Diablo II artwork

Diablo II Review

2000Blizzard NorthGame

The loot loop that every action role-playing game since has been quietly copying.

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The genius is that loot never stops being a decision. Every drop is a small equation of affixes, resistances, and breakpoints, and the whole game is built to send you back through the same act because the next elite item might be the one that reshapes your build. Five classes with branching skill trees force real commitment, since points are permanent and a bad build stays bad, and Blizzard North tuned the campaign so the curve resets three times across Normal, Nightmare, and Hell.

Act II's desert and Act III's jungle sag badly, and the plot is little more than chasing Diablo's brothers between town hubs. What was engineered with unusual care is the texture of combat: the weight of the click, the readability of a screen full of skeletons, the ritual of a Baal run. Battle.net made all of it social, the expansion later added runewords that kept the economy alive for years, and the sprite art still reads cleanly at any resolution.

Reviewed Sep 7, 2026 · Last verified Sep 7, 2026 · How we grade

Diablo II at a glance

Platforms
PC, Mac
Developer
Blizzard North
Year
2000

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