If things had gone differently at Blizzard 10 years ago, we might've been playing a version of Diablo 4 with melee brawls akin to the Batman: Arkham series. I'm not even sure that idea sounds good on paper, but it didn't seem to work out in practice either because Blizzard eventually rebooted the project into the demon-slaying action RPG we have today.
In an excerpt from his book Play Nice: The Rise, Fall, and Future of Blizzard Entertainment on Wired, Jason Schreier tells the story of the Diablo 4 that never was. Fresh off of Diablo 3's Reaper of Souls expansion, director Josh Mosqueira spun up a team to work on a game that would've veered far away from the series' hack-and-slash identity.
This proposed Diablo sequel, codenamed Hades, took inspiration from the Batman: Arkham series and replaced the isometric perspective with an over-the-shoulder view. Combat would've been «punchier» and death would've been permanent. Apparently, Blizzard had so much trust in Mosqueira that it was going to let him completely change the shape of one of its most beloved series.
However, critical problems with the concept for Hades held it back. It was supposed to have close-quarters combat with slow-motion animations to give hits extra impact and also somehow do all of that in co-op. Nobody could quite figure out how to pull this off in a way that was fun to play and in a way that felt like the kind of Diablo game millions of people were expecting after Diablo 3.
The project fizzled out as Mosqueira stopped showing up to the office, leaving the small team on Hades to flounder. And then in July 2016 Mosqueira left Blizzard, which then led to the project's cancellation shortly after. But before it was rebooted into the Diablo 4 we have today, a team of developers held a game jam that helped spawn the necromancer class for Diablo 3.
Diablo 4 best mercenaries: Combat pals
Diablo 4 runewords: Make your own skills
Diablo 4 waypoints: How to fast travel
Diablo 4 loot tables: Best loot
Even
Read more on pcgamer.com