in the 
use of traps and deadly martial arts.
REMEMBER:
The barbarian dwelling of Harrogath?
The battle with Baal for the Worldstone?
The first time you arranged a rune word?

Further depth was added to Diablo II’s already prodigious item list with rune words, charms, jewels, and new item properties like “ethereal”; and changes to the game allowed for hirelings to level up and equip items, laying the groundwork for Diablo III’s followers.

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