The skill tree works similarly to Diablo II, so you first need to invest a certain amount of points to progress. In terms of protagonist development mechanics, Diablo IV is something between the two previous parts. They are all assigned automatically upon leveling up, as well as being picked up by equipment. Mounts were also introduced, because travel points were placed quite rarely.Ĭoming back to the character – the points of basic attributes (strength, dexterity, intelligence, etc.), affecting the attack power, defense and health level, have been abandoned again. The world seems more compact and believable. Well, not much has changed, but the space is better filled with smaller settlements, side quests, special events, etc. The teleport to the city also remains free. Of course, there are also plenty of dungeons, and a nice touch is the ability to teleport to the beginning of the complexes after the job is done. instead of bare areas with branches, we have more narrower trails leading in different directions. The world of the sanctuary is now more path-tunnel, i.e. Anyway, this element is completely irrelevant, since everything will be covered with armor after a dozen or so minutes of the game. Among the novelties, there is an option to choose the gender and customize the appearance of the hero, but the number of combinations is relatively small. Maybe he will return in expansions because he would fit this particular Diablo better than ever. In general, the palladin, which enjoyed great interest in previous installments, is a bit lacking. Diablo IV has undergone quite a few styling changes, so at least it looks the way most fans wanted it to with Diablo III.īeta allowed to test three professions – barbarian, rogue and wizard, while druid and necromancer were still unavailable. With broader conclusions, of course, I will wait for the final version, which will appear at the beginning of June, but today I can share some thoughts and a handful of climatic screenshots. It’s currently in closed beta, so I’ve already had a chance to look into the world of Sanctuary and did some reconnaissance. We aim to give Kyovoshad a thick and lived-in atmosphere with warm and earthy tones, giving it a sense of reprieve from Fractured Peaks cooler, frigid palette.Diablo IV is a surefire hit in 2023, the potential of which can be checked on March 24-26 during open tests. "This softness is a core part of Diablo 4’s lighting aesthetic – providing a natural and grounded frame. "Across the game we’re striving for a grounded and natural palette, allowing us to create visual space for gameplay that also achieves a gritty tone suiting the world of Sanctuary."Įlsewhere in the game, in the settlement of Kyovoshad, Hutchings explains how "the use of fog, soft shadows, and bounce lighting" are used to "create a softness to the lighting. "In the Scosglen coast, you can see the foggy, frigid atmosphere taking cues from highlands and moors. "As you explore Diablo 4’s open-world you’ll experience a lot of variation in the lighting and weather," says associate Lighting Director Ben Hutchings. Lighting plays a huge role in the game, and is crucial in hitting the tone that supports the ’return to darkness’ pillar. While it may look like the lighting director has taken inspiration from Game of Thrones' The Long Night, not every area of Sanctuary is mired in darkness.
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