by Hazel Jan 25,2025
Initially conceived as a drastically different game, Diablo IV's early development saw it envisioned as a more action-oriented, roguelite experience. This revelation comes from Diablo III director Josh Mosqueira, as detailed in Jason Schreier's book, Play Nice.
Mosqueira, aiming to break away from the perceived shortcomings of Diablo III, spearheaded a project codenamed "Hades." This iteration of Diablo IV would have deviated significantly from the series' established formula. The isometric perspective was replaced with an over-the-shoulder camera, and combat was designed to be more dynamic and impactful, drawing inspiration from the Batman: Arkham series. A key element was the inclusion of permadeath, significantly altering the core gameplay loop.
While Blizzard executives initially supported this bold reinvention, several challenges emerged. The ambitious co-op multiplayer elements proved particularly problematic. Internal debates arose questioning the game's identity: was this still a Diablo game? Designer Julian Love voiced concerns about the significant departure from established conventions, highlighting differences in controls, rewards, monsters, and heroes. Ultimately, the team concluded that "Hades" was essentially a new IP altogether.
Diablo IV's recent launch of its first major expansion, Vessel of Hatred, offers a stark contrast to this initial concept. Set in 1336, Vessel of Hatred delves into Mephisto's machinations, showcasing the direction the game ultimately took.
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