The TL;DR – It’s kind of okay, until it starts asking you for money.
If this were a $20 indie title with no cash shop, people would be praising it.
But it isn’t. Instead it is a mobile title ported to Windows from a company that has previously prided itself on polish and who has set the benchmark for ARPG titles. And while it is free to start playing, that state only lasts for so long.
Granted, it is still in beta, but the cash shop is fully up and running and, as I have said before, if you are doing that you are effectively live and should be treated as such.
As such, there are still some issue and oddities that are no doubt artifacts of translating the game from the phone to the PC. I keep getting told to tap on things and I don’t have a touch screen.
It also feels oddly sterile for some reason, the way Minecraft Dungeons did, where there is nothing particularly wrong with the title, I just don’t feel compelled to keep playing. It has the sort of vibe you might get from a low budget clone of a Diablo title that repurposed the artwork and some ideas.
NetEase? Is that you?
So things look familiar but don’t always feel right.
And the world is a bit weird. You see other people on your server.
But out in the world things can seem oddly out of sync. You’ll go fight an overland boss and see other people obviously fighting their own version of the boss but visibly attacking nothing from your perspective.
But if you’re dying for a freebie ARPG clicker, it isn’t bad. And it has the usual online things to try and keep you coming back every day.
As long as it is free everything is fine. And hell, even early on when it is offering you some low price items, it isn’t a big deal.
Even with the one offer only, huge value pressure I was able to say “no” to that, though the fact that the game was very insistent on telling me about this offer was probably a sign.
But it does get more persistent as you progress. There are other items, a battle pass, and the whole “you could spend over $100,000 to max out a character” aspect of the game, which would really tick me off if the game was strong and compelling enough that I wanted to keep playing it. But after a couple of hours playing over the last week… Diablo Immortal isn’t that.
I suppose, intellectually I appreciate a game I can put down at a moment’s notice and not feel deprived. But playing… and paying… lives in the emotional part of my brain. A game that is easy to put down is also easy to simply not pick up again.
So, barring any new controversy or big change, this will probably be my one post about playing Diablo Immortal. It is okay, and not much more.
Others those, who have found it compelling enough to go deep on… well, they are kind of pissed. Carbot has a video about the game already that, in his usual style, sums up the feeling of the masses.
Meanwhile, others have written more about the game than I will, so it is a chance for me to be community oriented and link out to others. Go me.
- Massively OP – Diablo Immortal launches on mobile and PC today with hellacious microtransactions
- Massively OP – First impressions of Diablo Immortal on PC
- Massively OP – Diablo Immortal players estimate being fully geared up will cost $110,000 in microtransactions
- WCCFTech – Diablo Immortal Players Could Spend over $100,000 to Max Out a Single Character
- Blizzard Watch – How does playing Diablo Immortal on mobile devices compare to playing it on PC?
- Blizzard Watch – How to play Diablo Immortal without spending a dime
- PC Gamer – Diablo Immortal is a game designed to exploit your love of Diablo
- PC Gamer – Diablo Immortal microtransactions have sparked a brutal backlash
- Massively OP – The Daily Grind: What counts as ‘gear’ in MMORPGs?
- MMO Fallout – Wyatt Cheng Lied, Very Simply
- Tales of the Aggronaut – Diablo Immortal
- Blessing of Kings – First Impressions of Diablo Immortal