Diablo’s Unadorned Dark Fantasy Still Has Claws

As a kid, I devoured Warcraft 3 and Starcraft on my parents’ Macintosh, playing them over and over again. Diablo was the only one of Blizzard’s franchises I never touched. It was rated M and it was called “devil.” Growing up Mormon, I was raised to believe that the wrong kind of game or movie could reach out and bite you. One kid brought his copy of Diablo 2 to a third grade show-in-tell and I felt certain this communicated something about his badness. The game was haunted and I didn’t want to be haunted too.
In the cold light of adulthood, Diablo seems pretty damn mundane, all told. I liked Blizzard games because they gestured at the science fiction and fantasy I was reading, watching, and failing to write. Very little truly original or strange thoughts or ideas are in Blizzard games, today or then, but the gestures can still feel like enough. I loved the sensation that I could make my own worlds here, that the tools of swords, orcs, and quests could construct my own visions.
Diablo is really no different, except that it is even smaller from a lore perspective. Its mythology of kings and curses, demons and angels is pretty familiar territory for dark fantasy. The characters that populate its little town of Tristram are all fantasy stereotypes of innocent barmaids, wise old men, and town drunkards. Diablo could even take place in some dark corner of the Warcraft map. Who could really tell?
Diablo‘s ambitions were large in some sense, but the product itself is pretty bare, at least by modern standards. At the beginning of the game you pick from just three classes, all with pre-made character designs. Its dungeon is lined with randomized tile-sets, different hallways layered with the same wall textures. Even within the first three layers of the dungeon, slightly stronger palette-swapped enemies begin to strike. You gain abilities slowly, so much of the early game is just clicking on enemies until they die.