Surprisingly one of the shortest lines at the show was Diablo III for the PlayStation 3. Whether or not that is omniscient of what is to come is an interesting question. Can the console version even compare to the PC game?

Blizzard has decided to completely overhaul the game, from the removal of the real-money auction house, to the entire user interface for consoles. That much we’ve already known. However, from my experience with the game I found that they’re changing a lot more.

Let’s start with the graphics, something which we were discussing in our forums earlier this month. Can the PS3 even handle Diablo III? Well the answer is: sort of. In order to make the game playable on the aging system, the game is comparable to the low settings you’d find on the computer. Your character is noticeably pixelated around the edges, although it was more noticeable for me as the demo monitor’s proximity was much closer than your average TV sitting distance.

However, even at “low” PC settings, Diablo III still looks like a great game for this generation. Diablo III is less about maxing out your system with high resolution textures and breathtaking lighting effects and more about just wrecking absolute havoc on your enemies. In this aspect, Diablo III on the PS3 succeeds. It’s no visual feat, but that’s not what the console version is trying to bring to our living rooms.

Mob Density

In order to achieve the desired performance levels, even with toned-down graphics, it seems that Blizzard has also reduced the total amount of enemies in any one particular area. The PAX East demo had me running around Act III’s Fields of Slaughter, usually an area highly saturated with monsters.

Unfortunately this wasn’t the case in the console version. I found myself brawling with only a few enemies here and there. There was, without a doubt, a significant decrease in the amount of enemies present. One of the toughest challenges in Diablo III is being able to successfully crowd control and it’s looking like that sort of challenge won’t exist on the console.

You may be quick to point out that this could be a design choice since you’re using a controller vs. a keyboard and mouse. However to test another theory, that it was a technical limitation – I attempted to group up a large number of monsters. When I had thought I had grouped up a decent amount I proceeded to do away with them. In doing so the frame rate seemingly dropped below 30fps without much effort. So is it possible that this is a technical limitation or could it also be a result of a game deisgn choice in favor of console controls?

Update: In an interview at PAX East, Lead Designer Josh Mosqueira talked about this very topic. Mosqueira has stated that it was a design choice with the control scheme in mind. He also states that the monsters are more staggered and not reduced in number – that personally wasn’t my experience in the game. There were significantly less in total.

Controls

The console controls were surprisingly accurate and responsive. While I cannot comment on some of the more “mouse demanding” classes of the Wizard and Demon Hunter, the Barbarian class seemed to be specifically tailored for such gamepad controlling.

The character’s skills are mapped to the controller’s face buttons as well as R1 and R2 buttons. Players can utilize a potion with one of the left triggers as well. Navigation is handled with the left analog with a dodge ability dedicated to the right analog. The dodge ability will be more likely suited for kiting classes rather than the barbarian I played.

User Interface

In bringing the world of Sanctuary to consoles, Blizzard has restructured the user interface and menu systems. In my short time with the game’s menu system and interface it seems that Diablo III is being “dumbed down.” Blizzard has already come out in saying that this isn’t the case but I can’t help but feel like it is.

When you pick up an item that your character can equip a small graphic indicator pops up (shown above) that shows whether or not it increase or decreases any of your characters three core stats – vitality, armor and damage. While it’s a nice addition, you still have to pick up the item to determine whether or not it is worth keeping. On the PC side you are able to look at the items full stats prior to even picking it up (unless of course it is unidentified).

When picked up, items are automatically classified into different areas of your inventory system. Items which you cannot equip are stored in their own separate group while all those you can equip are stored in their respective areas. It’s an interesting system but one that will definitely have a steeper learning curve than the PC counterpart.

Enjoyable?

From the above text it looks like I’m not a huge fan of Diablo III on the PS3. That’s partially true. The seemingly lackluster graphics and mob density issues are technical limitations that can’t be ignored. The user interface is simplified and lacks in functionality comparable to the PC version.

However I think that Diablo III may fit perfectly on consoles. The Barbarian class played incredibly well with the controller and felt like it meant to be played with a controller. As an experienced and avid Diablo fan I can also say that the removal of the real-money auction house will also not be missed. It has ruined the market economy on the PC and made acquiring gear less of skill and dedication and more of how big your wallet is.

The PC version also has been going through somewhat of an identity crisis on how it is to be played. The game shipped with no dueling functionality, an inferno difficulty that was conquered too quickly, loot exploits and a poor endgame. Several PC patches later and we’re almost at a “final” version of Diablo III – something the console versions of the game will, without a doubt, benefit from.

Diablo III is currently scheduled to arrive on the PS3 and next-generation PS4 consoles. No other console announcements have been made but rumors are expecting other console support to be announced as well in the future.

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