Tyler has covered videogames and PC hardware for 15 years. He regularly spends time playing and reporting on games like Diablo 4, Elden Ring, Overwatch 2, and Final Fantasy 14. While his speciality is in action RPGs and MMOs, he's driven to cover all sorts of games whether they're broken, beautiful, or bizarre.
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., Jason Schreier tells the story of the Diablo 4 that never was.
However, critical problems with the concept for Hades held it back. It was supposed to have close-quarters combat with slow-motion animations to give hits extra impact and also somehow do all of that in co-op. Nobody could quite figure out how to pull this off in a way that was fun to play and in a way that felt like the kind of Diablo game millions of people were expecting after Diablo 3.
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.
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