Like the Blizzard hits of old, Diablo 4 is a designer's game at heart, built on intricacy and depth. A sense of fearful overcompensation holds it back. Our Diablo 4 review:
We know it's worked out surprisingly well in terms of stability - some way better than Diablo 3 infamously did, although you'd hope for that - and we know the shop has remained true to developer Blizzard's word. You can only buy cosmetics there, nothing that impacts gameplay. They are very expensive cosmetics - 10 quid horse armour feels like a twisted reference to where it all began - but they are just cosmetics.
He's not wrong - like any good yuppie I've developed strong feelings about the Maillard Reaction - but where Diablo, and games like it, get a little sticky is when you think about the details. There's little consternation about digging into the mechanics of a perfect burger, evangelising its richness and fattiness and glutinousness, because ultimately you can finish a single cheeseburger and move on, your life in balance and your overall health intact. You can't finish a Diablo.
But that hiccup aside - phwoar. Diablo 4's environments are finely drawn to the point of near-excess, each dark little cobwebbed corner that you'll likely never visit as intricate when scrolled-into at maximum closeness as the game's grand altars and vast tapestries are from the usual distant view. Combat itself in Diablo 4 can be a delight, and it can also be a dirge, and the temptation is to blame this on the ugly grind. For the first 20, maybe 30 levels, you might feel a little underwhelmed, the promise of something better - loot, skills, abilities, combinations, battles, drama - always just around the corner, just out of reach.
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