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    The Devolution of Diablo

    by Syrmaticus (@IronDaggerGames)
    irondagger.wordpress.com

    Writing about a game long after the dust has settled is good for one thing, at least. I can better hold myself apart from the inevitable, populist sentiments that riddle unworthy sequels and oft-cursed Part Threes.
    Or so I told myself when I fired up Diablo III and saw Tristram for the first time in almost a decade. Oh, my bad. It's New Tristram now... and what a difference that word makes.
    On my way to the infamous cathedral, I reflected on the terror that place had stoked in me when I was, what, fourteen? Creeping along dank hallways, back glued to a wall, quaking behind the woefully inadequate buckler I had arrived in town with, breathing a sigh of relief Diablo himself must have heard at the first, blessed discovery of an enchanted club.
    The present recreation of that delicious nightmare drew from me a sigh of exasperation Tathamet himself must have heard.

    This game is supposed to scare me, damnit

    No, a tricked-out church crypt packed with easily defensible corners, well-lit spaces wide enough to golf in, and laughably disposable undead I can see coming half a mile off isn't scary.
    Scary was why I wall-hugged in the original Diablo. Not out of any 'close off your blind spot' tactical consideration or any similar Sun Tzu jazz; I was gnawing the heart in my mouth at the prospect of venturing into that claustrophobic yet frightfully open void, away from the cold, animal safety of the stone at my back.

    Scared of the (digital) dark. As a teenager. And it wasn't even a survival horror game.
    Diablo II, while not quite as hair-raising, did try valiantly with places like the Rogues' Monastery and the Durance of Hate, which actually made me hesitate to push on at certain junctures for sudden fear of the shadows ahead. What did Diablo III accomplish in this regard?

    Right from the zombie movie ripoff of a kickoff, I was about as fazed as I was much later amid the newest, obligatory magma-and-brimstone Hell reprise. In fact, once the classic first dungeon of the Diablo series failed to frighten in its second incarnation, no others came close.
    I can only put this down to level design, the mood generated by the plot, and my having aged some ten-plus years.

    Facing my fears... and smacking 'em down

    The first Diablo, greeting me with dim, tight corridors and chambers punctuated by drafty, open halls that looked about as welcoming as the gaping maws of demons, evoked immediate fear and suspicion – made only worse by the omnipresent gothic architecture and funereal ornamentation.

    Okay, so the lava caves below (when did Diablo, right or wrong, turn into D&D dragon den?) dealt a heavy blow to the atmosphere. So did, to a lesser extent, the series's first rendition of Hell: a curiously sanitized chain of ballrooms with scattered Chinese Mythology 18th Level of the Underworld decor. But the potency of the atmosphere in the cathedral and the catacombs? Undeniable.

    The dark low fantasy formula of blighted medieval countrysides and desolate castle ruins served Diablo III well in its early outdoor areas, as a tether to the series's thematic roots. However, the blatantly overpowered nature of the player characters killed a good deal of the spookiness. A ravening undead horde, climbing out of a mass grave decked with swinging corpses, is naught to be feared if you can draw steel with the air of a B-movie action hero and wade in smirking like a boss.
    This only got worse later on in Persian deserts and war-torn tundras, both rehashes of Diablo II settings and not entirely congruous either (particularly the latter; what room is there for the series's classic creepiness on a battlefield?).

    Yes, back in Diablo II, fighting grenade-lobbing catmen in the desert and blowdart-spitting pygmies in a twisted fantasy Vietnam War simulation sort of detracted from my expectations. But I don't recall being bothered much.

    Suspense and suspension (of disbelief)

    Because I knew what I, or rather my character, was up to. And I believed in it. That all-important accessory known as the plot made it so. It seemed, back then, that the more outlandish and un-scary the setting, the more the writers tried to give you a purpose; one that didn't seem too out of sync with the humble quests players of the first game were used to.
    In Aranoch? Searching for a tomb-sized needle in a haystack. (Fair enough.)
    In Kurast? Undermining the world's biggest religion. (Read: a head-on assault on their damned HQ. Going downhill here.)

    And in Arreat? Plowing through infernal legions to stop Baal and save the world. (Wow, all grown up now!)
    Diablo III didn't just fail harder than this. It repeatedly insulted players' intelligence, plot-wise: blatant giveaways such as the Stranger's identity (his sword was the clincher but I hoped I was wrong, for freshness's sake), Belial's disguise (so obvious from the outset that I refused to swallow it until the bitter end), and Adria's true nature (a shining example of foreshadowing via flavor lore taken a hundred steps too far) come instantly to mind.

    Dropped balls like these underscore the tragic lack of mood throughout the game's quests. What is left to immersion when you can effortlessly guess what's really going on, all the time? Add an environment that casts the spotlight more on epic monster-slaying than the finer points of what, in essence, is a tale of humans contending with forces beyond their ken (nephalem... ugh), and it becomes easy to see the series's downward slide.

    The original Diablo suffered from no such issues. There wasn't much of a plot there, just a hack n' slasher garnished with a few key lore points and a few more smaller ones for aesthetics. The whole game was level one to level sixteen, point A to point B; a great deal in between was up to you and your imagination.

    By contrast, its successors tried harder, and, accordingly, opened themselves to the risk of falling harder. The latest tried hardest, especially by introducing persistent, prominent plot figures (Leah, Tyrael, et al) that function like the essential NPCs in an MMO – keeping the player on story rails, and supplying superfluous filler.

    The result of having these characters accompany us from Act to Act and drive things along? It comes off as us following them. We're back to the old MMO trope of players immortalized in official lore as the brave, but somehow unknown champions that aided Sir Protagonist in the slaying of the dragon.

    I am afraid – but for the series, not of it

    Would Diablo III not have been far better off keeping faith with its prequels' comparatively more stripped-down nature and player-centric plot focus? After all, is it not scariest when you're all by your lonesome?
    Nobody's contesting that it's a fantastic team action game. That was always the point. But taken as an RPG experience (and I employ the RPG designation loosely)? Not quite as stellar. It was more than a little disappointing, watching the genre-defining precedent set by the first in the series muddied by declining writing standards and mass market appeal.

    Warcraft went the dumbed-down route long ago. Even StarCraft, the last of Blizzard's franchises to stick to its C-10 canister rifles, has thrown in the towel with tragic hero Zerg and space hadouken matches. While Reaper of Souls went a considerable way towards redeeming Diablo's past glory, the outcome remains in doubt – this franchise is just one more disappointing expansion away from going to hell.
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    The Amazing Smartphone Era: 5 Unexpected Things That You Didn't Know There Was an App For

    The revolution of Google's PlayStore, Windows Phone Store and Apple's platform has transformed today's smartphones into super gadgets wielding more power than most people can fathom. Nowadays, finding and downloading free apps for simple day-to-day tasks such as checking emails, chatting, taking photos, etc is nothing but a breeze.

    Smartphones have been around for quite some time now, and for this reason it's common for one to think that they've seen and heard all there is to witness, as far as mobile apps go. Well, this might be the case, but not until they've seen the following list of ingenious apps.

    Here are top 5 things you never imagined there was an app for.

    1.) Changing the colour of light bulbs.
    Are you tired of the feeling of being stuck with a single monochromatic hue for your living room? Yes, as weird as it may seem, you can change the colours of your bulbs using your iPhone or iPad anytime you please. This is of course courtesy of the work of clever software developers behind the Phillips Hue mobile app available on Apple's iTunes store. All you require to periodically change the colour of the glow of your light bulbs is a relatively strong Wi-Fi connectivity and a set of 'smart' bulbs. With the help of this app, you can also control the brightness level of these bulbs using your phone, something that most of us never imagined could even be remotely possible.

    2.) Using your phone as a remote control handset.
    We all have experienced that frustrating feeling one gets when you can't seem to recall where you last placed your remote control, especially when you need to flip through channels. Have you ever also noted that in all those times that you couldn't find your TV's remote, you surprisingly had your phone in your pocket or next to you? Yeah, we tend to be rather attached to our phones.

    In the same light, another strange app took advantage of this and enables you to transform that mobile handset you so treasure into a functional remote control. It saves you the inconvenience of ransacking your living room anytime you can't seem to keep track of your main remote unit. ThinkFlood's Red Eye Mini continues to save the day in many homes and is compatible with both iOS and Android phones.


    3.) Tracking your kids.
    Kids, especially teenagers, have proven to be quite sneaky and evasive. Well, if you have a teenage daughter or son, you no longer have to keep calling them after every ten minutes to inquire on their whereabouts. Most of the time they won't also tell you the truth. With the GPS tracking app - Life360, you can enjoy a little peace of mind knowing exactly where your children are, that is if they have their phone with them.
    Additionally, when visiting a friend in another country or new city you can make use of this app to avoid getting lost or stranded. Using this tracking app, your host could direct you more accurately to their place or pick you up at a particular rendezvous using your location.
    On that note, when travelling abroad you should make it a habit to install this app plus a good VPN encryption software on your phone. The VPN will enable you an unlimited internet access regardless of the mobile network carrier or Wi-Fi connectivity you will use while away from home.

    4.) Catching fish.
    The next time you're caught in an unsuccessful fishing expedition, simply pull out your phone and install Deeper Fish Finder app. You will be amazed by how accurate the app is in detecting fish that are up to 120 feet deep. The application uses sonar pulses that could be generated by your smartphone to image fish that are beyond your visual realm. To use the app, you have to lower your phone near the water surface for the pulses to detect the fish more accurately. (Take care not to drop your phone, though)


    5.) Measuring the height of buildings, towers or even mountains while up-close.

    Ever wondered how tall your favourite skyscraper in the city is? Have you ever been out on a picnic and wondered out aloud how you wish knew how high a given rock or boulder was? Well, it turns out there is an app developed just for that. Dot Measure Pro for iOS and Blackberry is famous for approximating the height of buildings, cliffs, bridges and other tall architectural structures with an outstanding level of accuracy. The developers have made it even more fun to use by integrating a feature that prompts you to first place a guess before measuring the actual height. You might be surprised on how wild your guesses can be!


    Caroline is a self confessed geek who loves writing about technology and gadgets. You can connect with her via Google+
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