By pulling the camera in closer for both combat encounters and cutscenes, this is a dungeon crawler that demands you take a front row seat.
By Steve Watts on
The dungeon crawler genre that Diablo helped to trailblaze is not known for getting up close and personal with its characters. The overhead perspective and point-and-click control scheme have lent us a role as dispassionate observers, watching a diorama of mankind's struggle against the hordes of Hell. Diablo IV is different. It pulls you in close and demands you take a front-row seat, and it makes a massive difference in how the game feels and plays.
This is most immediately apparent in one of the earliest cutscenes featuring your hero. After doing the heroic thing and clearing out a dungeon full of demons, you return to a small village that asks to celebrate with a good drink. The camera pulls in close to watch as your created character, looking just as well-crafted as any of the NPCs, grows dizzy and passes out. The crowd murmurs and quiets itself, another villager comes prepared with a stretcher, and you quickly get the sense that this was always the plan.
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