Blizzard Discusses the Future of DIABLO IV and Shares a Bunch of Dark & Bloody Screenshots
Although Diablo IV probably won't make its debut anytime soon, Blizzard has revealed some new details on the upcoming sequel to Diablo III that will return to the darker roots of the first two entries in the series.
In the new quarterly update on Diablo IV, Blizzard discussed some of the the title's most important features, including its Diablo II–like art style, open-world gameplay mechanics, and seamless approach to multiplayer.
According to Blizzard, Diablo IV has reached yet another milestone, as the "Dry Steppes" region is now fully playable, with the team currently focusing on polishing its "campaign content, open world elements, itemization, a PvP subzone, dungeons & a cinematic to cap the completion of the region’s narrative."
When it comes to the actual story, Blizzard is planning to introduce a new camera angle during cut-scenes to move away from Diablo III-like UI panels with a character’s name and portrait while delivering exposition.
"We're experimenting with a mix of tool-generated and manually choreographed cameras to tackle conversations," the studio said. "For simple interactions with NPCs we bring the camera in closer to the characters (while still maintaining an overall isometric feel) and use a library of animations to deliver the general gist of the conversations. For more complex conversations, we take a similar camera approach but here the character’s movements and animations are more deliberately hand-crafted."
The new way to tell the well-known story involving ancient demons and necromancers won't be the only major change introduced in Diablo IV, as the brand-new hack and slash is a full-blown open-world game.
Although Diablo IV will allow the player to take part in various sandbox activities — such as crafting, events, world PvP, and standard side quests — the long-awaited game's Camps will bring something new to the table. These are "locations of importance that have been overrun by enemies, which once cleansed turn into friendly outposts with NPCs and a waypoint location. While there is a backstory to each camp, most of the storytelling is visual and quests don’t directly send you to them. For example, one of the camps in the zone was a town afflicted by a curse that turned villagers into piles of salt."
Designing a shared open world is a major challenge, and it's even harder when you take into account that the Irvine-based studio's goal "has always been to incorporate elements from shared world games without the game ever feeling like it’s veering into massively multiplayer territory. To be clear, this is a philosophy rather than a tech limitation. We find that the game stops feeling like Diablo and the world feels less dangerous when you see other players too often or in too high numbers."
While we're patiently waiting for more details on Diablo IV, take a closer look at its grim world down below:
In Diablo IV, players will attempt to bring hope back to the world by vanquishing evil in all its vile incarnations—from cannibalistic demon-worshipping cultists to the all-new drowned undead that emerge from the coastlines to drag their victims to a watery grave.
Diablo IV is coming to PlayStation 4, Xbox One, and PC.
ABOUT THE AUTHOR: Bartosz Sobczak - Owner, Editor-in-Chief
Lawyer by day, video game reporter by night. Long-time fan of the Mass Effect, Age of Empires, Prince of Persia, BioShock — especially the second one — and Splinter Cell series (who still believes that the best is yet to come). Tries his hardest to shine a new light on the Polish game-development scene. Gameplay Mechanix is his biggest passion project to date. Often listens to old episodes of The Late Late Show with Craig Ferguson while writing. Privately a cat person.
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