Diablo 4 draws you in.... 5 reasons I can't wait for Diablo 4
Table of Contents
Diablo 2 was rather empty, except for plot locations, but at least it impressed with its vastness, the illusion of infinity. Diablo 3 tried to fill the locations with attractions, but it was... so-so. With Diablo 4, Blizzard has done its homework. The game is big, spacious and full of places to visit and monsters to kill. In addition, there's a nice division.
On the one hand – a revolution in the series: open spaces for exploration prepared in advance, carefully planned locations. On the other hand, bowing to the spirits of noble ancestors, the game offers random distribution of rooms in all dungeons and other underground instances that we travel through. This game offers probably the healthiest division of roles I've seen in this series. Thanks to this, once we get to know the location, we don't have to chase after the ever-moving entrance to the dungeon like a fool. And if an underground complex surprises us with something later on, it's all the better.
Exploration as such is interesting, not only because we can come across demanding opponents, but also cool, short side quests. Thanks to this, you can catch a breather from the main plot and get to know a short, compact story. Often very sad, and in line with the general tone of this universe.
Optional dungeons and quests are worth completing not only because they are placed in interesting locations, from which we can learn something about this world and its inhabitants, but also because we can gain rewards for completing a given area. In addition to gold and exp – always useful – we get additional points to spend on the skill tree. And it's a priceless currency.
Above all, this world, or at least the part I have visited, looks great. I traveled through autumn-wintery areas and I haven't felt such frost beating from the screen for a long time. The last time was probably the first Icewind Dale. Villages, architecture, ruins, snow-covered treasures, muddy roads, all this dotted with lots of details – and it builds the atmosphere like crazy.
The game world also has this great feature that until we know the story in a given region, nothing forces us to play with anyone – if we do not invite anyone to play, we will only see players in the city, and on the trail, they will appear only when we complete the main quests. Thanks to this, Blizzard defended the atmosphere of the game, despite the unfortunate always-online nature.