![]() Not to mention that I wasn’t able to get too far into it. Given that my time with the hands-on preview was limited, coupled with the fact that I often had issues connecting to the servers (either because it’s in the US or an ISP issue on my end), I was only able to play through the game solo. The opening levels also flowed quite well in my opinion. Mowing down mobs and collecting gold/loot along the way was just as satisfying here as in games like Diablo 3. While I can’t claim that the full Diablo Immortal story will continue like this, I was rather impressed with how well the game managed to feel like a true Diablo title. In fact, in spite of the changes to accommodate the mobile platform, playing through Immortal’s opening levels evoked a similar feeling to playing the full titles. This helped me “get in the zone” so to speak when playing. Because of this, I came to appreciate the lack of mana as I could focus on managing cooldowns (i.e., when to use my crowd control skills) and positioning instead of having to worry about running out of a resource. Similar to mainline entries in the series, Diablo Immortal throws lots of enemies at you, even in the opening levels. At first, this might seem to make combat feel mindless as you can just keep attacking, but the skills do have an element of skill involved as, while they auto-aim to enemies, you can aim them manually for better results. But the lack of a mana system makes a big difference as you can just unleash all your skills when they’re off cooldown. In many ways, Diablo Immortal plays like a mobile MOBA (like Wild Rift or Mobile Legends) the control layout is even the same. Players also have a powerful ultimate ability that is charged with attacks. At each time, players can equip four skills, and these can be changed in the menu as each class can unlock a range of skills as they level up. Instead, all skills have a cooldown which players need to manage instead of having a mana bar that needs refilling. There’s no mana potion as Immortal does not have a mana system. Beside the attack button are four buttons for skills, along with a health potion option to heal. ![]() How gameplay works in Immortal on mobile is that players move with a virtual left thumbstick, and they can attack by pressing the big attack on-screen button. In practice, this holds true, but with some changes made to necessitate the lack of extra buttons on a phone. Given this, the fairly simple base gameplay is a great fit for a mobile game in theory. A (Mostly) Full Diablo ExperienceĪs Diablo is played from an isometric perspective with combat consisting primarily of click the left mouse button to move an attack. So, did Blizzard and NetEase Games succeed? Or did Immortal just turn out to be a watered-down version of Diablo? Well, based on our initial time with the game, Immortal is not just “Diablo Lite” as it does offer the same thrills as the full Diablo games, but it does come with your typical mobile game elements that not everyone may be a fan of. There, we were able to play through the opening hours of the game and see if it does deliver its promise of bringing players a true Diablo experience that can be played on the go. While players in our region may have to wait a bit longer to play this new Diablo game, Blizzard recently gave members of the Asian press access to an early build of Diablo Immortal. This is because the game will launch on mobile and PC on June 2 in most of the world, but in some Asia Pacific regions (including the Philippines), Diablo Immortal won’t be available until June 23. Diablo Immortal is finally upon us – if you’re living in the West or in certain parts of Asia that is.
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