If things had gone differently at Blizzard 10 years ago, we might've been playing a version of Diablo 4 with melee brawls akin to the Batman: Arkham series. I'm not even sure that idea sounds good on paper, but it didn't seem to work out in practice either because Blizzard eventually rebooted the project into the demon-slaying action RPG we have today.
In an excerpt from his book Play Nice: The Rise, Fall, and Future of Blizzard Entertainment on , Jason Schreier tells the story of the Diablo 4 that never was. Fresh off of Diablo 3's Reaper of Souls expansion, director Josh Mosqueira spun up a team to work on rummy mars a game that would've veered far away from the series' hack-and-slash identity.
: Combat pals
: Make your own skills
: How to fast travel
: Best loot
Even though Diablo 3 was heavily criticized, I think the last thing people would've wanted was a game that didn't even play like a Diablo. I love Batman: Arkham Asylum but I also love being a wizard in RPGs and battling a group of thugs with my fists would not have impressed me.
Still, it's interesting to me how pieces of this idea for weightier combat made their way into the real Diablo 4. This week Blizzard launched its first expansion, , and one of the reasons I can't stop playing it is how satisfying the combat feels compared to other action RPGs. The visual and audio effects give weapons and magic a crunchy feel when they impact enemies in much the same way the Arkham games do for Batman's jabs and kicks. Maybe some small bit of Hades stuck around in the developer's minds after all.