Diablo IV tries to ground us in its dark fantasy world, but that’s an impossible task in a game where you can pull a two-handed axe out of a wolf. The storytelling is as subtle as a Marvel film and about five times as long. No matter what Diablo IV’s cast of characters tell you, you’re just a superhero born with an empty inventory and the desire to fill it.
The title of Blizzard’s latest action RPG hides what’s really going on: Diablo IV is a reboot. An unnecessary reboot, but one with a recognisable goal: to reconfigure the series’ strengths into a modern live service format that fits into the lives of players who probably have a handful of other games to play. Once you finish its campaign, its glorious depth reveals itself, but the overwhelming grind restrains the creativity in its intricate RPG systems.
Today’s prevailing live-service structure might seem to be a good fit for Diablo’s replayable co-op design, but it actually requires a huge structural shift. Diablo IV begins like a story-driven adventure, but it’s not until you finish the campaign that its best parts start to unfold.
MISERY BUSINESS
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A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
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SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
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PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
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THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios