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Why I really like Diablo 2, Act 1

March 2, 2026
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WHY I LOVE

(Picture credit score: Blizzard)

In Why I Love, PC Gamer writers choose a side of PC gaming that they love and write about why it is sensible. This week, Jody remembers Diablo 2’s darkish opening.

It is bizarre to really feel affection for dreary bogs with names like Blood Moor, even when they do appear to be backdrops towards which Kate Bush may do an interpretive dance at any second. However Act 1 of Diablo 2, from the primary time I left the Rogue Encampment to the second I caught a caravan east, is carved into my bones.

All over the place you go in Act 1 looks like someplace you possibly can have walked to from the primary sport. The fields, the graveyard, the haunted monastery, these locations all inhabit the identical concept house as Tristram. They appear to be places from previous films like The Blood on Devil’s Claw, or a Hammer horror with vampires in. Throughout its first act, Diablo 2 was a direct sequel in a means the remainder of the sport wasn’t.

You permit the Rogue Encampment, a conveniently compact hub in comparison with the extra spread-out later cities, and both comply with a tough path to numerous factors of curiosity or instantly go off-piste into the wilds. You may discover an non-obligatory dungeon, or a mysterious guide on a pedestal that results in a sidequest. The place the primary Diablo was claustrophobic, a single dungeon beneath a village, Diablo 2 promised huge open areas. Right here is the place that promise pays off.


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The deserts of Act 2, bounded by rocks that may make the steps to the subsequent zone tough to identify, and particularly the jungle of Act 3, a decent maze filled with lifeless ends, will make you miss this “huge hall” linearity. Act 1 does open-world with out time-wasting or boredom.

Corrupted rogues cost at you out of the rain, and once they die their howling spirits go away their our bodies like they simply opened the Ark of the Covenant. Goatmen bray and impish Fallen chant “Rakanishu!” whereas the soundtrack’s ominous drums kick in. Shamans resurrect lifeless Fallen when you do not take them out quick, and nests spawn blood hawks when you do not cope with them shortly too. These methods can be copy-pasted onto later enemies, however right here they felt recent, encouraging tactical play. And there have been no bloody lightning beetles.

An assassin returns to the burning town of Tristram, and a street full of skeletons

(Picture credit score: Blizzard)

If you return to Tristram, by way of a portal unlocked at a circle of sinister standing stones, the village is in ruins. It burns down round you and Griswold the blacksmith, your previous ally, is an undead monstrosity who begs for dying. Even Wirt’s only a leg (and a pile of gold). Destroying Tristram looks like the easiest way to pay homage to it. Diablo was all the time heavy steel horror the place a cheerful ending can be misplaced. Burning to the bottom is essentially the most Tristram factor that might occur to that perennially cursed place.

Act 1 ends with the Catacombs, a dungeon that feels extra like the primary sport than later dungeons just like the slim Maggot Lair or the showy Arcane Sanctuary, with its teleporters and backtracking. The Catacombs, buried beneath a cathedral, filled with rat males and gargoyles, are atmospheric and expansive, mysterious and spooky. (And altogether ooky.) There needs to be lightning as a result of I carried out a ritual at a circle of historical stones—not as a result of I hit a beetle.

Hold updated with crucial tales and the perfect offers, as picked by the PC Gamer crew.



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