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Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Diablo 4 is finally here.

In the midst of a tumultuous second quarter of 2023, a (formerly) leading company embroiled in various controversies defied all odds and released a highly-anticipated sequel to a franchise that still holds significant value despite its declining influence. At first glance, it may not seem like a wise decision, but the subsequent media ratings seem to contradict our predictions.

IGN gave it a score of 9, Gamespot gave it an 8, and PCMAG rated it 4.0 out of 5 – considering the franchise's history, these scores are commendable right out of the gate. Despite sounding a bit unusual, describing Diablo 4 as 'surprisingly fun' is likely to garner agreement from many who have played it.

Not only is it fun, but describing the launch of Diablo 4 as 'acclaimed and captivating' is equally fitting:

Just on June 12th, Blizzard officially announced that Diablo 4 had generated sales of $666 million in the first six days since its release. While this figure doesn't directly translate into the number of game sales (as it includes microtransactions as well), the label of 'Blizzard game that sets sales records' has already become one of the most notable commercial milestones for Diablo 4 at this stage.

In addition, looking at the series of numbers released by Blizzard, players' enthusiasm for Diablo 4 remains remarkable: Within just 6 days of its launch, players worldwide have already invested a staggering 276 million hours into the game; while slaying 276 billion demons, they've also died a staggering 316 million times. Despite the countless learning curves and mechanics to explore, there are still 163 players who have reached the highest level in the hardcore mode of 'permadeath.' Judging from its initial performance, Diablo 4 is undoubtedly one of Blizzard's standout games in recent years.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

However, while enjoying the game, many longtime players of the Diablo series often have an additional comment to make about their experience with this new installment, starting from the very moment they got their hands on it:

The amount of new content is indeed significant... but do these new elements really need to be present in the 'Diablo' series?

While Diablo 4 is undoubtedly fun to play, there seems to be some controversy surrounding whether it truly carries on the essence of the "Diablo" IP and revives its glory. From the perspective of series players, how should we ultimately evaluate Diablo 4?

For the game industry, what does "Darkness" or "Diablo like" really mean? If "Diablo 4" no longer carries this essence, where should "Diablo like" go?

A wonderful first impression

For many loyal fans of the "Diablo" series, especially those who returned to the franchise with the remastered version of "Diablo II," the initial experience of playing "Diablo 4" indeed has a unique flavor to it.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

On one hand, unlike previous installments where the focus was on introducing unique character classes, "Diablo 4" takes a different approach when it comes to player character selection. The available character classes in the game can mostly be traced back to their prototypes from the previous titles in the series. The Barbarian and Sorceress need no introduction, and the Druid and Necromancer are familiar faces to "Diablo 2" players. As for the Rogue, it is a heartwarming reunion for many seasoned players who have journeyed through the Tristram dungeons in the original "Diablo" game for the past 25 years. It's a welcome return indeed.

Despite the differences in design philosophy and initial impressions, we can still find countless familiar elements in these well-known characters. The Barbarian's Whirlwind, the Druid's shapeshifting abilities, and the Necromancer's skeletons and bone spears—all these visually recognizable features significantly reduce the learning curve of "Diablo 4." Even long-time players who have been away for a while can quickly rekindle the nostalgia and recapture the feeling they had years ago.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

However, despite the initial sense of familiarity and excitement in the first half hour of gameplay, there may be some surprising elements that deviate from the traditional "dark" atmosphere of the franchise. This raises the question of why this divergence exists.

However, what we feel is what we feel. After half an hour of our interest-filled start, along with the "familiar taste", there are some less "dark" tastes... What's going on?

However, with "Diablo 4," everything seems to be different:

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Putting aside details like character customization, after the official start, the plot of "betrayal and conspiracy of the ungrateful masses against the protagonist" in Diablo 4 does give a strong impression of "can this even work?" for longtime players of the Diablo series, especially fans of Diablo II. Subsequently, a series of investigation and flashback plots further reinforce the initial impression of "this doesn't feel like Diablo" for those enthusiasts who enjoy the fast-paced action of grinding. Although the Diablo series has always incorporated plot CG scenes to create atmosphere, and Diablo III significantly emphasized the narrative, it raises the question for many dedicated "I play Diablo just for the thrill of grinding" players: Does all of this still hold meaning?

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Certainly, as the game progresses and players level up, engage in more loot farming, they witness the increasing length of affixes on their gear, and the effects become more spectacular. With the accumulation of skill points and the development of character builds, many "hardcore Diablo players" who disregard the plot gradually regain the feeling of "this is Diablo"... except for one exception: the growing number of players they encounter.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

In the minds of many veteran players, the impression that Diablo leaves is always intertwined with a somber, dark, and lonely atmosphere. It is undeniable that multiplayer gameplay has been an integral part of the Diablo series since its inception. However, it is during the quiet nights, when one sits alone in front of their PC, delving deeper into the underground cathedral of Tristram, that the true essence of Diablo is experienced for many old-school players. After all, in an era with internet speeds below 30K, let alone battle.net, online gaming was a luxury. The solitary single-player experience was the true early "Diablo" melody in our hearts.

Even after the introduction of Diablo II, despite the expansion of map scenes and the improvement of multiplayer systems (at least no more dropping items on the ground for trading), the "solo journey of the MF (Magic Find) player" remains a highly valued core experience for many passionate fans of Diablo. Compared to the narrative that can be easily overlooked, this "lonely romance" is the profound memory that the classic game IP of Diablo, as a game of the previous generation, has left on an emotional level for a whole generation of players.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

It is precisely because of this that when these veteran players gear up and embark on a new adventure in Diablo 4, the increased sense of presence in the story brings them a slight sense of confusion. However, it is the unexpectedly bustling town center that truly leaves them at a loss. They wonder, "I didn't choose multiplayer, I just wanted to quietly relive the classic essence of Diablo on my own. Is that too much to ask for?"

Has the essence of Diablo truly changed?

The unforgettable old flavor of Diablo.

Although it has become one of the most common templates in today's gaming industry, going back to its early inception, it is not an exaggeration to define Diablo as a game that "defied conventions and norms."

During the late 20th century when personal computers started gaining popularity, Western-style fantasy RPGs, which captivated European and American players, always gave outsiders the impression of being "deep, enjoyable, but complex and challenging to know where to start."

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

The classic tabletop role-playing game (TRPG) like "Dungeons & Dragons" can be considered the foundation of this impression. In the 1980s, a series of electronic role-playing games (such as "Ultima") represented the golden age of PC gaming and further solidified this stereotypical image. Undoubtedly, this "hardcore exclusive" concept was a boon for many seasoned players who transitioned from pen-and-paper RPGs. However, in doing so, how can we expect these products to expand their audience and tap into new markets?

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Indeed, it is because of this that the original Diablo, released in 1996, became an annual surprise masterpiece in the global PC gaming industry and among PC players. By discarding the "essence" of traditional Western RPGs and reshaping itself into an accessible and instantly playable experience, Diablo, an unknown game at the time, achieved remarkable success.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Despite its unassuming appearance, the game design of the original Diablo was much more intricate than the initial impression suggested. It featured three distinct and easy-to-understand character classes, allowing players with different preferences to quickly choose a class based on their personal taste. Moreover, there was no need to worry about traditional processes such as allocating initial attributes - all we had to do was give our character a name, and we were good to go.

Once inside the game, even if one couldn't understand the English text filling the screen, it didn't matter. All we had to do was start from the town church and make our way down, killing everything that moved and could attack, occasionally bringing back quest items that couldn't be sold to the town for rewards. Apart from not being strong enough to continue exploring deeper into the dungeon, Diablo had no puzzles or pitfalls that could cause players to get stuck. This is why there were so many players in China who enjoyed the game despite the language barrier. The clear game progress and the visible growth of our characters, such as knowing how many levels we descended today, were obviously the main reasons.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

In addition to that, as the groundbreaking first entry in the series, Diablo made its greatest contribution by establishing a core concept that would profoundly influence the entire series' development:

The centralization of equipment.

Despite the inclusion of convenient items like attribute growth potions, the base attributes of characters in the original Diablo had clear limits. In other words, no matter how many points a warrior invested, they could never surpass the intelligence of a mage. Similarly, it was impossible for a rogue to have a longer health bar than a warrior. To compensate for these inherent limitations and to overcome the differences between characters, the only method available was to "rely on equipment." This singular core element of Diablo I was straightforwardly presented to the players.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Even by today's standards, Diablo's equipment design still possesses memorable highlights. Take the renowned Constricting Ring as an example. On one hand, this ring almost permanently solves our spell resistance issues. On the other hand, the constant loss of health (1.25 points per second) when worn means that physical damage from monsters becomes a greater concern. It is through the principle of trade-offs in design that Diablo's equipment system acquired its unique charm. The first Diablo game achieved global popularity and spawned countless imitations because of its ingenious design concept based on a single dimension. Its contribution cannot be overstated.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Indeed, it is not just limited to the first installment. Even in Diablo II, which is considered the benchmark of the series, the core appeal can be traced back to the fundamental concept of "equipment-driven" gameplay established by the original Diablo.

The introduction of the socketing and crafting system in the original game was just the beginning. In the expansion, Diablo II perfected the concept with the addition of rune words and the "equipment granting skills" design. These elements can be seen as the key factors that propelled Diablo II to the pinnacle of exemplary gaming. From the system of determining equipment level based on name color and the unique functionality of high-level gear, to the random variable values determining the quality of items with the same name, as well as the collection and use of materials to craft powerful items, many standard designs found in today's MMORPGs can trace their origins back to Diablo II. The foundation of this prototype was already established as early as 1996.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Even when playing alone, the experience of watching one's character gradually grow stronger, like building a tower block by block, is a key factor in the enduring popularity of Diablo (especially Diablo II) to this day. However, even with this in mind, when Diablo III finally arrived amidst high anticipation, with designs that aimed to further reduce the difficulty of character progression and enhance the sense of presence of equipment and items, the long-time players who tirelessly pursued the thrill of grinding finally showed signs of weariness.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

The visual designs of equipment and the special effects of items in Diablo III are far superior to the 640x480 resolution of the first and second installments of Diablo. The more convenient trading system also allows us to easily find new equipment that suits our preferences. Even the numerical values displayed on the screen surpass those of all the previous games by a significant margin. However, despite the visually impressive and visually superior "equipment-driven" nature of Diablo III compared to the rough appearance of Diablo II, there is still something lacking in terms of the overall experience.

When damage numbers on the screen start jumping around with a string of zeros, the trade-off between functionality and numerical values becomes predictable. The fact is that the hasty decision to simplify the equipment system of Diablo II, which some deemed overly complex, and to rely on ever-increasing numbers to lure players into the game, proved to be a short-sighted and misguided approach. It was merely a temporary solution to quench the thirst for simplicity.

Is the classic taste of the old IP "Diablo" really irreversible?

But hard to return? not necessarily

When an outstanding game IP gives rise to a highly acclaimed original prototype, it is inevitable that a flood of imitators will follow suit. Diablo is no exception. For these imitators, since the foundation of the prototype is already solid enough, the most logical approach to further capture market share is to explore "differentiation" on top of that foundation. Over the past 30 years, there have been numerous games that have tried to emulate the essence of Diablo, and those with some experience in gaming are well aware of this. While most of them can be dismissed as mediocre attempts, there are indeed exceptional works where we can find unique highlights:

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

For example, "actionability".

Limited by hardware capabilities and the original design concept (the earliest design of Diablo was actually a turn-based game), despite adopting real-time mechanics in form, the actual experience of the first Diablo still gave us the feeling of a "visibly segmented turn-based cycle." There remained a noticeable difference from true action games. As a result, many development teams started gravitating towards an "action-oriented" approach. One prime example is the release of "Revenant" in 1999:

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Compared to the equipment-focused gameplay of Diablo, the design of being able to unleash various moves at different distances using combination keys in "Revenant" gave the game a more action-oriented feel. However, despite receiving generally positive reviews from players who took the time to experience it, the market performance of the game was abysmal due to factors such as hardware requirements and replayability. The development of an action-oriented approach for the Diablo franchise seemed to hit a dead-end at that time.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Another example is the "multiplayer team-based game in a single-player environment" mode.

Indeed, challenging seemingly unbeatable enemies alone is truly the essence of Diablo's experience. However, since there were multiple character classes available, it felt like a missed opportunity not being able to experience them all at the same time. To compensate for this, "Dungeon Siege" emerged in 2000, aiming to fill this void:

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Due to its association with Microsoft as the publisher, it's likely that many people have either experienced or at least heard of "Dungeon Siege." This game, which featured freely zoomable 3D maps, terrain designs with noticeable height variations, and the ability for players to freely assemble a party of adventurers with different classes, gained significant popularity around the turn of the century (of course, the game's popularity in China also owes much to the support it received from certain media outlets at the time). If not for the early closure of Gas Powered Games, the developer, due to various complex reasons, it's difficult to predict how far the series could have further developed.

In addition to the aforementioned series that excel in a single dimension, there have been numerous other games that have taken inspiration from Diablo and expanded on its legacy over the past 20 years. From "Path of Exile" to "Torchlight," from "Titan Quest" to "Grim Dawn," there are plenty of "Diablo-like" masterpieces that have captivated the hearts of experienced players. However, if we were to single out one representative example of a game that carries the torch while going above and beyond, many would likely choose the same answer:

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Yes, Path of Exile

Back in 2013, during the open beta testing phase, many players who had limited funds but plenty of free time (typical examples being college students) realized that despite its unremarkable visuals, mandatory online connectivity, and unknown time commitment, if they persevered, this game had the potential to rival Diablo II. Path of Exile, with its character builds, equipment magic-find mechanics, and the unique currency system that served as the foundation for trading, reached unprecedented heights. Setting aside the issues of completeness and balance that were addressed through post-launch maintenance and updates, those who saw the sprawling panorama of the skill tree (or rather, web) in its early days would often have the same awe-inspiring reaction.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

For those who have never been exposed to "Path of Exile" and are currently keen on "Diablo 4", seeing this, it must not be difficult to understand the dilemma that this classic IP is facing today:

The path of "MF (Magic Find) supremacy" reached its pinnacle in Diablo II, as evident from the recent release of its remastered version by Blizzard Entertainment. However, when it comes to exploring other seemingly promising directions, the entire gaming industry, including Blizzard, has been experimenting over the past 20 years. Those who remember the early design of the Monk in Diablo III can understand the efforts Blizzard made to move towards a more action-oriented direction. However, the ultimate results proved that both technically and in the market, the heights reached by the first two Diablo games were almost the optimal solution in the hack-and-slash genre. Furthermore, even within the known viable product directions, more extreme successors emerged to further carve out their own market share. The response to the Diablo II remastered edition may not have been as awe-inspiring as expected because players have more choices than ever before. The gaming landscape has expanded, and players' preferences have diversified, leading to a decreased focus on the Diablo franchise alone.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Indeed, as time progresses and the gaming industry evolves, the scale of the electronic gaming market has vastly changed compared to 30 years ago. In addition to the popularity of the "easy-to-pick-up" single-dimensional games, there has been a resurgence of more traditional classic Western RPGs in recent years, which has resonated with many players. This demonstrates the increasing diversity of the gaming market's audience. As players gradually become more receptive to higher learning curves in classical RPGs and more complex games like Path of Exile, the Diablo franchise finds itself in an awkward position in-between. However, since the IP is still alive and the series needs to continue, the upcoming sequel must carry on. So, what can be done? Perhaps extracting the highlights from those "Diablo-like" games and incorporating them into the framework can help fill the content gaps and revitalize the franchise.

Is Diablo 4, which seems less 'dark' than its predecessors, actually a good game?

Therefore, in Diablo IV, compared to the previous installments of the series, we see more influences from the genre that Diablo helped shape over the years. While there are certainly elements that impress us, they alone are not enough to redefine the entire genre. Diablo IV leans more towards building upon the successes of its predecessors, surpassing Diablo III. It incorporates various elements borrowed from other game genres, such as enhanced storytelling, to create a Diablo IV that feels different from its predecessors, less dark but still within the realm of what fans expect. This evolution feels like a natural progression for the series.

Indeed, while it may be disappointing for the gaming industry as a whole, for Blizzard itself, delivering a game of above-average quality and demonstrating their ability to create great games is the fundamental value of Diablo IV. From that perspective alone, Diablo IV can be considered a worthy purchase. As for the future of the "Diablo-like" genre, truth be told, the framework design that deconstructs traditional Western RPG structures does not necessarily have to be limited to the ARPG representation of Diablo. Games like Borderlands, which exist in different genres, have already proven that "non-Diablo-like" games can still be enjoyable to play and have their own fan base. Therefore, the question of whether "this is not Diablo" is a crucial topic determining the fate of the genre has long been answered – the truth is already clear.

After continuous growth, it is broken into parts and seamlessly integrated into other game types from a single vertical category. This kind of exuberant vitality is the real value of "Diablo Like" for the game industry.

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