Ever since Diablo II dropped in the summer after I finished eighth grade, I’ve been a fan of the franchise, blown away by its endless replayability, scope and grimdark European fantasy visuals. When I first heard Diablo IV was in development, I got really excited.
While I wasn’t the biggest fan of Diablo III at launch because of the change in visual style and its dumbed-down character progression, Diablo’s dedicated community lived on and the late-stage rifts and seasonal content helped get me back into playing the game cooperatively with friends.
When the Diablo IV teaser trailer first appeared, I was cautiously optimistic. While it didn’t showcase actual gameplay, it seemed to be a return to the darkened tones and dismal world of Diablo II . It was a visual style that I craved would be present again. I played the beta when it released as well and I was impressed with how fluid the combat felt and how vast the world seemed. All early signs pointed to a great game.
It has pulled me into its endlessly lootable, explorable, character building world. However, something about this go around seems a little too familiar and I’m not just talking about the call-back homages and nostalgic easter eggs. Diablo IV feels insanely repetitive.
Granted, dungeon crawlers always have an element of repetition. They’re designed to be all about the endless quest for better loot, more money, upgraded equipment, and cosmetic customizations. However, those elements have nothing to do with why it's repetitive–it’s the lack of diversity.
Diablo IV boasts over 150 dungeons and a largely level-scale-based world that allows you to tackle side objectives and exploration in almost any order you choose. That’s a staggering number
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