Killing monsters just never gets old in the Diablo games. The feel-it-in-your-bones punch and kinetic energy of combat has always been one of the series’ strongest attributes, and Diablo Immortal proudly continues that tradition on iOS and Android devices (and PC, though that version isn’t available at the time of this writing). It also looks set to continue the tradition of near-neverending gameplay, in which the meaty campaign is just a starting point, giving way to dungeons to run, higher-difficulty levels to ascend, and endgame systems in which to take part.
My verdict on whether it succeeds on all those fronts will be some time coming, however, as the early access review version I’ve spent the last week playing was really only a taster. After all, it’s hard to judge a game with MMO aspirations amongst an extremely limited pool of players and an impending progression wipe ahead of launch. Even so, after playing a Demon Hunter (one of six classes at launch) up to level 50, Diablo Immortal has done a great job of scratching my demon-slaying itch. So stay a while and listen to my thoughts so far.
Somewhat to my surprise, I’m a big fan of the touch controls. What Diablo Immortal’s virtual buttons lack in tactility they make up for in versatility, with the ability to easily move your character and aim skills separately, twin stick shooter-style. It’s certainly not as pixel-perfect as using a mouse and keyboard, but suits the initial PVE gameplay really well, where the macro strategy is more important than the micro. The flow of combat for my Demon Hunter was all about utilising a combination of AOE, targeted damage, crowd control and evasive moves, and juggling the cooldowns and recharges on each. With the primary attack
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