

Progression involves leveling up to 60 to get to the final area (Realm of Damnation). Putting a more action-centric system into what is essentially a “spinoff” isn’t a bad idea, and offers a way for people to potentially pivot into quicker dungeon diving. While I hope that Diablo 4 brings a lot of the core principles of Diablo 2 back into the fray, Immortal goes in a different direction that could bring in more newcomers. Some player choice is pared down, especially when it comes to skills and player builds (a criticism also levied at Diablo 3 proper).

Some bosses, especially early on, lack tactical nuance. It’s very much a streamlined deal, which can be a boon or a burden in some cases. But the constant go-go nature does work for a game like this. Not a lot happens, and there’s a lot of expository dialogue that mainly deals with the next immediate task at hand. It has a silly “all your friends are here!” feel to it that I actually embraced very quickly, as everyone attempts to rid the world of Diablo’s essence and influence once again. A lot of familiar faces come back to help you on your quest, including Deckard Cain, Charsi, and even Xul from Heroes of the Storm. We’ll get to the monetization elements soon enough.ĭigging more into the story, I was vibing with the give and take nature of what is essentially a gaiden taking place between Diablo 2 and 3. The PC experience is considerably less impressive, but still upholds the core tenets of gameplay. In theory, the gameplay really showcases how far mobile games have come in 2022 from say, 2009’s Flight Control (what a magical time for mobile gaming before freemium completely took over). The game runs well on my iPhone 11, and the ability to swap between traditional pads and touch controls is a great compromise. So we already talked about the core fundamentals in the review in progress: suffice to say everything still holds up.
