We have had the opportunity to play Diablo IV at length. After two weekends of open beta, the last of them for all users worldwide, Blizzard’s game is closing its doors until it launches next June. And yes, we’re incredibly looking forward to getting our hands on this one.
While that moment arrives, you have time to read two articles: the first one is our impressions of the game during the opening hours, and the second one is the 5 big changes that improve the saga.
Finding items in Diablo is always one of the most fun things this world can provide. You loot, you find something that interests you and you decide if it’s interesting to exchange it for the one you have equipped. That’s how it is, let’s not deny it. Now, the upgrade system that Diablo IV has is a marvel.
With a little bit of gold we can advance the weapons or objects that we have in the inventory. It is still profitable to explore the map, of course, but now it is possible to progress in a simpler way, compared to Diablo III, with our equipment in exchange for a sum of money. This is perfect in case we don’t find anything interesting in the map, so we are happy for its simplification and deepening in equal parts.
Major skills branch
In our impressions we already said so. In Diablo III the skills behave in a more “prefixed” way, that is to say, the variations are not so palpable. However, in Diablo IV this changes a lot, since this is what the designers have sought in a premeditated way.
Now there is a very complete skill tree, each one more varied. This means that, for example, if you are playing with the rogue like me, your gameplay will be different from mine. Each skill provides a way to understand that universe and, therefore, to face it. It’s doing more with the same tools.
Diablo IV can’t hide the fact that it has taken inspiration from dozens of MMORPGs, and good proof of this are the temporary World Bosses. In the beta we have already been able to enjoy one of them, Ashava. In short, these creatures appear only at temporary moments and you need a large number of players to be able to kill them, as well as concentration and patience.
The entrance of this type of enemies -not “final” bosses, be careful with the difference- gives a plus to the game itself. It’s not just that they only appear at specific moments, but that you will need a very high level of cooperation if you want to defeat them.
While Diablo III already introduced this concept, now with Diablo IV it has been expanded too much. We are talking, of course, about world events or live events, those that appear randomly in the scenario and that the player decides whether to complete or not. If the answer is yes, the player will receive juicy rewards.
In this sense, Diablo IV once again follows the same path as the MMORPGs we were talking about before, where this type of situation is normal and forms part of the idiosyncrasy of the game.
The last aspect where we believe that a good leap has been made is in the level design. Diablo has always been characterized by having very well elaborated scenarios, but in Diablo IV each route is more interconnected than ever. In addition, to this we can add all the existing sub-dungeons, which give a greater variety to the game.
If the level design in Diablo has always been worthy of praise, Diablo IV may be the best in the series. And this are big words.
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