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Diablo Immortal Review – Evil On The Go

There is little to question that Diablo Immortal is a big and richly produced Diablo entry. It looks great, it evolves the formula of action role-playing introduced in Diablo III and matches it acutely to the hardware it was originally designed for, and it strikes a good balance of making you feel powerful while also enticing you to continue hunting down better loot. In that sense, Diablo Immortal is just another good Diablo game, but it’s also one that can’t always be played with the same obsessive cadence as prior titles given the number of barriers that can routinely force some time away from it.

The story takes place between Diablo II and III, with familiar faces popping up to provide some thin context for events that have transpired by the time you arrive in Tristram at the start of the last core title. Deckard Cain is back (why wouldn’t he be?) and so is a new evil that is threatening to use shards of the same Worldstone to wreak havoc across the lands. Story conversations are fully voiced, which makes Immortal feel as premium as previous Diablo titles on PC. There’s really nothing here that suggests it’s anything less than that either, with large open spaces for you to explore and numerous side quests to undertake as you progress the story.

What is different is obviously where you’ll be playing. Diablo Immortal was designed for smartphones, and it’s unsurprising then that it plays best on them, too. The touch controls employ the familiar digital analog stick on the left side of the screen, while the right features a cluster of buttons for your various abilities. You have a single main attack along with four equippable skills to choose from, with a fifth ultimate ability button appearing once you have access to it. It’s simple and well-spaced out, and I never found myself accidentally pressing any skills I didn’t want to. You can move and have attacks target enemies automatically, which simplifies your focus further, but also helps you accurately aim certain skills that require it. With my Necromancer, I often need to choose the area in which I want to explode a bunch of corpses, which is easily done by just holding down the skill in question and rotating my finger to position it. In a chaotic fight where I needed to pull this off fast, the accuracy could be a little wonky, but these moments were mostly fleeting.

Continue Reading at GameSpot

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