Diablo is something of a video game precursor to the grimdark movement that has been prevalent in modern fantasy. It begins with the player (players if you're playing online with friends, a big deal on its release) choosing a class - warrior, rogue (archer/thief), or sorcerer - and then entering the town of Tristram. You chat up the few inhabitants and are directed to the nearby church to investigate a case of the archbishop leading many of the townspeople to their deaths in the catacombs beneath the church. Soon you're fighting through hordes of creatures, going back to town to rest up and sell valuables, being given more things to investigate, and are gradually lead deeper and deeper under the earth until you're effectively in Hell. It turns out the source of the town's troubles is that a major demon, Diablo, has been confined deep under the surface but is now stirring and drawing evil to it. Success in conquering the Diablo only results in a downbeat ending. Some popular saying about gazing into an abyss might be relevant.
Reading the game's manual reveals an extensive backstory that describes a Manichean and Moorcockian conflict between angels and devils who represent Law and Chaos, with man somehow being the key to swaying the war one way or the other, and then a history of the town and how it got to its present state. It would probably be better to avoid reading the manual's story, though, as the game's atmosphere is much thicker if the player simply explores and discovers things along the way. Despite being a sword-swinging dungeon crawler, the game feels akin to supernatural horror films like Lucio Fulci's Gates of Hell trilogy, where things follow a sort of nightmare logic and there is no happy ending but just an impulse to push ever deeper in a hope to survive or at least find some answer along the way.
As a game, Diablo was intended by David Brevik to take the old concept of Rogue and its imitators, the randomized dungeon delving, and to simply make it digestible to mainstream audiences. Slick graphics and audio instead of ASCII characters and PC speaker bloops, and easy, streamlined controls based around the mouse instead of numerous keyboard commands. See something you want to attack or someplace you want to go? Just click on it. (There will be so much clicking that you will take a few years off your mouse's life by playing Diablo.) The emphasis is on being able to jump right in and start beating up skeletons instead of wringing hands over rolling up the best character and fussing over their appearance. It was very successful and represented another major step in Blizzard's march to the top of the game industry. To some it also heralded a decline in classic computer role-playing games, another example of video games becoming simpler, dumber, and more action-oriented while claiming to be more highly evolved because of improved graphics and sounds. One way or the other, after Diablo it was common for "action role-playing games" to mimic Diablo's interface, with a red health orb on the left, a blue magic/mana orb on the right, and a hot bar running along the bottom between them.
Diablo does have a certain strategic element, despite its simplified gameplay, which is its emphasis on optimizing a character through picking which stats to upgrade with leveling up while also outfitting the character with the most effective combination of equipment. Another way in which Diablo was highly influential was its stressing of looting the environment even beyond what most traditional RPGs encouraged. Playing Diablo in some respects feels like shopping in how you slaughter a group of enemies and then quickly riffle through whatever they drop to determine what would be good to sell back in town and what would be good to swap for whatever you're currently wearing. By the end of the game you'll be discarding some absurdly effective items because you've already got epic armor and weapons and can't be bothered to even pick the stuff up to sell.
Diablo had one highly regarded sequel, another sequel that was highly controversial, and another sequel that just released that is also highly controversial. The general trend has been toward less grittiness, more epic storytelling, and the kind of broader, more exaggerated art associated with Blizzard's later, post World of Warcraft games, but the original game still has a foreboding and more personal mood and style.
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