While continues to gain momentum with its latest season,, one of the original creators of the series seems to think the entire genre of ARPGs is not what it used to be. The dungeon crawling, hack 'n' slash adventure has roots leading back to the original from 1997, but has evolved and grown over the years. In many ways, the core dynamics of the game have stayed the same, with a dark story and mobs of enemies that can quickly overwhelm a player, but much has changed.
Although 's review of looks favorably on the game, the creator of the original games may have a different view. David Brevik, who worked on both and before leaving in 2005, was recently interviewed by the, and doesn't seem happy with the modern takes on the series or genre. Brevik states in the interview, «I just don't find killing screen-fulls of things instantly and mowing stuff down and walking around the level killing everything, very enticing. I just don't feel like that is a cool experience. I find it kind of silly.»
The article from states that Brevik's feelings apply to not only the ARPG genre, but also MMOs, with players having to just rush to the endgame content and not forming an immersive connection with the story and their character. Over the years, games have leaned into that rush but forgotten about the importance of the journey and full experience, instead encouraging players to speedrun.
«How fast can you level? How fast can you kill everything? It's all about speed and things like that, but, in reality, I just think that makes a kind of worse experience. And I tend to shy away from that direction.» — David Brevik
Although there is still plenty of story content in, it can be argued that the game is less focused on story and more about killing hordes of monsters, as Brevik points out. Even the change to allow players to jump straight to Season content without completing the main campaign of the game emphasizes this fact, taking away from any need to know why players need to kill these
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