• published the article Diablo Immortal Interview With Wyatt Cheng And Joe Hsu

    We had the chance to walkthrough the demo of Diablo Immortal with lead designer Wyatt Cheng and senior producer Joe Hsu and chat about the game. Here's what we asked about and learned during the 30 minute demo.

     

    Note: Interview has been slightly edited and rearranged for clarity. Answers not attributed to a specific person are paraphrased. 

     

    Q: How will Diablo Immortal deliver story to players

    Players will still get story primarily through talking to NPCs. Dialogue will sometimes continue between characters while in outdoor zones battling demons.

     

    Hsu: "We are putting a lot of time into thinking about how do we tell the story, because it’s on a mobile platform,  it’s faster paced, we don’t want to be reading like a WoW quest."

    Q: On whether the demo at BlizzCon will be in the final game

    Level sequence at show was built for the demo, but final game will use the same art assets. Plan is for game to ship with 15 unique tilesets, or environments, in the form of eight outdoor zones and seven instanced dungeons. 

    Q: Will there be random maps?

    Cheng: "We are looking at the outdoor world being fixed. We wanted to capture some of that MMO aspect where the world was real. And one of the things that make a world feel real are...familiar landmarks. And if you have random tilesets, it takes away from the world feeling real."

    Q: On the development philosophy behind Diablo Immortal

    Cheng: "One of our general guidelines, this is just kind of a rule of thumb and not a hard rule, a guideline for making content, comes from something I heard Sid Meier say at a GDC talk about 10 years ago, when he was talking about when they make a new sequel to Civilization, they try to use one-third familiar systems that people know and love, one-third where they take an existing system and evolve it, and one-third new. We kind of approached Diablo Immortal the same way.

     

    "You look at a game, we kind of followed that rule with Starcraft 2 from Starcraft 1, there’s a mix of the familiar and some new stuff there. When it comes to even something like the rare monsters, they have jailer and waller and stuff, there will be some familiar ones (monster affixes), some changed ones, and some new."

    Q: How is development split between Blizzard and NetEase?

    Hsu: "It’s a co-development, so there’s no real split, everybody has good ideas and everybody is brought in to discuss good ideas. We all implement, so it’s one team."

    Q: On new content coming post-launch

    Cheng: "One of the really, really exciting things about Diablo Immortal, we know from the outset we plan to expand over time. That’s not something we’ve done with a Diablo game before, where even before we ship we know we’re going to support it with live content updates.

     

    "One of the things players love is new content, players are always eager to have new content and see new experiences, so we’re planning at the beginning on that. We’re planning on new classes, new zones, new loot, new dungeons. We're making sure we're able to continue expanding."

    Q: How frequent will updates be?

    TBD

    Q: Will there be a way to trade or exchange items? Will there be an auction house?

    Cheng: "That is a great question, it’s something quite a few people have been wondering about. Back in Diablo 2, there was just free trading of items among everyone. That had its pros and cons. On the upside, it was super fun to trade for items. On the downside, it wasn’t necessarily a great experience. You had to hang out in trade chat a lot, or go to third party forums or sites, there were a lot of scams and hacks that happened. People were always talking about getting scammed. So we actually, when we did the auction house for Diablo 3, that was really because it was an earnest look at how people were playing Diablo 2 and let’s make this a good experience. Let's take what people love. And a lot of players were, “Oh yeah, a nice, clean, streamline, secure, way to get one item from a player to another."

     

    "The side effect was that getting the best items came from spending a lot of time in the auction house rather than fighting monsters and slaying demons. So we took the auction house out. We thought it was going to be an awesome idea, but it had these negative side effects of taking away your core motivation to play and get better loot. So we took it out in Reaper of Souls, and we said everything is going to be soulbound in Reaper of Souls, and that made the game a lot more fun for players, they really enjoyed finding items for themselves. But that has had its own negative effect. It’s a smaller one, but now you don’t care as much about the fact that you’re part of a great society. ....we do want to see if we can find a middle ground between no trading of any kind and an auction house."

    Q: Will there be a crafting system?

    Team is looking at opportunities to provide some form of item improvement, whether it is reforging, socketing or improving stats in some other way.

    Q: Will there be support for alternate control schemes, such as controllers for phones?

    Cheng: "It has been brought up, kind of too early to say right now. Personally I’m a little skeptical because we’ve designed this for touch screen. Even the way we aim the abilities, if I attached a controller and then activate one of these. We have an open mind, but we’ll talk about that down the road as we get further along."

    Q: Will there be more cinematics similar to the reveal cinematic?

    Hsu: "I think it’s too early to say but it’s definitely interesting and we’ll be looking at feedback. That’s not the only way to tell our story. There’s a lot of different forms that Blizzard tries to use and we’ll be taking a look."

    Q: What kind of visual customization can players expect?

    Cheng: "As far as transmog we haven’t made a decision on yet, but we do think the look of your character is an important part of the game. At the panel yesterday we showed how the barbarian progresses in gear over time and showed some concept art for that, we showed another at the bottom, we showed the wizard progressing in gear over time. So we’re just starting to map out what each of the classes looks like as their gear gets better. We definitely want that...in the demo your gear doesn’t change your appearance, but in the final game it will."

    Q: Will classes have some kind of resource management?

    Cheng: "It’s still TBD…there’s been a ton of experimentation. It was not that long ago, just a few months ago in Diablo Immortal, every class used mana, which was more like Diablo 2. Then we said "Hey, we always want to experiment and iterate, and we said let’s try going to cooldowns for everything and see what that’s like."

     

    "So we did that, and said “Hmm, it feels different but not better. So what if we added charges to abilities?" So maybe I’m not using mana, but I am manipulating my charges. So that’s definitely showing a lot of merit. What you’re seeing now is a snapshot in progress of development. Maybe mana will come back. Maybe we'll get some other resources. Maybe we’ll iterate with what we have now and be happy with it, but expect it might change before ship."

    Q: On people playing on PC via Android emulators

    Cheng: "We are not planning on going after (those players), not going to try and ban people running on emulator. But it’s not something we’re going to officially support. In my personal opinion, we are designing this for touch screen device, if somebody were to map keyboard keys to the directional controls and then use the mouse, I don’t know if that’s actually a great game experience. But we’re not going to go after people and vilify people. And I’m sure they will (play via emulator)."

    Q: How will Diablo Immortal be monetized?

    Cheng: "Monetization, business model even, we have nothing to announce today. We haven’t even decided honesty. We have nothing to say because we don’t know. At Blizzard, the focus is always, always, gameplay first. It’s etched, molded in metal, as one of Blizzard’s core values. Gameplay first. Get a good game, get the itemization figured out, skills, progression, UI, feel. And say okay, now that the game is fun, what makes sense for a business model."

    Posted in: Diablo Immortal Interview With Wyatt Cheng And Joe Hsu
  • published the article Diablo Immortal: World And Q&A Panel Recap

    Wrapping up Diablo's presence at BlizzCon, the World and Q&A panel dove into the lore of Diablo and gave a preview of some of the abilities the classes will use in Diablo Immortal. Wyatt Cheng, lead designer, prefaced the panel by saying that the development team hears fans in regards to some of the negativity surrounding the Diablo Immortal reveal, and stressed once more that there are multiple Diablo projects in development. Here's what went down.

     

    Lore

     

    • Matthew Berger, senior designer, dove right into the lore of Diablo, starting with a timeline of the universe, ranging from the creation of Sanctuary by Lilith and Inarius using the Worldstone on one end and the End of Times at the other. Berger then highlighted the various archangels and demons throughout the games.
    • With Diablo Immortal we learn some pieces of the Worldstone survived. They're corrupted, and if those pieces fall into the wrong hangs it could be bad news.
    • Skarn, the Herald of Terror and Diablo's lieutenant, who's purpose is to bring his master back to life, is the main antagonist.
    • Diablo Immortal takes place five years after Lord of Destruction and 15 years before the beginning of Diablo 3.

    Diablo Immortal Zones

    Outdoor Zones

    • Bilefen — swamp, bog environment. Corrupted Worldstone fragment is corrupting surrounding area.
    • Zoltun Kule's Library — The wizard has a number of caches throughout Sanctuary, and this one is different from the archives of Zultun Kule in Diablo 3. Library is guarded by a curator, which is actually a copy of Zoltun Kule who doesn't realize he's a copy.
    • Shassar Sea — desert environment

    Instanced Dungeons

    • Four player dungeons made for a specific, crafted experience. Monsters stay dead inside the instanced dungeon, and there are mechanics inside dungeons that aren't available in outdoor zones.
    • Tomb of Fahir — descend down a rope into the temple, must unlock seals to progress through the dungeon
    • Kikuras Rapids — ride a raft and make your way down the rapids, described as a theme park water ride with monsters trying to kill you the whole way.
    • Forgotten Tower — area from Act 1 of Diablo 2, home of the Countess. Cultists have found a way to resurrect the Countess. 

    Class Skills

    The panel continued with an overview of each Diablo Immortal class, as well as a preview of their skills.

    Barbarian

     

    • Furious Charge — makes use of touch controls by aiming skill in different directions to tackle enemies in a line
    • Hammer of Ancients — spirit hammer that smashes enemies, similar to Diablo 3
    • Throw ability — can throw enemies at one another

    Necromancer

     

    • Command Skeletons — similar to Diablo 3 skill, can direct skeletons to attack specific enemies
    • Corpse Lance — rips bones out of defeated enemies to attack other enemies
    • Skeletal Spike — summons bones from the ground to impale enemies

    Crusader

     

    • Blessed Shield — can be aimed, damages enemies on the way out and back in, pulling enemies toward you
    • Sweep Attack — Chargeable ability that deals more damage and has larger range the longer charged
    • Falling Sword — Adjusted to be a two stage ability, target a location drops a sword on a location. Then activating the ability a second time causes you to crash down from above. Can use abilities in between first and second activation

    Wizard

     

    • Meteor — much the same as Diablo 3
    • Ray of Frost — similar to Diablo 3
    • Ice Crystal — new two-activation ability, can place crystal and then reactive to explode crystal. Can combine with ray of frost to fracture the ray and deal damage to multiple nearby enemies

    Demon Hunter

     

    • Daring swing — grapple hook that allows you to swing from the ceiling and shoot
    • Strafe — similar to Diablo 3
    • Rain of Vengeance — similar to Diablo 3, fires cluster of arrows up into the air, then rain down and puncture enemies in an area

    Monk

     

    • Seven-Sided Strike — similar to Diablo 3, Monk teleports in a small area and hits multiple enemies
    • Kick — can use kick multiple times, including kicking off walls 
    • Imprisoned Fist — new ability, punches the spirit out of an enemy

    Q&A

    The panel concluded with a Q&A portion. Numerous fans asking questions first apologized for their fellow fans during the Diablo: What's Next panel the previous day, where fans used the microphone to ask the team whether or not Diablo Immortal was a joke. Here's some of the answers that were given:

     

    • Too early to say if Mephisto will be in Diablo Immortal. Game will explore how some of the Prime Evils are returning faster than they should.
    • Currently looking at what itemization will look like in the game. Legendary powers will definitely be a part of it. 
    • Also looking at how to upgrade and improve items over time. Socketing will be part of items in some form. 
    • Haven't figured out business model. Focusing on making an excellent game first. When the game is farther along will figure out what the right business model is.
    • On topic of keeping Diablo relevant in the face of competing action-rpgs, team is more concerned with making an excellent game.
    • Team thinks there is some middle ground between no trading and the auction house in regards to trading in Diablo Immortal, but no specifics to talk about yet.
    • Big time frame that Diablo Immortal deals with lore wise. Formation of Demon Hunter order is one storyline that will be explored in the game, and room for more of those stories to be explored in the future. 
    Posted in: Diablo Immortal: World And Q&A Panel Recap
  • published the article Amidst Diablo Immortal Backlash, Blizzard Stresses Multiple Unannounced Diablo Projects In The Works

    The reveal of Diablo Immortal during yesterday's BlizzCon 2018 opening ceremony has been negatively received by much of the hardcore Diablo fanbase, with the game's cinematic reveal trailer currently sporting a dislike-to like-ratio of 277,000 to 8,900. 

     

     

    Now, in various interviews, Blizzard is beginning to respond. In a new interview with Polygon, Blizzard co-founder and executive producer Allen Adham stresses to fans that Diablo Immortal is just a part of Blizzard's future plans for Diablo, confirming that there are multiple unannounced Diablo projects in development.

     

    “We have said that we have multiple Diablo teams working on multiple Diablo projects and that remains true, even after releasing [Diablo 3 for Nintendo] Switch and announcing Diablo Immortal,” Adham said. “We still have multiple Diablo teams working on multiple unannounced Diablo projects. Diablo is a tentpole franchise for us. And it always will be. We love it. We hope our fans understand what we’re saying when we say that.”

     

    In regards to how the reveal was handled, Adham said many discussions were had about how to best reveal the game.

     

    “We’ve had many conversations — and I’m sure we’ll have many more actually in the aftermath of this — about the strategy of weaving mobile gaming into our BlizzCon audience, which is a very passionate desktop PC and console audience. We had a fairly similar reaction when we announced Hearthstone; if you think back to the Hearthstone announcement at Gamescom our audience at the time, [fans were] a bit unsure of what to expect from a digital card game given our history of making other game types. But then if you look at our history, part of what we do at Blizzard over many years is make different games and different genres, one after another on different platforms. So we’ve done this for a long time, and it usually starts with a little bit of sort of uncertainty and then we win [over] our community over time.”

     

    Speaking with IGN, Blizzard's Wyatt Cheng gave his own response to the negative reception of Diablo Immortal.

     

    “I don’t think mobile should be a dirty word,” Cheng said, explaining that the developers at Blizzard play and enjoy games on all platforms. “When it came to looking at making a new Diablo game, and this opportunity to partner with NetEase to make this – the technology is there, where our mobile phones are more powerful than ever, and they’re capable of top tier gaming experiences.”

     

    Answering a question about fan accusations of Diablo Immortal being a reskinned version of a previously released NetEase game, Cheng had this to say:

     

    “We’ve been working with NetEase Games from the beginning as a partnership to create everything in Diablo: Immortal. We have artists on our side, they have artists on their side, and we work together as a team, as a partnership to create everything about Diablo: Immortal. The environments, the characters, the skills, the story.”

     

    Be sure to read the full stories at IGN and Polygon. We will have our own interview with members of the Diablo team coming shortly, so check back soon.

    Posted in: Amidst Diablo Immortal Backlash, Blizzard Stresses Multiple Unannounced Diablo Projects In The Works
  • published the article Feast Your Eyes On This Diablo Immortal Key Art

    Here's Diablo Immortal Key Art taken from the official press kit, some of which was featured during the Diablo: What's Next Panel. For Diablo Immortal screenshots, click here. Looking for more details about the newly announced mobile game? Go here.

     

     

     

     

     

    Posted in: Feast Your Eyes On This Diablo Immortal Key Art
  • published the article Check Out 27 New Diablo Immortal Screenshots

    Take a gander at these 27 new screenshots from the official Diablo Immortal press kit. If you haven't already, be sure to check out all the details we know about Diablo Immortal so far here.

     

    Click images to see the full size versions.

    Barbarian

     

     

    Crusader

     

     

     

     

    Demon Hunter

     

     

     

     

    Monk

     

     

     

     

    Necromancer

     

     

     

    Wizard

     

     

     

     

     

     

     

    Posted in: Check Out 27 New Diablo Immortal Screenshots
  • published the article Mobile Game Diablo Immortal Announced

    There's a new Diablo game on the way in the form of Diablo Immortal, a mobile game made in partnership with Netease Games. The game takes place between Diablo 2 and 3, and looks to tell a number of formerly untold stories. Game has no release date as of yet, with "when it's ready" given as the official answer during the Diablo: What's Next Panel. It will be coming to iOS and Android devices, with no current plans to release on PC. Check out the announcement cinematic and gameplay footage below.

     

     

     

     

    Details we know so far:

     

    • Story details from the official Diablo Immortal website: "The story of Diablo Immortal is set between the events of Diablo® II: Lord of Destruction® and Diablo® III®.The Worldstone lies shattered, yet great power remains within its corrupted fragments. Power that Diablo’s minions hope to harness to bring about the return of the Lord of Terror.The Archangel Tyrael is presumed dead, and mankind is left to deal with the aftermath of his actions. Fragments of the corrupted Worldstone taint the land, bringing forth ancient evils who are looking to harvest the stone’s power and use it to control humanity."

     

    •  Examples of some untold stories that will be explored in Diablo Immortal: formation of the Demon Hunters, activities of Adria and Maghda, activities of Deckard Cain and Leah, more about Baal, more about Malthael disappearance after the destruction of the worldstone.

     

    • The game will include six playable classes: Barbarian, Crusader, Demon Hunter, Monk, Necromancer, and Wizard.

     

    • Via the official Diablo Twitter account: "Every class in Diablo: Immortal has a set of 12 or more skills. The exact number varies from class to class. From those 12 skills you can choose which 5 you want to assign to an active skill button."

     

    • There will be some new skills for each class.

     

    • Eight outdoor zones will be playable at launch, including some re-imagined ones from older games, as players hunt down fragments of the destroyed world stone.

     

    • It appears Skarn, the Herald of Terror, will be be one of the game's core antagonist. Details from the official site: "The demon known as Skarn, Herald of Terror—once Diablo’s most powerful lieutenant—is rallying a new demonic army. Skarn intends to gather the fragments of the corrupted Worldstone and use them to resurrect Diablo, reigniting the Eternal Conflict between angels and demons.Skarn is not the only one hoping to seize the window that’s been opened by the Worldstone’s destruction; a fledgling Coven is at large, and dark cultists roam the land, spreading corruption wherever they go."

     

    • Outdoor zones will be open and shared, players able to encounter one another without having to form groups.

     

    • Details regarding controls from the official website: "Directional controls make it easy to move around in the world; demolishing the denizens of hell is as easy as holding down your thumb on a skill from your hotbar to aim it, then releasing it to unleash hell. Quickly access potions for a gradual health refresh, and equip recently looted items with a single tap on your screen."

     

    •  Can move and aim abilities independently, can press down on touch screen to hold and charge abilities

     

    • Demo shows six players playing in outdoor zones at once. Dungeons will be instanced for group or solo play.

     

    • Monsters in outdoor zones respawn after a set amount of time. Monsters killed in instances stay dead.

     

    • There will be four instanced dungeons at launch.

     

    • Westmarch will be the game's "capital city", in the same vein of a proper MMO like World of Warcraft. It's a place where players can come together as well as interact with NPCs.

     

    • Hope is game will continue to expand in the form of new zones and classes as time goes on, with specific shoutouts during the Diablo: What's Next panel to Assassin and Witch Doctor.

     

    • Game will include legendary items.

     

    • Likely won't include any kind of hardcore mode (at least at launch).

     

    • Game will have social features, including Battle.Net integration, so players playing Diablo Immortal can chat with friends playing other Blizzard games.
    Posted in: Mobile Game Diablo Immortal Announced
  • published the article Have Questions For The Devs At BlizzCon? We Want To Hear From You!

     

    BlizzCon is right around the corner, and with it is sure to come exciting Diablo news. We will be talking with members of Blizzard's Diablo teams at the show, and we want your help with questions to ask!

     

    What questions do you have about the future of Diablo 3? Do you have a specific question about Diablo 3 on Switch (or those very likely soon to be revealed Amiibo)? Now is your chance to ask! Once we learn what all Diablo related projects are in the works on Friday, we want to know all your burning questions about newly announced projects so we can ask the team and get answers straight from the source!

     

    This weekend is going to be an exciting time for fans, so be sure to leave a comment on this post with your question by end of day on Friday, November 1. We will round up the best questions, ask as many as we can, and then post the answers for your reading pleasure. It's going to be a fun weekend, so be sure to check back.

     

    Posted in: Have Questions For The Devs At BlizzCon? We Want To Hear From You!
  • published the article Diablo 3 For Switch All But Confirms Diablo Amiibo Are Coming

    Diablo 3 Eternal Collection for Nintendo Switch comes included with built in generic Amiibo support, meaning that if you own any of Nintendo's interactive figures, you'll be able to use them to summon a Champion Pack once per day in-game. But that's just part of the picture. While testing out the Amiibo functionality for review purposes, it seems like the game itself confirms rumors that have been recently swirling — Diablo Amiibo appear to be real.

     

    We don't know the full extent of what's to come, but the tutorial image for how to scan in an Amiibo clearly shows a Treasure Goblin Amiibo being used. Check it out below.

     

     

    Is there a chance that Blizzard simply made a mock-up Amiibo for this image with no intention of actually creating Diablo-specific Amiibo? Sure, there's a chance, but it's a small one. It seems a pretty safe bet at this point that Blizzard will be making an announcement at BlizzCon later this week regarding Amiibo. A recent Reddit post already suggested that code in the game points towards two Diablo specific Amiibo, one of which was the now seemingly confirmed Treasure Goblin. As for the other Amiibo? We will likely have to wait until Friday when BlizzCon starts to find out the details.


    Cameron Koch is a Wichita, Kansas based writer whose love for gaming spans all genres and platforms. On the rare occasion when he is separated from a keyboard or controller, he enjoys fencing and obsessing over the latest and greatest Godzilla film.

    Posted in: Diablo 3 For Switch All But Confirms Diablo Amiibo Are Coming
  • published the article Diablo 3 Eternal Collection Switch Review: The Definitive Console Experience

    The “just one more” nature of Diablo 3 — whether it’s battling through just one more dungeon, conquering one more nephalem rift, or cashing in one more bounty — makes it a perfect fit for Nintendo’s home/handheld hybrid console. After all, who hasn’t dreamed of bringing Diablo on the go?

     

    That dream is now a reality, and after spending several hours playing both on the couch and in handheld mode on a recent trip, I feel confident saying that Diablo 3 Eternal Collection for Nintendo Switch, available November 2, is the definitive way to play Diablo 3 on consoles.



     

    Being able to bring the loot-filled dungeon crawler anywhere is the core reason Diablo 3 on the Switch is so great. It’s simply too much fun always having the ability to slay more demons at your fingertips. That being said, a subpar handheld playing experience could have completely negated the main appeal of Diablo 3 on Switch in the first place.

     

    Thankfully, playing Diablo 3 in handheld mode is a joy. I initially had some concerns the framerate in handheld mode wouldn’t be able to hold up once the action started to get intense. After all, especially after the opening few hours, a lot can happen on screen at once in the form of dozens of enemies, death physics, particle effects from multiple abilities, and more.

     

    I am pleased to report that the game runs silky smooth no matter what is happening on screen. Even when playing as the included Necromancer, complete with an army of skeletal minions, legions of hostile demons, and a nonstop stream of exploding corpses, Diablo 3 on Switch doesn’t skip a beat. It controls just as well as the previous console release when using the docked joycons.

     

     

    The same can be said for playing in docked mode on the big screen — it looks, runs, and controls great. Speaking of controls, there are numerous supported ways to fight back the armies of hell. For many, the dual joy-con setup, either in handheld mode or using the controller grip while docked, will be the default way to play, and it functions much the same as previous console versions. You can roll by flicking the right control stick, quick-equip items, etc., etc. If you happen to have a Pro Controller, that’s supported as well and is what I would recommend playing with, as I simply think it’s a sturdier and overall better piece of hardware. Really though, you can’t go wrong with any control option...with one caveat.

     

    You see, you can actually play with a single, solitary joy-con controller. That means if you’ve just bought a Switch for Diablo 3 and haven’t shelled out the money for one or more Pro Controllers, you can actually play couch co-op right out of the box. Cool, right?

     

    Unfortunately, this is absolutely the worst way to play, and while it’s technically functional, I wouldn’t recommend it if at all possible. The core issue is the joy-con simply doesn’t have all that many buttons. Diablo 3, on the other hand, uses lots and lots of buttons. So, how did Blizzard make it all fit? The solution they come up with was to map certain actions to clicking in the control stick and then clicking another appropriate button. This is done to bring up the map and main menu, as well as to do numerous other functions in the inventory screen.

     

     

    To call it cumbersome would be an understatement. I can’t tell you how many times I did the wrong action when attempting to view item stats or equip a new item, all because my finger stopped pressing down on the control stick by accident. Contorting your hand to bring up menus is also a huge hassle — it actually took me a solid five minutes of trying button combinations to figure out how to bring up the main menu (where I very much needed to view the control scheme). Turns out that was because pressing the “-” button (which is just to the upper left of the control stick on the left joy-con) and clicking in the stick at the same time is, I’m pretty sure, physically impossible without using your other hand. And to roll, a core feature of Diablo 3 on console? You have to physically shake the joy-con. Yes, Diablo 3 on Switch has (a) motion control.

     

    Playing with a single joy-con is rough, and it sucks that the main way to play couch co-op is held back by the joy-con’s lack of buttons. I’m not sure what else Blizzard could have done given the circumstances, but if you are able to shell out the money for another two joy-cons or a Pro Controller, I would absolutely recommend it.

     

    The single joy-con business, in all honesty, is the only downside about Diablo 3 on Switch. It runs perfectly and sports a number of ways to play with friends in the form of couch co-op and online. Even better, if you and all your friends (and all their Switches) are in the same room, you can all link up via the Switch’s wireless function to all play together in handheld mode.

     

     

    It also comes packed with some Nintendo exclusive goodies that, while nothing crazy, are still cool in the form of the Cucco pet, Echoes of the Mask wings, Ganondorf themed cosmetic set, Triforce portrait frame, and, perhaps most notably, Amiibo support.

     

    The game currently supports generic Amiibo functionality, which means that if you own any of Nintendo’s interactive figurines, you’ll be able to scan it by using an in-game item found in your stash. The Amiibo then summons a Champion pack for you to battle (once per day, per user). What’s more interesting is the image included in-game that demonstrates how this feature works; it shows what is clearly a Treasure Goblin Amiibo. Blizzard isn’t saying anything just yet, but it’s becoming clear that fans can expect a Diablo-themed Amiibo announcement at BlizzCon later this week, which makes perfect sense considering the game launches the same day the convention starts.

     

    If you’ve yet to experience Diablo 3, this is the complete package, and being able to bring it on the go is a match made in heaven. In that way, the Nintendo exclusive items and the Amiibo support is just icing on an already perfect cake. This is the best way to experience Diablo on consoles — as long as you aren’t playing with a single joy-con. Not even the Lords of Hell would wish that upon somebody.


    Cameron Koch is a Wichita, Kansas based writer whose love for gaming spans all genres and platforms. On the rare occasion when he is separated from a keyboard or controller, he enjoys fencing and obsessing over the latest and greatest Godzilla film.

    Posted in: Diablo 3 Eternal Collection Switch Review: The Definitive Console Experience
  • published the article First Look: Diablo Season 12

    First Look: Diablo Season 12

    Blizzard has given fans their first look at what to expect come season 12 in terms of season journey rewards, new cosmetics, and more via an official blog post. Check it out below.

     

    Originally Post By Blizzard (Official Blog)

    First Look: Season 12

     

    Season 12 begins soon! For those among you who enjoy the fresh start a Season brings, we wanted to give you a glimpse of what to expect before you race out the gate.


    New Balance Changes

    Patch 2.6.1 brought updates for class sets, Legendary items, and skills. Whether you’re eager to explore an old standby build or just play around with your current favorite, there are plenty of ways to enjoy the game. Season 12 is the perfect time to dive in and start fresh—so grab a friend and get ready to play!


    New Cosmetic Rewards

    As per tradition, Season 12 will introduce new cosmetic rewards, obtainable by progressing through the Season Journey.

    In addition to the Chest and Gloves slots of the exclusive Conqueror Set, a brand-new series of portraits themed around the High Heavens will be available. Those who enjoy collecting cosmetic wings will also be pleased to see a new arrival—Fiacla-Géar, which gives your character a distinctly angelic look.

    Season12-Preview_D3_Cosmetics_MB_550x275.jpg


    Season Journey Rewards

    If you’ve been playing the past few Seasons diligently and reached Conqueror in the Season Journey each time, you’ve accrued a few extra stash tabs. Players who have not yet earned a total of four stash tabs via the Season Journey can still unlock an additional one by completing the following tasks at the Conqueror tier:

    • Complete a Torment XIII Rift in under 5 minutes
    • Complete Greater Rift 60 solo
    • Kill Greed on Torment XIII
    • Kill Spider Queen on Torment XIII in under 15 seconds
    • Reforge a Legendary or Set item
    • Augment an Ancient item with a Level 50 or greater Legendary Gem
    • Level three Legendary Gems to 55
    • Complete two Conquests

    Seasonal Conquests

    Speaking of Conquests, we’re rotating those, too! Love going fast while killing things? Boss Mode and Worlds Apart will be making a return. On A Good Dayand I Can’t Stop are also available, if leveling Legendary Gems is more your thing. If you’d rather max out your kill count with Cursed Chests, Curses! and Stars Alignwill be right up your alley. Those who enjoy seeing how far they can go without Set Items will get a kick out of The Thrill and Super Human. Finally, if you’re keen to show off your mastery of various Class Sets, Years of War and Dynasty will be available for you to attempt once more.

    Season12-Preview_D3_ConquestSplash_MB_550x275.jpg


    Haedrig’s Gift

    Finally, just as before, you’ll get a shiny new Class Set courtesy of Haedrig’s Gift for completing certain chapters in the Season Journey. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:

    Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!

    The set you will receive depends on the Class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.

    Here are the sets granted by Haedrig’s Gift in Season 12:

    • Barbarian – Immortal King’s Call
    • Crusader – Seeker of the Light
    • Demon Hunter – Natalya’s Vengeance
    • Monk – Uliana’s Stratagem
    • Necromancer – Trag’Oul’s Avatar
    • Witch Doctor – Spirit of Arachyr
    • Wizard – Vyr’s Amazing Arcana

    Season12-Preview_D3_Sets_MB_550x275.jpg


    Frequently Asked Questions

    Q: When does Season 12 start?

    A: Season 12 begins Thursday, November 9 at 5:00 p.m. PDT in North America, 5:00 p.m. CEST in Europe, and 5:00 p.m. KST in Asia. For time zone conversion, see this site.

    Q: When are the non-Seasonal Leaderboards being wiped?

    A: Non-Seasonal Leaderboards are tied to what we call “Eras,” each of which lasts about 6–12 months. The current Era will end November 8 and a new Era will begin immediately afterward. For more information on Eras, please see this post.

    Q: What will happen to older Seasonal and Era records?

    A: Starting with Season 10, we removed old personal bests from Season 1. When Season 12 arrives, we will remove old personal bests from Season 3, and so on. We will be doing the same for personal bests from Era 2 when Era 9 goes live.

    Seasonal Leaderboard records are not being cleared and will remain archived both in game and on our website.


    Season 12 is almost here! What are your goals for this Season? Is there a build you want to give your full attention, or do you have another goal lined up?

    Let us know in the comments below, and we’ll see you for the start of Season 12!

    Posted in: First Look: Diablo Season 12