The good, the bad, and you

Blizzard released Diablo 4 with the intention of catering to what they believed fans wanted. The audience they listened to had a deep love for Diablo 2. At first, this decision was celebrated as a success, but it's important to note that Diablo 2 was a product of a different era. Today, a game needs to not only be successful but also to provide players with a lasting experience.

The intense grind for gear could not satisfy the hardcore player base, leading many to leave in search of the illusion of greener pastures. This dissatisfaction contributed to the gradual evolution we see now with the release of Diablo 4's first expansion, Vessel of Hatred.

With this expansion, Diablo 4 has entered a more polished stage. Modern Blizzard has removed the overly complicated itemization system and replaced it with "Loot Reborn," reminiscent of Diablo 3's "Loot 2.0" overhaul. This cycle is something seasoned Diablo players have come to expect. While it can sometimes feel like players are beta testers, it has produced results.

Blizzard has realized that the demands for the challenging, grind-heavy itemization from Diablo 2 do not align with the preferences of the broader Diablo 3 fanbase. This course correction has been largely beneficial.

Although I still take issue with the significance of armor affixes in relation to skills, I can't deny that the system is functional and that I can find useful items. I can progress through the story and defeat hordes of demons, which is quintessentially Diablo—reaching that exhilarating endgame where I feel like a one-man army.

Sit down and let me tell you a story

If there is one thing that feels like a true successor to Diablo 2, it would be the story of Vessel of Hatred. The writers clearly understood the assignment, as they utilized nearly twenty years of lore to craft one of the best narratives set in Sanctuary. The base story of Diablo 4 set the stage, and I was surprised by how much I grew to care about the main characters’ continue adventure in Vessel of Hatred.

Introducing Akarat, a near god-like figure in Diablo lore, was a bold move that paid off. They didn't treat him as just a mechanic or a figure that grants you the power to defeat evil. Instead, Blizzard had a clear vision for Akarat, and it unfolded perfectly within the context of other Diablo stories. Honestly, I could write an entire review focused solely on the story (If requested, I can do so at length), but I fear it might lose the interest of those who don’t care about it. While I highly recommend enjoying every cutscene and dialogue box, I can assure you that it isn’t strictly necessary to appreciate the game.

Skip to murder

If you’re not interested in the story, feel free to skip it. Blizzard wants players to enjoy Diablo in their own way, so you can use the story to quickly level into the endgame and start the gear grind. This is acceptable, but it raises concerns about how Blizzard tends to undermine itself. Before the release of *WoW: The War Within*, I would have argued that *Diablo 4* was a better endgame experience. However, I find it hard to overlook the item progression in D4, which never achieved the improvements seen in D3’s Loot 2.0, even with its rebranding. The system isn’t simple even as it has been streamlined from the launch version; it sometimes feels like you need a Skillshare course to fully understand it.

When an item drops, you can only use its item level as a basic gauge of its strength. Most items will have similar stats. Instead of continuously defeating monsters, you might find yourself needing to pull out calculators to determine whether an item's stats are beneficial. It’s frustrating that a game about quickly slaughtering monsters requires you to pause and optimize your gear.

This isn’t to suggest that the system needs to be simplified again; the diversity is fine. The real issue lies in how players interpret an item’s value in relation to their build. In games like *Borderlands*, where talent choices are limited, it makes sense for weapons to modify skills directly. However, in *Diablo 4*, your chest piece might provide additional health drops or enhance your resource management, yet at the cost of some damage output. These are just two examples out of hundreds. The UI does not clearly indicate which skills overlap, and I haven’t even touched on the mechanics of breaking down items to improve your collection of modifiers. It can be exhausting.

That said, the game can still be enjoyable if you choose to ignore these aspects. However, you might occasionally feel stuck in your progress, as mindless monster slaying won’t always lead to visible advancement. The alternative is to stop playing and sift through countless items to find the one with the right stats for your build, or to engage in the necessary—but often frustrating—reforging process if you haven’t yet found your ideal item set.

This critique might sound harsh, but it isn’t meant to be. The game is fun, and all its content can be enjoyed without needing to focus too much on gear. However, the endgame will require you to step back from gameplay to either consult guides or crunch numbers to progress smoothly through the various levels of difficulty. Many players in Blizzard’s audience have adapted to this system, and entire communities on YouTube have emerged to bridge the gap.

As long as you’re aware that the endgame might not be for you and are willing to move on after completing the campaign, you’ll have a great experience. If you're searching for a game to invest a lot of time in and don’t mind balancing your time between reviewing stats and hoping for gear upgrades, then this could be your game. The players who may want to avoid D4 are those who prefer to pull the loot slot machine and quickly assess the gear's quality before moving on.

Theoretical-Worlds #2

Origin of Cappy

Origin of Cappy

Lately I will admit to being a bit lost in my own little gaming world. In that time I played a game I hadn’t even heard about called Hollow Knight. This game is absolutely bloody amazing! It is both simple in its execution and layered with difficulty that is brilliantly balanced. It got me to thinking of a comic to sort of commemorate coming to the Switch and this idea came to my head. Enjoy, and do let me know what you think. 

Tuning the skills and keeping in shape. (released a bit late)

This has been an odd week, mainly because it is the first time in over 6 months where I've had some time to myself. Enjoyable to say the least but at the same time it leaves me idle and trying to rebuild a new routine to take place of the one that I had before I went off to work like crazy. It is very much like trying to get back into an old hobby. Everything feels new and old at the same time, and I find myself jumping around trying to figure what feels right. 

It is simply the state of things that focus is all over the board. It is definitely not a time of stagnation though the trappings are there for life to become so. Though with all this one thing is clear, and that is the need to get on with some projects that have been left to the wayside since I got my last project. Which means working on both my book for next month and really hunkering down to get the edits done on my first book.

Before I had some good reason to let things slide, but while I will continue to do the ole job hunting fun time I can't let my well of crazy ideas sit idle while I wait. That is once again why I even blog like this every week, to produce something. It is pretty much biographical but it is something I'm doing with the thoughts in my head. We all should just let ourselves be creative more often, and I'm glad I've found one of many outlets to do just that.

***

Alas the week has been so odd it got delayed a bit. Time to get this one uploaded, even without an image. A little bit of catching up to do with post and then see where things go. Really what I learned is that you shouldn't hold a document back hoping for some inspiration. Just go back and edit it later when the idea comes to mind.

Why be Sorry?

So recently I read about JK Rowling's revelation that she felt sorry for her choice to put Hermione Granger with Ron Weasley because it was a wish she had, now she seems to feel that it would have made more sense if Harry and Hermione had hooked up. I'm really paraphrasing here but the gist of the article is there. For me this is disappointing and I want anyone to slap this article in my face if I ever "wish" to retcon a book series I've written decades from now.

The real problem I have here is not that she said she was sorry but that she said she was sorry because it was the outcome she wanted at the time. We're people who tend to change over time, it is a part of life and I know she isn't going to change it but I don't get what is wrong with the choice. Now the article is likely somewhat sensationalized by the media but it is still laying out the claim that she made a mistake. I think it is odd for an author to feel they made a mistake that isn't typo related or character breaking. She made a choice, it could be good, bad, or neither. For me it is something that you make the choice you can when you have the option to make it. If you feel that you should have done differently, sure I can you can say that "objectively" it might have been better if these two were together, but to say something like "I'm sorry" admits to a wrong doing in my mind.

See to me the writing process isn't full of wrong or rights but choices that the author is in charge of governing. As how appropriate those choices are is debatable but if you have a goal that two people are suppose to get together and later on you feel that it was a bad choice then I'm at a loss for words. The goal of the outline was for them to get together, they grew in the writer's mind for this very purpose and for the writer to say that it was their wish for the story to end up the way it did then I would say they should feel happy about that choice. If she had Hermione and Ron get together because of her editor's demands that would have been a bad choice because she wasn't taking control of her characters, she was letting outside influences making major demands on her work. Then again in defense of editors they give such pieces of advice because they may see a problem with the story outline, in the end it relies on the author to make the choice that feels appropriate to them.

In the end I only hope that I can accept that the choices I make now are fine because I feel they are fine now. I don't want to be the person who feels the need to change an entire relationship dynamic or make "Han didn't shoot first." It destroys a trust I think a reader and an author share.

So Let the Musing Begin

Hmmm so where does one start when discussing their thoughts and ideas in a blogspace these days. Well first I could go ahead and introduce the "whys" that lead me to make this little part of the web my own. I guess that would be the most productive use of my time here. That and if you are reading this it means you probably would like to know as much as I would.

Well thing is that as an "aspiring" writer a lot of my time is spent writing about characters that I create and building a world around them and since I write in a very gun'ho manner that doesn't leave room to look back and observe much of what I'm doing there isn't much room for introspection, contemplating or musing as this article so aptly puts it. Instead I tend to talk my ears off to my friends about my writing and often at great lengths beyond the patience that most people have. So why not just make a space where I can hear my own thoughts out and post them down so in a couple of years the 3 people who would have read my book can come right here and realize who wrote the book they found fascinating.

For you three, I apologize, I'm a rambling buffoon most of the time. I'm being serious too, I have been one who can get lost in my own arguments throughout the day leading me to think it is some very astounding miracle that I ever found the time to be productive enough to write even this little article. Still I guess you did find this and had the heart to make it to the first post and for that I thank you.

Would an ending like that satisfy people? I wonder... for me it feels a bit short and unfulfilling but I shouldn't judge what others find interesting right? Nah still I was hoping to talk about the very concept of musing, it is something that I have stated to have spent a good deal of my life doing much like others who enjoy reading, writing, and creating in general do. Hell I think it can be a productive use of time only that it doesn't provide immediate results. Musing is one of those words with a very clear root, you know the one, the muse. Musing is interesting because as a word we have control of it but a Muse is an external resource and one that creative individuals can't access at a wimp. No instead they spend there time pleading and working out ways to get in tuned with their muse so that the creative process will flow through them. Yet musing is a very internal process that involves contemplating and working through one's own thoughts without the need of an outside resource.

Both are actually very apt terms, a muse in modern times can talk about the ways we prepare ourselves for constructive musing. The perfect coffee shop, or the cup of tea in the quiet part of the house. Being creative isn't as easy as musing about different concepts or ideas, instead we actively look for ways to get ourselves in the zone so that we can muse over what really is necessary for the task at hand, in this case my book. It is always about finding that comfortable space and building the habits needed to channel the energy to whatever the creative goal may be. It all comes together, even if your Muse is a goddess you still have a ritual to get everything setup, but if it has goat sacrifices I will simple shake my head at you. That muse is nothing but bad.