User Score vs Metacritic Score, let the battle begin!
Seriously though, I think 'the critics' didn't play long enough to see the flaws of D3.
For me the game was ok. It could always be a lot worse.
Diablo III is a devilishly captivating and addictive action role-playing game.
It's not all about unlocking skills, however. It's about employing those skills to slaughter the monsters you encounter as you travel the world, and collecting the loot the fiends drop. This is where Diablo III's habit-forming pleasures lie. The randomly generated environments encourage exploration; you never know what treasure (or what powerful foe) you might find down each cathedral hallway or desert trail. Enticing art design draws you into these realms. In and around New Tristram, a foreboding mist hangs in the air, and ancient ruins crumble as you visit places long undisturbed. In the lands around the elegant city of Caldeum, you traverse stark landscapes of cracked earth and bone.
You explore ornate, musty manors and spider-infested caves. You make your way through rat-infested sewers and emerge into a dusky, teeming oasis. And though the inspiration it draws from The Lord of the Rings is a bit obvious, a setting in the game's fourth act effectively makes you feel like part of a desperate, large-scale war between humanity and the forces of hell. Just when you've had your fill of one region, it's time to move on to another, and each location is so different from the one that preceded it that you feel as if your quest to rid the land of evil is taking you across a vast and varied land.
As diverse as these locations are, they all have one thing in common: they're crawling with monsters. In the early stages of your quest, most monsters fall to your attacks without putting up much of a fight, though if you get swarmed, you might still need to keep an eye on your health. (Unlike in Diablo II, you can't spam health potions to immediately counter any damage you suffer; potions have a cooldown timer, requiring you to play a bit more cautiously.) Your attacks look mighty and effective, which makes the simple act of unleashing them feel empowering. The demon hunter's huge chakrams weave through the air, blades spinning; the barbarian's hard-hitting attacks can send foes flying.
Without fail, you're rewarded for mowing down monsters with gold and gear. This is typical of the series and the genre, but it's handled here as well as it's ever been. You never feel like you're being showered with riches and items you haven't earned, nor that you're having to slog through too many foes to earn anything significant. Loot is doled out at a pace that makes your victories fulfilling and makes fighting the next group of foes lurking in the shadows ahead nigh irresistible.
The way your rewards emerge into the world is rewarding in itself; slay an elite monster, and coins and items pour onto the ground, making you feel like you've just won a jackpot in Vegas. Sometimes, the gear is junk so low in value that it's not even worth picking up. But you never know when you're going to stumble on a weapon or piece of armor that's superior to your current equipment, making you more capable of facing the coming hordes. Even if something isn't worth using, it's often worth grabbing, either to sell or to have it salvaged by the blacksmith in town for materials that can be used to craft other items.
Weapons function in Diablo III a bit oddly, though, and that may take some getting used to. Often, you may elect to have your primary skill be something that isn't weapon-based. You may choose the demon hunter's grenade attack, for instance, or the wizard's magic missile spell. Although these skills don't involve your characters actually using whatever weapons they're holding in their hands, the damage of your equipped weapon still comes into play. In other words, all other things being equal, a wizard's magic missile spell does more damage if she's holding a club that does 12 damage than if she's holding a dagger that does 10 damage. It's a system that makes more gear useful to more classes, but that usefulness comes at the expense of typical fantasy RPG logic.
If you haven't yet found the perfect helm, boots, or crossbow for your character, you may opt to have the blacksmith craft you items. As with the stuff you find in the wild, the magic properties on gear he crafts are random, so there's often no guarantee that something he creates for you will suit you better than your current equipment, but odds are that sometimes he'll craft something that's ideal for you.
Unfortunately, you need to spend a good deal of gold on training him to level him up so that he can craft higher-level gear for you, and early on, it can feel as if you're sinking all your gold into this and reaping little reward. The rewards do come eventually, though, and all your characters in a given mode share the same craftsmen (the blacksmith and, later, a jeweler), so once the money is spent on training, you don't need to worry about spending it again.