The demonic theme of Diablo has never been so fitting, since there is something distinctly Faustian about forging a pact with Diablo Immortal. In this free-to-play version of Blizzard’s landmark ARPG, designed for mobile devices, the series’ propulsive combat and fantasy Met Gala is adapted to smaller screens and a simpler interface. But it is fatally compromised both ethically and in play by a cynical business model.
Taking place between the events of Diablos II and III, Immortal sees you travelling the land of Sanctuary seeking MacGuffins known as ‘Worldstone shards’, which must be found and destroyed before the demon Skarn can get his talons on them. Assuming the role of one of six classes, you arrive at the beleaguered town of Wortham for a rendezvous with the series’ omnipresent sage, Deckard Cain. These opening hours are an intense power trip: you’ll level up your character a dozen times in the first hour alone, unlocking a brace of foundational skills and kitting yourself out in some impressive starter equipment. Functionally, the game is closest to Diablo III, although the progression path has been simplified. Each character can unlock two types of basic attack, while individual abilities evolve automatically as you level up.
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