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More demons, an odd spin on sumo, and some cryptics

Shortly after the Diablo 4 beta came to an end, Blizzard senior quest designer Harrison Pink took to Twitter to discuss one of the action role-playing game's cool narrative moments. I won't spoil it for you here, and

Diablo 4 doubles down on this, no doubt a response by the developers at Blizzard to the divisive Diablo 3, with all its colour and campy creepy crawlies. Diablo 4 is intentionally dour, intentionally depressing, intentionally dark and dank. Everyone you meet is suffering, every enemy desperate to make everyone else suffer even more. Even the"good guys" cause suffering, albeit under the cover of faith. At least the demons are up front about it.

Still, I found myself falling for Diablo 4's seriousness. It turns out I'm in the mood for something so morbid. This is not escapism, really. The virtual world of Sanctuary is not a place anyone would want to escape to! And yet I'm drawn to its crumbling towns and its stark snowscapes. Its corpse-filled dungeons and dimly lit churches compel me. Perhaps it's the remarkable detail around every corner, even those set within the sparsely populated settlements.

This is a clever idea, and makes for a game with a maddening feel - simultaneously tight to control and rather slippy when you're getting knocked around. It's also that rare twin-stick that makes you rethink what best practice is here. For many games, ever since Robotron, the twin-stick has been about stirring. Get outside of the centre and do loops if you can.

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eurogamer /  🏆 68. in UK

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