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Diablo Immortal finally reveals its official release date, with a bonus surprise!

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After having set the Internet on fire and blood for 4 years, the Diablo of discord will finally submit to the uncompromising gaze of fans on June 2.

Since its excessively heated announcement at BlizzCon 2018, Diablo Immortal has had a long way of the cross; today, four years later, the title has finally passed the milestone of the first development versions. The fateful date is now approaching, and we had the opportunity to discuss the philosophy of the title with Wyatt Cheng and Rod Fergusson, two of the great architects of this great project; here are some pieces chosen while waiting for the release of Diablo Imchemortalwhich arrives on June 2.

The developers returned to the big feature of this episode, namely the fact that it is a game for smartphones. It is an element that has conditioned the whole philosophy of game design Blizzard teams. Despite the initial reactions seen in 2018, the studio continued to assume its new concept without shaking its chin.

A PC port as an outstretched hand to the elders

Admittedly, the studio still offered an outstretched hand to its original audience by announcing the release of a PC version which will be released on the same date, with cross-play and cross-progression. But there is no question of denying the title’s mobile identity, with all that that implies in terms of game design philosophy. “First and foremost, we produced a mobile game”, insists Wyatt Cheng. “It means that when we play on PC, it will be very natural to think “Oh, it’s a mobile game that I play on my PC!”.

A reflection that generally does not bode well for such a port; but Blizzard aims to change this a priori by offering a game up to par on all platforms. “The big challenge for us was trying to bring Diablo mobile authentically, to bring that AAA experience to a portable device.”, explains Fergusson. And it starts with the visual aspect of the title, an aspect on which Cheng wanted to reassure his interlocutors.

Our smartphones have extremely high pixel densities today“, he explains. “When you transpose this to a full size monitor, full graphical fidelity is preserved.“, he assures. “You will also have different options between the two platforms, for example to adjust the framerate”, says Fergusson. Be that as it may, our two interlocutors are formal and promise a “very similar experience between the two platforms.

“A mobile-first game”

But if Blizzard did everything possible to homogenize the experience, they could not ignore the traditional constraints of the mobile format. There are obviously several fundamental differences in the way of approaching a game designed for smartphones, starting with the number and duration of game sessions. Because the studio could not afford to reuse its good old recipe as is. based on time-consuming grind.

He had to introduce a few nuances to adapt to the mores of the mobile world. “When we approached the development, we knew that we had two profiles of mobile gamers: those who multiply short gaming sessions and those who sit in front of their device for an extended session”, explains Cheng.

The approach we have chosen is to be flexible”, he specifies. “There are activities you can do in minutes […]and if you have more time, you can perfectly choose to go explore a dungeon with friends”.

A tailor-made experience in an ultra-connected universe

Another aspect that Cheng and Fergusson insisted on is the social and interconnected aspect of the game, on its MMO side. In effect, Diablo Immortal takes place in a more persistent and dynamic environment than its predecessors. They still wanted to reassure solo fans by explaining that they will also have plenty to do, especially with the main story.

They also explain that it will be possible to enjoy the feeling of inclusion in this universe without being forced to cooperate. They thus gave the example of world events that can occur over time and in which all players can participate together spontaneously, even if they are not part of the same group. A World Event system somewhat reminiscent of the systems found on wow, Guild Wars or the deceased Wildstar.

the grind always in the spotlight, and without pay-to-win

The two representatives of Blizzard also took the opportunity to give news of the monetization policy. Cheng clarified that teams were happy with the balance they found with their Battle Pass during the beta. “One of our values ​​is gameplay above all“, he assures. “All game items are available for free”.

You will have access to the whole story, to all the systems. We will not sell weapons or experience”, insists Cheng. “We know that grinding is an integral part of the Diablo experienceand we don’t want people to think we want to change that with monetization,” he insists.

We also plan for the long term”, promises Fergusson. “This is part of the free-to-play nature of the game; new areas, new dungeons, new classes, all of this content will be available for free when released over the coming years”.

Will the players of the first hour be receptive to the efforts made by the studio since the first rather violent reactions? Will they be able to put their a priori aside to give a chance to a title that remains “primarily mobile”, said Cheng and Fergusson? And especially, Diablo Immortal will he know honor the pedigree of its legendary series with this revamped formula?

So many questions that still remain unanswered while waiting for the release; we therefore give you an appointment on June 2 next to be able, finally, to discover the first official version of this game which set the Internet on fire and blood four years ago… and the least we can say is that Blizzard is expected at the turn.

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