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<blockquote data-quote="Ruin Explorer" data-source="post: 8974752" data-attributes="member: 18"><p>I certainly hope so.</p><p></p><p>The biggest takeaway from the whole thing is actually a sort of D&D-relevant one, weirdly enough. Previously the Diablo series has seen two previous sequels - Diablo 2, and Diablo 3.</p><p></p><p>Diablo 2 wasn't a huge change from Diablo 1, gameplay-wise or in terms of aesthetic. Fundamentally it was a very similar game, just a lot broader and deeper in terms of content/gameplay - one might compare 1E to 2E or the like.</p><p></p><p>Diablo 3 was a huge change, however, both visually and in terms of aesthetic. It's not a similar game except in being an isometric ARPG in the same setting. The gameplay loop is fundamentally different, the method of play is different, the endgame is different, even how you survive is different, and what is loot is and why it matters to you is different (and the gap was even larger at release). The comparison point would probably be going from 3E to 4E (Diablo skipped a 3E equivalent).</p><p></p><p>Diablo 4 isn't a huge change from Diablo 3, gameplay-wise. The aesthetic is a bigger change, but is still primarily drawing from D3, just a much darker, grittier, less '90/'00s comics-influenced take on the same visual ideas (partly enabled by the insane graphic fidelity - I could see a goddamn tear or sweat track glint on my character's face when she turned in one in-engine cutscene!). Gameplay-wise, including character-building-wise, it's about as different from D3 as D2 was from D1. It's still got a fundamentally different relationship to characters and gear to D2, and it is a very similar one to D3.</p><p></p><p>So that's interesting. I don't hate it, because I did, in the end, like D3 (after expansions and the huge rework with RoS), but I would have liked to see a bit more of a jump. Too late for that now though. I hope the endgame is a bit more fun and varied than the GRifts or death approach D3 took. Not that I didn't enjoy GRifts but they were kind of narrow experience for seriously hardcore players - not one I could share with friends like I can with other ARPGs.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8974752, member: 18"] I certainly hope so. The biggest takeaway from the whole thing is actually a sort of D&D-relevant one, weirdly enough. Previously the Diablo series has seen two previous sequels - Diablo 2, and Diablo 3. Diablo 2 wasn't a huge change from Diablo 1, gameplay-wise or in terms of aesthetic. Fundamentally it was a very similar game, just a lot broader and deeper in terms of content/gameplay - one might compare 1E to 2E or the like. Diablo 3 was a huge change, however, both visually and in terms of aesthetic. It's not a similar game except in being an isometric ARPG in the same setting. The gameplay loop is fundamentally different, the method of play is different, the endgame is different, even how you survive is different, and what is loot is and why it matters to you is different (and the gap was even larger at release). The comparison point would probably be going from 3E to 4E (Diablo skipped a 3E equivalent). Diablo 4 isn't a huge change from Diablo 3, gameplay-wise. The aesthetic is a bigger change, but is still primarily drawing from D3, just a much darker, grittier, less '90/'00s comics-influenced take on the same visual ideas (partly enabled by the insane graphic fidelity - I could see a goddamn tear or sweat track glint on my character's face when she turned in one in-engine cutscene!). Gameplay-wise, including character-building-wise, it's about as different from D3 as D2 was from D1. It's still got a fundamentally different relationship to characters and gear to D2, and it is a very similar one to D3. So that's interesting. I don't hate it, because I did, in the end, like D3 (after expansions and the huge rework with RoS), but I would have liked to see a bit more of a jump. Too late for that now though. I hope the endgame is a bit more fun and varied than the GRifts or death approach D3 took. Not that I didn't enjoy GRifts but they were kind of narrow experience for seriously hardcore players - not one I could share with friends like I can with other ARPGs. [/QUOTE]
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