It’s impossible to talk about Diablo Immortal without mentioning the moment that’s defined it for years. When the game, which launches this week, was announced at Blizzcon in 2018, it was met with a hostile reaction from attendees. During a Q&A, one fan asked if the game would be available to play on PC. When principal game designer Wyatt Cheng confirmed it would be a mobile exclusive, the crowd booed prompting Cheng to drop a confused response that now has its own Know Your Meme page.
“Do you guys not have phones?” he infamously quipped.
I don’t bring up that moment to mock Cheng. In fact, he might get the last laugh after all because Diablo Immortal is an excellent mobile game — and that’s because of the very thing fans booed it for. By creating a mobile-first experience from the ground up, Diablo Immortal avoids the traps that so many small-scale adaptations of big games tend to fall into — though its excessive microtransactions are sure to leave some feeling justified about their long-standing skepticism.
Diablo Immortal’s most impressive accomplishment is that it doesn’t feel like a spinoff. It’s a full-fledged Diablo experience with a lengthy campaign, full voice-acting, several activities, and a deep endgame. If you don’t play a lot of mobile games and still think of them as match-three puzzlers where you have to pay money to get more lives, you’re in for a major shock. This is a PC or quality console release on a small screen.
In fact, I might prefer Diablo Immortal to the mainline series. That’s largely thanks to the game’s pace and intuitive control scheme, both of which make excellent use of its mobile framework. Since the game is made to be played on the go rather than during long PC sittings, quests and
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