Whimsydale is discovered when a rainbow goblin is killed and leaves behind a rainbow portal to a land of bouncing happy clouds, rainbows, teddy bears and unicorns. The contrast between the rainbow portal and the environment makes it stand out all the more. Going further, these treasure goblins sometimes leave behind a portal when they are killed. An example of this is the inclusion of treasure goblins, which sometimes spawn randomly and drop more loot than regular enemies. Diablo 3, therefore, needed to continue giving the player moments of discovery and excitement to provide peaks in the interest curve, filling the purpose that boss battles did in the story. It’s not for everyone, but as a completionist player who gets addicted to grinding very quickly, this game was made for me.Ī grind is a grind, however, and that gets boring. The story ends, and that’s where the game really begins – trying to max out gear, rerolling loot for the best stats, and creating increasingly more powerful builds as you ascend through the difficulties (the highest being the aptly named Torment 13) against an uncapped difficulty of monsters. A typical interior level is dark and illuminated by candlelight, filled with grotesque enemies like these (which might actually be called Grotesques).īut at its heart, Diablo 3 is a game about grinding. Its world is dark and creepy, featuring gothic elements like cathedrals, enemies that explode and splatter blood everywhere, and a fair share of bosses that run the gamut from skeleton king to corrupt angel. It turned Diablo 3 from a good game into a great game in my book, and made me think about the importance of whimsy in game design.ĭiablo 3‘s story features the player hero fighting off the demons that have invaded Sanctuary. I’d enjoyed Diablo 3 up until then, but finding Whimsydale was the moment that entrenched Diablo 3 into my gaming repertoire for good. It was my birthday, and I was playing as a necromancer. I will always remember the day I discovered Whimsydale in Diablo 3.
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