Blizzard used to be a studio that defined genres
Blizzard used to be a studio that defined genres. With Starcraft, it set the standard for the competitive RTS. With World of Warcraft, it made the MMO mainstream. And with Diablo, it reimagined what an RPG could be. I don't see any of that Blizzard in Diablo 4. The long-awaited sequel isn't just iterative, it's timid.
When I said that the Diablo 4 beta made me feel like Blizzard hasn't learned anything about action-RPG combat in the 11 years since Diablo 3, some in the comments told me I was judging the game too early. But the more I play of the full release, the more things I see that confirm that feeling. Diablo 4 is desperate to not be Diablo 3, but it's so hesitant to do anything new that it can't move past it either.
When Diablo 3 came out, it made a lot of big changes to the formula. The combat was bigger, faster, and flashier; the art-style was lighter and more colourful, with a more mythic narrative to match; the classes were different; character-building was streamlined, and unless you knew to change a particular option, full of awkward hand-holding; and, most controversially of all, it had a real-money auction house where you could buy and sell in-game items.
While the game was successful and largely well-received, and improved substantially over its lifetime thanks to regular updates (including one that ditched that auction house), a lot of its choices rankled with a vocal portion of the community. To this day, many fans online refer to it with derisiona go-to example of a disastrous sequel.
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