Exploring Diablo IV: A Deep Dive into the Campaign and Gameplay
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Chapter 1: Overview of Diablo IV
After completing the campaign, I found Diablo IV to be far more extensive than I initially anticipated. It’s understandable, given that it's a 2023 open-world release designed to encompass everything one would expect from such a genre, while also integrating numerous live service features for future updates.
Surprisingly, it took me about two weeks to wrap up the storyline. Admittedly, I didn’t spend all my free time gaming, and I’m not particularly interested in having my name etched on that peculiar Lilith statue intended for hardcore mode players, although I do plan to eventually develop a hardcore character. My free time post-launch was predominantly devoted to finishing the story on the challenging world tier 2 setting, alongside a substantial amount of side quests. I completed the game just as I reached the initial soft level cap of 50, which also unlocked the next tier of Paragon levels.
This installment marks a significant shift from the narratives of previous games, diving into lesser-explored aspects of the lore while simultaneously serving as a gentle reboot for new players. Below are my spoiler-free impressions after two weeks of gameplay on PC as a rogue, along with some time spent as a Druid on Xbox and a Barbarian on PS4. While I’ll discuss certain design elements in broad terms, I will not reveal any specific story details.
"My Notes" is a casual series I maintain, offering a more informal reflection compared to a traditional review or in-depth analysis. It serves as a text-based podcast, capturing my immediate thoughts on a game. You can find the previous entry in this series here.
Chapter 2: The Importance of Mounts
The world map in Diablo IV is enormous, making traversing it on foot a tedious task. Initially, the pathways are quite limited, guiding players down specific routes, but they expand as you venture into the later zones.
The game's marketing heavily emphasized the inclusion of mounts, and the in-game store offers various costly cosmetics for them. However, players must first complete the first three main questlines to gain access to horses. Once unlocked, mounts become available for all characters on your account, which seems a bit peculiar.
This design choice appears to reflect a conflict within the development team. It seems that some team members wanted players to experience the world on foot for a while, so finally earning a horse would feel rewarding. Conversely, other developers may have found this approach frustrating, leading to the decision to allow mounts on all characters after just one completion.
While it does add a layer of convenience, it lacks narrative coherence. Unlocking a mount on one character shouldn't automatically grant access to others right from the start. Moreover, early characters shouldn't realistically have mounts available.
Nevertheless, riding a horse is a joyful experience that enhances exploration in this vast world. If it were up to me, I would have allowed players to access mounts after finishing any of the initial questlines, while requiring the unlock process for each character to maintain narrative integrity and replicate the sense of achievement associated with obtaining a mount.
The ability to gather items and crafting materials while mounted is fantastic. Each class also has a unique "leap" attack that temporarily dismounts the horse. Plus, you can dash through enemy encounters you wish to avoid, making the horse a valuable asset, especially if you're feeling overwhelmed by the game's scale.
Chapter 3: Narrative Challenges in an Open World
Pacing a story within an open-world framework poses unique challenges. Developers cannot predict when players will engage with the critical plot points, leading to a lack of urgency in the narrative. Still, characters must act as though there's a pressing need to move forward.
Many key story moments end with characters saying, “I’m heading over there now; join me when you can,” before walking away. This design allows players to dive into countless side quests and optional dungeons, yet it's often amusing. It’s as if the game acknowledges the player's potential distractions: “We’re in the midst of critical tasks, but feel free to pet every dog in every town first.”
(Yes, you can interact with dogs in the game using the “Hello” emote, which is delightful).
Consider a scenario where you're out with friends, and after watching a movie, they say, “We’re heading to the bar now; just come whenever.” Imagine deciding to join them three weeks later, and they act as if nothing unusual happened. That’s the essence of Diablo IV’s story delivery.
The conclusion also aims to lay the groundwork for potential expansions and sequels, managing to do so adequately. However, if you’re seeking complete closure, you may feel somewhat unsatisfied.
As a long-time fan of the Diablo series, I found enough engaging content to keep me invested, though the overall tone is darker compared to earlier entries. You might finish the game feeling relieved rather than triumphant, which seems intentional. It's refreshing to see Blizzard embrace this darker horror theme, even if some story elements veer into the absurd, prompting unexpected laughter during serious moments.
Chapter 4: Performance Across Platforms
I admit to purchasing multiple copies across different platforms due to my enthusiasm for the game. Recently, I acquired an ROG Ally from Best Buy on a whim, intrigued by the experience it could offer.
Diablo IV performs admirably on the Ally. With high settings and FSR in performance mode, I often achieve 60 FPS when plugged in and in turbo mode. Although the frame rate can dip, the freesync display maintains smooth gameplay. I played the latter half of the game on the Ally and had a great experience. While I haven’t installed the high-res textures, the smaller screen mitigated the need for them. I plan to share more thoughts on this device soon.
I’ve heard that Diablo IV also runs decently on the Steam Deck, provided you're willing to navigate the setup process for Battle.net and lower the graphics settings.
I also experimented with the PS4 version on my PS5. It's functional, but it’s clear that it’s a stripped-down adaptation for older hardware, capped at 30 FPS with several detail reductions. If the previous generation is your only option for playing Diablo IV, it can be enjoyable, but the differences are stark when compared to modern consoles. I intend to replay the entire game on PS4 for some inexplicable reason, as my fondness for Diablo runs deep.
Chapter 5: Final Thoughts
In summary, Diablo IV is a well-crafted game. While I found its campaign enjoyable with well-produced cutscenes, the awkward integration into the open world disrupts its pacing repeatedly. The game is clearly designed to entice players into side quests, dungeons, and endgame content alongside its main storyline, leading to inevitable compromises.
Blizzard has hinted at more narrative content in upcoming seasons, which I eagerly await. Additionally, I purchased a physical lore book titled The Book of Lorath to delve into after completing the game, as my passion for this series continues unabated. I might share my reflections on that in the future. While it feels somewhat like a collection of texts that could have been included as collectibles in the game, packaged as a separate book for an extra thirty dollars, I may just be overly cynical. At least the cover is impressive and embossed.