![]() Some with touch, some with controller, and some with mouse and keyboard. ![]() I played about half of the campaign on PC, and half of it on my mobile phone. Blasting away swarms of monsters with my army of skeletons and undead necromantic beasts feels as good as it does in Diablo 3, regardless of what platform you choose to play on. Throughout my time with Diablo Immortal, I was truly ensorcelled with what deceptively felt like a true Diablo experience. I have never quite loved and hated a game simultaneously so passionately as Diablo Immortal. It has a vast menagerie of twisted beasts and monsters to slay, epic dungeon encounters with some truly jaw-dropping boss battles, and even a memorable story, with an unnerving demonic creature named Skarn serving as the central antagonist. The artwork and design are absolutely stunning, with a high-quality character creator system, with a huge diversity of biomes and locations. This has some of the best and most responsive touch controls I've experienced in a mobile game. It's inside this tried-and-tested narrative that the Diablo universe takes place, and few franchises do it so compellingly.Įvery aspect of Diablo Immortal's visual and mechanical style is a work of art. ![]() Hulking demonic engines seek to devour and corrupt humanity, and ultimately overthrow the heavens and dominate in an unrelenting quest for power. Sanctuary is a nestled oasis of comparative calm in a cosmos beset by war between heaven and hell. Set in the gothic world of Sanctuary, you play as one of several magical adventurers who don enchanted equipment and ultimately set out to defend the world against evil. It's true that I have never quite loved and hated a game simultaneously so passionately as Diablo Immortal - because it's blatantly obvious this could have been a celebrated game, that defied the creeping rot of pay-to-win and progression-anchored gambling mechanics. ![]() I quite honestly want to preface this with what I love about Diablo Immortal, because I know that the dozens of artists, writers, and developers who work on this game didn't wake up one day and think, "How can we make the most messed-up game in existence?" ![]()
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