Diablo IV is finally upon us, the latest game in this defining series bringing with it a lot of changes, from a darker tone and less of the wrestler-style monologuing from the villains to verging on being an MMO in some ways and being set on a map that no longer leans on procedural generation. Having now completed the main Diablo IV story, had a taste of the endgame and even found a few Uniques, it’s time for our final verdict.
Update: This updated article is now our final, scored review of Diablo IV.
To start with, there’s five whole classes to choose from at this game’s outset – Barbarian, Necromancer, Sorcerer, Rogue, and Druid – with large skill trees that give a ridiculous amount of options when it comes to tailoring your chosen character to your playstyle, though with skill runes having far less impact than in Diablo 3.
They all feel great to play as, but have fundamental differences and styles. My Necromancer – my main class, as ever – has a small squad of up to eight undead minions (and a golem), handles very differently to the Sorcerer I played as during the beta, who teleports around and unleashes salvos of elemental magic like a high-level raid boss.
Diablo IV looks unerringly gorgeous as well, whether you’re in a macabre, bloodied dungeon or a desert of red sand, it’s really beautiful. Performance on PS5 is practically perfect as well, with a grand total of three frame rate stutters through the weekend, each of which was triggered by using a viewpoint, where the camera zooms and swoops to get a nice view of the level ahead. These honestly look so good I wished I could remove the UI and screenshot them to use as a wallpaper.
My only criticism is that cutscenes don’t take advantage of this visual finery. There’s
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