Since its very first announcement in 2019, Diablo IV has ignited infernal anticipation among players worldwide. In the past couple of weeks, we’ve had the chance to immerse ourselves in a preview build of the game and were ensnared by its exhilarating gameplay, sinister lore, and boundless replayability. Below is an interview we’ve conducted with the minds behind the game, shedding light on the depths of this highly anticipated hellish adventure.
Can we share any features or gameplay mechanics in Diablo IV that you believe will excite some of the longtime fans of the series?
Dorottya Kollo, Lead UI Designer, Diablo IV: I always like to kick it off with the classes, because of how in-depth we went with them. We created a lore to make sure that they’re not just classes, but you actually believe in what class you’re playing as. Like Druid, this is probably one of my favorites, they can talk with animal spirits, they can actually make an offering and get something in return so there’s that transaction. And I love the fact that other players if you are not a Druid, then you cannot actually see them and interact with them. Apart from classes the skill tree is something that we’re really proud of as we put a lot of effort into it. It looked extremely different six months ago. In general when it comes to lore and gameplay, giving players the opportunity to explore the world, to explore dungeons and strongholds.
Adam Z. Jackson, Lead Class Designer, Diablo IV: There’s a series of progression systems that I think a lot of long-term fans will enjoy. You start out with the skill tree, you start out with some very simple itemization, and then as you go through the campaign, you get more and more layers on top of ways to customize
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