Blizzard promises there's more to come from Diablo 4's dungeons. While they are "intentionally" designed to have continuity with each other, game director Joe Shely says there's plenty outwith the beta players are yet to see.
To get you up to speed, many who played the early access beta found the dungeons repetitive in design. Progressing through many requires finding items, such as a door key. Backtracking for one you missed feels inevitable, then, though the lull in action it creates can feel tedious (opens in new tab) - the maps are large, so it can take a good few minutes, and each room stays empty once you clear them of enemies. Others, meanwhile, found the dungeon layouts too linear (opens in new tab), pining for something labyrinth-like instead.
Speaking to GamesRadar+, Shely says that the beta only covers one of Diablo 4's five zones, Fractured Peaks. That's roughly 20% of the overworld, so there's plenty yet to see.
"So, when you think about the whole world, you've got over 100 dungeons, vastly more than you're seeing within Fractured Peaks," he says. "When we designed the dungeons for Diablo 4, we intentionally wanted each dungeon to have some continuity with itself. Meaning that you're not just going into a portal and finding a big pile of building blocks that we're putting together.
"That can be very fun to do. If you look back at Diablo 3's Greater Rifts, that's what we were doing, and Diablo is very well suited to that. But, we wanted [Diablo 4's] open world to have dungeons that existed in a place with some identity to them."
Shely goes on to explain that the way you interact with dungeons changes as you progress through the game. During the early game, you'll have the Renown system to show you what
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