EDGE

DDiablo IV

The original loot-chaser returns to its infernal roots

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PC, P PS4, Xbox One

There are no clean victories in Diablo," Diablo IV executive producer and Blizzard co-founder Allen Adham tells us. “The world is not your typical clean world where the good guys always win and evil is always vanquished.” He’s not wrong: the demo we play is grungy with blood, pus and other assorted bodily fluids. Within the space of 20 minutes, we see a cursed young boy choke to death on his own vomit, the reanimated corpses of waterlogge­d humans pushing their faces through the mud and a Druid rip a rotting corpse in half like so much wet tissue paper. It may still have that distant, isometric camera keeping you above the action, but

Diablo IV wants to make you feel like you’re right in the middle of the fray.

“What people did like about Diablo III, we’ve still got in here,” senior producer Tiffany Wat says of the carnage. “There’s hacking and slashing and blood flying everywhere – we’ve updated our engine so we’ve got layered animations and death kits which means that, depending on how you kill monsters, that’s how their body falls apart.” Delightful – for die-hard Diablo fans, at least.

Diablo III was a tad controvers­ial among seasoned demon-slayers. Its bright, popping colours, generosity with loot and (relatively) cheerful dispositio­n somewhat alienated those players who came to the game hoping to be horrified, bullied and beaten senseless. People stuck around for the combat, more dynamic and intuitive than ever, but were left cold by the world.

‘Classic’ Diablo, as any fan will tell you, attracts true gaming masochists. Luckily for them, Blizzard is feeling much crueller these days. “If you decapitate enemies, heads fall off. If you’re a Sorceress using a flame spell, you just roast all the meat off their bones. Or you can freeze them and see them shatter into a million pieces,” Wat enthuses. Even when observing from our God’s-eye view above the action, we feel like we’re down fighting in the trenches with our charges. The new engine Blizzard has devised from the ground up for this game layers on a day-night cycle and weather effects; new lighting tech means that if it starts to rain during battle, light bounces off the rippling puddles accumulati­ng around you. The intense, challengin­g combat of III is now back where it belongs: in the kind of dark, brooding world that inspired so much dread in Diablo II.

“One of the challenges we had in making this game was staying true to Diablo, Diablo II and Diablo III while pushing what all of those games stood for to the next level,” Adham explains. “But I think we managed it – look at what we’ve done with the class refreshes. We took the Druid from Diablo II but brought it back even better. Now he’s flanked by wolves, and shapeshift­s into the werebear, the werewolf. And because it’s Diablo, we dial it all the way up to 11, too – we have shapeshift­ing, but we also have crazy nature spells to complement that.” True to Adham’s words, our time with the Druid leaves us giddy: we tear through the undead as a slavering bear, but can also cast a spell that summons wind so ferocious it pulls their skeletal bodies limb from flayed limb. We feel overpowere­d, as you would if you could turn into a bear at will – imagine the pub fights you’d win – but, crucially, not immortal.

The skill rune system from III is gone, with the systems from earlier series entries returning, letting you improve your abilities (and they’ll gain new effects through levelling up) by spending points. Layer the more social MMORPG setup on top of that – while dungeons will still be private instances you share with friends, Diablo IV features sharedworl­d events that pit you alongside strangers in battles against bosses – and you’ve got a game positioned to take on anything from Destiny 2 to World Of Warcraft.

“The implicatio­ns of this big, social, connected open world… that’s something you’re going to understand more as you play,” teases Adhan. “The tech that allows us to run a massive open seamless world, and what that allows us to achieve, is an order of magnitude greater than anything we’ve ever done in Diablo before.”

“Depending on how you kill monsters, that’s how their body falls apart”

 ??  ?? Developer/publisher Format Origin Release
Blizzard Entertainm­ent PC, PS4, Xbox One US
TBA
Developer/publisher Format Origin Release Blizzard Entertainm­ent PC, PS4, Xbox One US TBA
 ??  ?? The Barbarian, Sorceress and Druid have been announced so far – but you can expect more character classes to come. We’ll be amazed if a Paladin/ Crusader-type doesn’t appear
The Barbarian, Sorceress and Druid have been announced so far – but you can expect more character classes to come. We’ll be amazed if a Paladin/ Crusader-type doesn’t appear
 ??  ??
 ??  ??
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 ??  ?? TOP The first boss we encounters, the Seahag, is a waking nightmare of turgid flesh. Nice.
ABOVE We’ll be returning to Kehjistan to battle with the Fallen once more.
LEFT The focus is on multiplaye­r again, and assistance will be very welcome when facing bosses such as this one in Scosglen
TOP The first boss we encounters, the Seahag, is a waking nightmare of turgid flesh. Nice. ABOVE We’ll be returning to Kehjistan to battle with the Fallen once more. LEFT The focus is on multiplaye­r again, and assistance will be very welcome when facing bosses such as this one in Scosglen
 ??  ?? TOP Playing as the Barbarian is a violent, heavy experience, with plenty of bone-crunching foley.
ABOVE The Dry Steppes is just one biome in the game – the devs are determined to make Sanctuary a living, breathing, and varied world
TOP Playing as the Barbarian is a violent, heavy experience, with plenty of bone-crunching foley. ABOVE The Dry Steppes is just one biome in the game – the devs are determined to make Sanctuary a living, breathing, and varied world

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