There is something odd about a bunch of monsters crammed under a chandelier, just waiting for you, or Wile E Coyote, to drop it on their heads. It occurred a little too often in Diablo 3. It’s just not satisfying when they’re handed to you on a silver platter. Of course, there is plenty of other satisfaction to be had.

At this point I have played with a number of different characters, to varying degrees, in Act 1 of Diablo 3. Each has it’s own distinct play style, so the replay value is significant. I reached the end of Act 1 with a friend, and wasn’t sure if he moved on with his character, so I just picked another class and restarted. It was less enjoyable than with a friend, but still more so than say…doing the dishes. It gave me the opportunity to read the dialog more carefully and take my time experimenting with the weapon creation system.

While the each character has its own distinct play style, and several different combinations of abilities are available to choose from within each class, that still leaves you using the same few abilities for a long time. You can choose one main attack, one alternate, probably more powerful attack that has a cost, a defensive ability, and a tertiary ability that may be offensive or defensive depending on the class. But you can’t change them on the fly, so if you’re just running around by yourself, the game will start to feel repetitive.

Every time I closed my eyes last night, I saw my Demon Hunter shooting a barrage of arrows. That’s partially a cost of playing games right before bed, but also only really happens with repetitive games, like DDR or any game with rocket launchers.