Every Diablo fan remembers the first time they encountered The Butcher. Hearing the demon growl as he strode out of a room littered with bloody corpses gave us a terrifying glimpse at the hellish things to come in all our journeys:
At least, thatās The Butcher from the original Diablo, which first came out for the PC back in 1996. Thereās another one in Diablo III. But heās a very different butcher. As the final boss in the first act of the game, heās much larger than his predecessor. Killing him is a much more monumental act in that gameās story in turn. But Iād argue that heās a lot less scary as a result.
https://www.youtube.com/watch?v=oj_E76Y_oNM
Itās hard to appreciate this if you didnāt play the original Diablo. Because looking at the to side-by-side today, thisā¦
ā¦obviously looks a hell of a lot more intimidating than this:
But try to imagine what it felt like to be playing Diablo for the first time in the late nineties. The dank dungeons underneath Tristram didnāt look pixelated and cartoonish back then. They just looked like dank dungeonsādark and creepy places you definitely wouldnāt want to find yourself in in real life. As you wander around searching for him, the gameās music puts you on edge with a tense, metallic whine. You have no idea who this āButcherā character is yet, or what he looks likeāthe only thing youāve seen is a wounded townsperson outside Tristramās cathedral warning you that thereās a genocidal maniac roving the corridors below. Opening the door to his room, you get a brief glimpse of disembodied limbs and gore before he barrels towards you.
āAh,ā he sighs. āFresh meat!ā That phrase, that deep growl, is seared in many a gamersā memory.
Even though you experience Diablo from a top-down perspective, The Butcherās entrance was teased in such a delightfully creepy way that I jumped out of my seat the first time I stepped into his lair. It was shocking. It was terrifying. Itās still one of my favorite moments in the entire Diablo series.
Diablo has come a long way since then. In many ways, itās changed for the better. But if thereās one thing I feel like itās lost in the 18 years since it debuted, itās the genuine sense of bewilderment and terror that came in moments like when The Butcher charges at you.
At least, thatās how I felt until last month, when I started playing the Ultimate Evil edition of Diablo III that recently came out for the PS4 and Xbox One. Most of the game felt assuringly familiar, if not better, than the PC version. But there was one thing that took me completely by surprise.
I was walking through an open field early in the first act, doing normal Diablo thingsāyou know, just killing monsters, leveling up, collecting loot. Then I heard an ominous drum roll. Horns blew. My controller started shaking in my hands. A massive demon that looked sort of like the Xenomorph from the Alien movies appeared out of nowhere and started pummeling me. I tried to defend myself at first. But after a few hits, I saw that I was barely chipping away at his health. I tried to run. I was dead a few seconds later.
What the fuck just happened? I thought. I had no idea who, or what, this gigantic alien creature was. Iād certainly never seen anything like that back in 2012, when I first started playing Diablo III for the PC. The only hint I got was in its vague title: āNemesis.ā Then, underneath his health bar: āKiller Ofā¦ā and the handle of one of my PSN friends.
After looking online and asking my fellow Diablo players, I eventually figured out that the monster who decimated me is actually a new feature called the āNemesis Systemā that Blizzard brought into the console versions of Diablo IIIās new-ish Ultimate Evil edition. Basically, the way it works is that whenever you or one of your friends is killed by a bad guy in the game, thereās a chance that your killer will turn into a gigantic super-villain like the one that took me by surprise that morningāthe eponymous āNemesis.ā If a Nemesis is created, the monster migrates to one of your PSN or Xbox Live friendsā Diablo III games to surprise them in turn.
And the monsters doesnāt just stop there, either. He keeps killing your friends until one someone manages to stop him. Or, at least a few of them. Every time the Nemesis succeeds, he grows stronger. And when he leaves one game to go hunt his next victim down, he brings a ghostly version of the character he just killed to fight along with him. Matthew Berger, a Senior Level Designer on the game and one of the key people behind the Nemesis System, told me over the phone this week that the developers ultimately decided to cut the Nemesis off at five kills because otherwise he could become far too powerful otherwise. As much as I like the idea of insanely powerful alien-like creatures wandering around the corners of the Diablo III ecosystem, waiting to pounce on unsuspecting players, I can see what he means. The Nemesis is already designed to be very difficult to kill, after all.
Iāve been attacked by many a Nemesis since that first one. Embarrassingly, I still havenāt managed to survive a single one. I donāt really mind, though, because what I really love about this new bad guy is that no matter how many times heās showed up to kill me, I still jump in my seat the moment I see him drop into my game. Itās so surprising that Iāve never even gotten around to trying to capture footage of itācaught up as I am in just trying to make it out of the fight in one piece. But hereās a good video to give you an idea of what itās like trying to take one of these guys down:
https://www.youtube.com/watch?v=hIUo-iCi8jc
Hearing the drum rolling and feeling the hair on the back of my neck stand up reminds me of everything I loved about the dark, gothic horror style of the original Diablo. As much as I love Diablo IIIāespecially the new console versionsāI also find the gameās current look and feel to be cartoonish in a Warcraft-y way in comparison. Blizzardās newest installment has gradually started to shift towards the original two Diablos again as the company has added stuff to it over the years, such as the grim final act that was introduced with the Reaper of Souls expansion. But the Nemesis was the first monster Iāve encountered in Diablo III thatās managed to make me jump in my seat again, the same way I did when I first met The Butcher all those years ago.
I wanted to learn more about what the Nemesis might mean for the future of Diablo III, which is why I spoke to Berger in the first place. Most of what he said about the monster made it sound like something designed specifically for the new console versions of the game to make them feel a bit more socially dynamic. Scary as he may be, in other words, heās still more of a āfeatureā than a ācharacterā or āboss.ā Though the monster bears a certain resemblance to the āTerror Demonsā thatāve been around in Diablo III since the very beginning, the Nemesis doesnāt technically even have a place in the gameās lore yet.
āWe havenāt decided on all the implications,ā Berger said when I asked if the Nemesis was going to be worked into the gameās lore or story in some way. I was more than a little disappointed to hear that, given how much Iāve been enjoying his occasional visits as I work my way through the game.
But there was one thing Berger mentioned when I asked him about the design of the monster that got me excited. He was describing the meetings the developers had when they were first toying around with the idea for The Nemesis, and how they settled on the way the the monster just drops into your game with no more warning than a drum roll.
āWe wanted it to look weird,ā he said. āWe wanted him to stand out. I said: āIt has to be like the Jaws moment.'ā
I hope that Blizzard makes more like it.
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