This is not to say that Immortal is essentially Diablo 3.5 on mobile, but that familiarity definitely helps ground the experience for fans. The classes are highly detailed, full of personality, and feature some great animation (alongside excellent sound design and voice acting). Playing as a Barbarian, familiar skills and abilities like Whirlwind and Leap make an appearance, but in a form that sees them level-up alongside your character. With six familiar classes to choose from at launch, covering Barbarian, Crusader, Demon Hunter, Monk, Necromancer, and Wizard, both the character and monster designs feel every bit like an expansion of what we saw in Diablo III. A vibrant mix of colour whilst still retaining a dark and brooding feel across locales that cover the classic Diablo mix of forests, towns, deserts, snowy mountains, and dark and dingy dungeons. With a narrative set between the events of Diablo II and III, the art style will no doubt be familiar for those that played the last Sanctuary outing. In fact, what’s surprising about Diablo: Immortal, at least in that first sizable chunk of hours put into the launch version, is just how much it feels like a successor to Diablo III. It’s also worth keeping in mind that I’m not throwing out those descriptors with any sort of negative connotation, but to simply add context. Although Blizzard is bringing this to PC via on day one (truth be told that’s probably where I’ll spend most of my time playing), it’s worth keeping in mind the fact that Diablo: Immortal has been designed as mobile-first as well as an experience that will sit in the free-to-play MMO space. And it’s on mobile, and it's an MMO to boot. A new game in the long-running Diablo series, and the first since the excellent Diablo 3 from 2012.
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