When it comes to an action-RPG like a Diablo, there are so many elements in play that getting a sense of it all piecemeal or a bit at a time is the ideal way to go.īut, there’s also the matter of presentation. ![]() To get a feel for the pacing, the early progression, the loot, the combat, the flow. With early access to the Technical Alpha, and once again rolling a Demon Hunter (natch), there’s just nothing quite like getting to experience an action-RPG from the get-go. ![]() Plus, it had that level of polish or style that is pure Blizzard. It felt like an extension of Diablo III, both in terms of look and feel.Ī sigh of relief that was. Getting to play Diablo Immortal back when events like BlizzCon could happen in person, the touch controls and overall focus on action did a lot to dissuade concerns. Semantics really, or as they say in a game of racquet-ball, an unforced error. Which came about when Blizzard made the error of announcing its existence prior to the big Diablo IV reveal last year. Diablo Immortal has had something of a dark cloud surrounding its development, at least in terms of perception.
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