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Wikipedia

Diablo Immortal

Diablo Immortal is a free-to-play, massively multiplayer online action role-playing video game developed by Blizzard Entertainment and NetEase. A mobile game in the Diablo series, it is set between the events of Diablo II and Diablo III. Players control a character of their chosen class: Barbarian, Wizard, Monk, Necromancer, Demon Hunter, Crusader, or Blood Knight; they must locate and destroy hidden shards of the Worldstone, to prevent Skarn, the Lord of Damnation, from destroying the world of Sanctuary.

Diablo Immortal
Developer(s)
Publisher(s)Blizzard Entertainment
Director(s)Wyatt Cheng
SeriesDiablo
Platform(s)
Release
Genre(s)
Mode(s)Multiplayer

Development of Diablo Immortal began with the aim of creating a Diablo game centered around touch controls for those who predominantly played on mobile, but was later expanded to also support game controllers and PC. The game incorporates a business model which allows players to unlock content through microtransactions, though almost all content can also be obtained through gameplay without paying.

The announcement of Diablo Immortal at BlizzCon in 2018 was met with a largely negative response from Diablo fans, who had anticipated a game designed for PC. It was released on Android and iOS on June 2, 2022, for countries mainly outside of the Asia-Pacific region, with a beta release for Windows on the same date. The game's Asia-Pacific release was delayed several days before its original date, with most releases taking place on July 8, 2022, and its China launch on July 25, 2022.

Immortal received mixed reviews, with praise for its combat, graphics, and the adaption of Diablo to mobile, while criticism targeted the plot, voice acting, and the game's focus on microtransactions. It became the lowest user-rated game on Metacritic in response to microtransactions and the progression system. Immortal had the biggest launch in the franchise's history with over ten-million downloads, reaching 30 million downloads by the end of July 2022.

Gameplay edit

Core gameplay edit

 
A Crusader fights an undead enemy in Ashwold Cemetery.

Diablo Immortal is a free-to-play[1][2] massively multiplayer online (MMO) action role-playing game (ARPG),[3][4][5] designed initially for play on mobile devices.[6] It is an online-only game, requiring an internet connection during play.[7] The game also features cross-save functionality, linking the player's progress to their Battle.net account and allowing them to continue across multiple devices.[8][9]

The fast-paced,[10] arcade-like[11] Immortal has many gameplay similarities to Diablo III (such as destructible environments);[11][12][13] however, while it retains the vibrant art style of Diablo III, the game's tone is closer to the more sombre style of Diablo II.[11] It features the isometric graphic style common to games in the series.[2][14]

Many of the game's activities are designed to be small in size (Blizzard advise that dungeons, though similar to those from the prior games,[2] average 10–15 minutes in length,[15] with shorter activities lasting 1–5 minutes),[4] so they can fit with the shorter play sessions common to mobile gaming;[16] however, unlike many games in the free-to-play mobile space, Immortal does not feature an "energy" system to limit the amount of free play time available.[13][17]

Players can create one or more characters to use within the game.[18] When creating a character, players select one of the game's six character classes: Barbarian, Wizard, Monk, Necromancer, Demon Hunter, and Crusader,[19] each with 12 unlockable skills (from which the player chooses five to use concurrently).[2][17] For example, the Barbarian class's skills include slamming a hammer and turning into a whirlwind, whereas the Wizard's skills include a beam of electricity that boomerangs back to its source, dealing damage twice.[10] "Charms" can also be acquired within the game and equipped to further increase skill effectiveness and change how they function.[13][20]

Unlike previous games in the series, Immortal features a "Class Change" system, by which players can change the class of an existing character and receive a new set of "appropriate" items without having to reset their progress (although focusing on a specific class may ultimately yield advantages, such as a broader range of available gameplay styles).[21][22] The class change option has no in-game or microtransaction cost; however players are limited to using it once per week for a given character.[23][24]

The game is designed primarily for touchscreen devices, with virtual controls that overlay the display: a directional thumbstick and skill buttons. Skills feature auto-aim[13] (generally towards the nearest enemy),[25] but the player can manually aim each skill by holding down its corresponding button.[10][11] Some skills will also "charge" while their button is held, increasing aspects such as damage and area of effect.[6] Alternatively, players can control the game using a connected gamepad: movement and aiming are controlled with the analogue sticks; attacks, potions, and interactions are controlled by the front-facing buttons; and skills are triggered using the top bumpers & triggers (although these bindings can be changed in the game's settings).[26] When played using a mouse and keyboard, Immortal supports movement using the WASD keys (a first for PC games in the series), allowing for movement with one hand alongside combat-based commands using the mouse.[6]

Unlike previous games in the Diablo series, mana and other class-specific resources have been removed from Immortal, in favor of a cooldown-based system for skills (with typical cooldown times ranging from 8–12 seconds).[25][11] Performing attacks will also fill the character's "Ultimate meter", which, when filled, allows the use of more powerful attacks, amplifying the perks of the character's basic attack, for a limited time period.[11][16]

Rifts and other activities edit

Outside of the game's primary storyline missions, other activities include random quests which appear during exploration, "bounties" (such as defeating specific enemies or creating specific items), "challenge rifts" (randomly-generated, time-limited dungeons with ever-increasing levels of difficulty), and "elder rifts".[27][16] Elder rifts are similar to challenge rifts, but can be modified using "crests" (available on a daily basis) and "legendary crests" for greater reward,[15] the latter of which guarantee a "legendary" (i.e. top-level) gem upon completion.[28]

The "Helliquary" is a feature which unlocks by player level 45.[29] Players gain the ability to hunt, trap,[30] and then defeat "boss demons" (each with a recommended offense and defence rating)[26] as part of 8-player raids.[26][29][31] Defeating these enemies earns players trophies, which they can place within their Helliquary, granting permanent character bonuses.[31] The development team intend for the game to introduce a new boss each month.[29]

In the "Legacy of the Horadrim", players are rewarded for completing specific in-game achievements with "vessels". These items can be inserted into a shrine under Westmarch to unlock character bonuses. Located close to the shrine is a daily-refreshing dungeon, which can be cleared to gain resources for enhancing the vessels to gain additional bonuses.[26]

Character progression edit

Through gameplay, characters earn experience points, which allow them to increase their level. As characters increase in level, they become more powerful, earning new skills and increasing the power of existing skills.[16][13] Each character class has its own system of progression.[15]

Once a player's character has reached the game's level cap (which is 60 at launch,, though Blizzard has announced plans to increase this later),[2][5] they can achieve additional "paragon levels", which can be invested into one of four categories (each with their own talent tree of 100 levels): Survivor (increasing odds of survival), Treasure Hunter (increased odds of finding gold and other in-game items), Vanquisher (increasing combat effectiveness against non-player enemies), and Gladiator (increasing combat effectiveness against other players). At paragon level 150, additional paragon trees are unlocked called Soldier (Party based PvP) and Mastermind (Party buffs that are enhanced when grouping with 4 separate classes).[32] Blizzard has stated that it plans to add additional paragon trees to the game following its initial release.[2][27]

Towards the end of 2022, 3 more paragon specializations were released to players that was unlockable at a much higher paragon level. Massacre (Kill streak focused enhancements), Brawler (Defense bolstering party buffs), Duelist (Chaining skills together increasing damage). Duelist became a favorite among fans.

Higher paragon levels can also result in players finding items with higher statistics than the base versions.[26]

Loot system edit

 
Inventory management for a character with equipment in each of the game's 13 item slots.

Defeated enemies and opened treasure chests drop items ("loot"), and NPCs sell similar items in exchange for the in-game currency of gold.[25][20] Some loot items are also specific to particular enemies.[33] These items can be equipped via a pop-up button or via the game's inventory screen.[25][16] Such equipment can also be made more powerful by inserting "gems",[13] and via the game's "rank up" system, which uses materials salvaged from other items to make "rare" and "legendary" level items more effective.[16] Such ranks also be transferred from one item to another, ensuring that resources can be invested in progress even prior to acquiring a specific item.[16] Once a legendary-level gem reaches rank 10, it can be used to "awaken" the item it's inserted into, resulting in improved bonuses and a new appearance (such as flames, or swirls of energy).[26] Players can also use any additional legendary gems in their possession to "resonate" with others, increasing both their bonus and cosmetic effect.[26]

Players can also obtain items that belong to a set from specific locations in the game.[26] Item sets in Immortal occupy the six "secondary" slots (hands, feet, neck, waist, and two rings).[8] Equipping two, four, or six items from the same set yields additional bonuses that grant non-class-specific benefits, such as increased healing or extra damage dealt.[34]

In addition to items which change character statistics, the game also offers purely cosmetic items, which can be equipped to change the appearance of a character without altering gameplay. Some cosmetic items are available for specific factions to unlock for free by raising their "Dominance" statistic to specific levels.[21]

The game features a cross-player "marketplace" in which players can buy and sell materials and gems; however, to avoid repeating controversial issues from the "auction house" feature in Diablo III, the marketplace does not allow purchase or trading of equipment items, which must be earned through gameplay.[35][36]

Multiplayer activities edit

MMO features edit

Although all of Immortal's core activities can be completed by a solo player,[13] in the style of other MMO games, players can encounter each other when exploring.[1][2] They can also form temporary parties of up to four players, or create more permanent "Warbands" of up to 8 players,[37] to play through "dynamic events" together.[2][38] Warbands can also occupy and explore the "Castle Cyrangar" location together, to earn additional benefits.[39] Some of the high-level in-game dungeons and enemies are designed specifically to be tackled by groups of players cooperatively.[4][13] These gameplay elements are similar to Blizzard's long-running MMO, World of Warcraft.[13]

The game also provides voice chat features, allowing players to communicate both with other members of their party, and with a broader range of players via "public" channels.[4] Immortal also features clans for bringing together larger groups of players.[4][37]

Immortal supports cross-platform-play; however, players must be on the same in-game server in order to interact.[40][41][42] A player character can be transferred between servers for free on the first occasion, with each subsequent transfer requiring a one-off purchase (and a wait period of 30 days).[43]

Player versus player combat edit

In addition to cooperative multiplayer elements, the game also features competitive PVP.[4] For example, some areas of the game feature treasure chests which respawn on a timed basis and can only be opened by the last player left alive in the area.[4] Another PVP feature is "Battleground", an 8 vs. 8 mode, with a player ranking system.[26] The "attackers" are charged with—in order—destroying three "Sacred Guardians", escorting at least one of two "Zealous Idols", and destroying the other team's "Ancient Heart", with a separate time limit for each phase. The "defenders" win if they prevent any of those three tasks from being completed or tally enough opponent kills across all three phases.[11]

The "Cycle of Strife" edit

The "Cycle of Strife" is an optional PVP system open to all players who have reached Immortal's "endgame" phase. Each of the game's servers allows up to 300 players within the "Immortals" faction, but an unlimited number of players to opt in as part of the "Shadows" faction.[44] The feature is entirely optional for players;[30] any players who do not opt in during a specific cycle are simply designated "Adventurers" not affiliated with either group.[29][44]

Shadows players attempt to displace the current Immortal players by changing their clans to "Dark Clans" and participating in the Shadows' activities.[37] Immortals players also have designated activities, distinct from those of the Shadows. For example, Immortal players can participate in "Kion's Ordeal": a 48-player raid, with four groups of 12 players fighting four bosses simultaneously. Loot earned from elder rifts by Kion's Ordeal players is added to a vault, which gets handed out to Immortals players on a weekly basis. Shadows activities include "Raid the Vault", where 4 players attempt to steal from the Immortals' vault (beginning with PVE gameplay, until the Immortals send players to defend the vault).[29]

The "Wall of Honor", which is located in Westmarch for all players to view, details achievements of all Immortal faction leaders and their four lieutenants.[31]

Once the Shadows reach a sufficient level of progression, this will trigger "Rite of Exile" where the Dark Clans battle against each other.[45] Victors from the Rite of Exile proceed to the "Challenge of the Immortal", whereby the top player from the Immortals is transformed into a boss (with powerful skills exclusive to that form), and must battle against the top 30 Shadow players in a 30 vs. 1 format.[26][45] If the Immortal player defeats all 30 Shadows, the structure of these factions remains unchanged; however, if the Shadows are victorious, all 30 players are resurrected and must battle against each other in a battle royale to determine which Dark Clan becomes the new Immortals faction (with the victorious player becoming the new top Immortal,[46] all other players being returned to "Adventurer" designation), at which point a new cycle begins.[26][29]

Cycles in the game are expected to last between one and three months.[31]

Premise edit

Part of the Diablo series, Immortal takes place in the series' world of Sanctuary and is set 5 years after the events of Diablo II, but prior to Diablo III.[15][12][40] Players begin their adventure in the town of Wortham,[20] which is being threatened by cultists and the undead.[36] They learn from recurring Diablo character Deckard Cain that they must locate and destroy shards of the Worldstone across the world of Sanctuary in order to prevent a world-threatening disaster,[36][15] masterminded by the game's initial antagonist Skarn, the "Lord of Damnation."[40]

This journey continues into areas including the city of Westmarch (which serves as the game's main location for trade and social activities),[47][13] Ashworld Cemetery,[15] Dark Wood,[15] the Shassar Sea,[15] Mount Zavain (location of the Sanctified Earth Monastery),[29] the Frozen Tundra (populated by Barbarian tribes),[29] and the Stormpoint prison island.[48]

Other aspects of the game's plot focus on conflict between the "Immortals" (a group dedicated to the protection of Sanctuary) and the "Shadows" (a secret group established to test the Immortals) in what is known as the "Cycle of Strife". In the words of the game's principal designer, Scott Shicoff:[29]

"A long time ago, there was a powerful individual called Daedessa the Builder... she wanted to protect Sanctuary from demonic invasion but she wasn't a fighter. She was, however, a master crafter, and she created a powerful artifact called the Eternal Crown. She gave it to her son Kion... and charged him with forming a group whose sole purpose would be the protection of Sanctuary from the Burning Hells. Kion took this powerful artifact and created a guardian group which he called the Immortals.[29]

"Daedessa knew that power, especially that kind of power, can lead to complacency and corruption for even the best or most well-intentioned individuals like her son. So she gave her daughter Akeba a secret heavy burden. It would be Akeba's job to make sure that the Immortals would never falter or waver. That they were always worthy and capable of defending Sanctuary, as they were charged. So working in secret, Akeba found those brave enough to help her constantly test and challenge the Immortals. They would look for cracks and weaknesses and they would do everything they could to make sure the elite defenders of Sanctuary were always up to the task. She called this group the Shadows.[29]

"And should the Shadows ever prove stronger and more capable, they would overthrow the current reign and take up the Eternal Crown as the new Immortals. Which, of course, they eventually did, with Akeba becoming the next Immortal. But Akeba could never get too comfortable because she knew that as she rose up, so too would new Shadows to make sure she was always worthy of her station. And thus the Cycle of Strife was born."[29]

Business model edit

Microtransactions edit

Although free-to-play, Immortal features in-game microtransactions using real-world currencies.[49] Blizzard has stated that these transactions are optional, and not required in order to access any core gameplay.[49][50] According to Diablo general manager Rod Fergusson, "You can play every aspect of this game for free. You can play the entire campaign for free, you can play raids and the Cycle of Strife and everything, for free. And we're going to support it with new zones and dungeons and new character classes post-launch for free."[49] Mike Ybarra, president of Blizzard, slightly amended this statement, saying that players "can literally do 99.5% of everything in the game" without spending real money.[51]

The in-game marketplace's currency of "platinum" can be obtained through free gameplay and the selling of materials, or via in-game purchase (though there is not an option to convert this back into currency outside of the game).[35][36] Other in-game purchases, such as the "Boon of Plenty" (which has a fixed monthly limit), can be used to acquire the in-game currency of "eternal orbs" (a premium in-game currency used to purchase items such as cosmetics and platinum)[52][53] and "legendary crests" (items used to improve the volume and rarity of rewards gained when completing "rift" dungeons; such as "legendary gems", for improving equipment).[54][55] The legendary crest system has been classified as a "loot box" process, because of the random nature of their rewards.[56][57]

As an alternative to microtransactions, players can also earn "Telluric Pearls" through in-game rewards, then use them to craft powerful "5-star" legendary gems.[58]

Battle pass system edit

In addition to level-based progressions, the game also features a Battle Pass reward system, which grants significant experience points, making it a way to speed up character progression (especially during the end-game content, once players have reached the level cap).[59] The battle pass is leveled up by completing activities such as bounties, dungeons, and rifts.[60] It is tied to seasons, within which there are both free and paid tiers available,[14][50] with the paid tier focusing on additional opportunities to earn in-game currencies.[17]

Blizzard confirmed that seasons which encourage players to create a new character each time (as seen in Diablo III) are not planned for Immortal, which will focus instead on the concept of players retaining a single long-term character.[18]

Development edit

 
Lead director Wyatt Cheng

Initial development edit

Immortal was co-developed by Blizzard Entertainment and NetEase,[38] the latter being Blizzard's partner for Chinese market releases.[12] Blizzard intended to bring the core Diablo experience to the smartphone platform, making interface design choices to best fit that experience to the medium,[61] including gameplay concepts that were unavailable to prior Diablo titles.[6] By designing for a smartphone gaming audience, Immortal was intended to reach demographics and geographic regions that use mobile phones as their primary gaming platform, and therefore may not otherwise interact with Diablo in other formats.[61] The game's director, Wyatt Cheng,[62] and its senior combat designer, Julian Love, both worked previously on Diablo III, and included elements to Immortal which they were not able to include within its predecessor.[6]

The game was first announced during the opening ceremony of BlizzCon in November 2018,[63][64] where the release platforms were confirmed as Android and iOS,[12] with cross-platform play and progression carry-over between the two.[5] Blizzard also announced plans to keep the Immortal experience fresh after its initial release with the regular addition of stories and characters.[38] Shortly after the game's announcement, Blizzard began allowing players to pre-register on the game's website for admission to playtest the future beta version.[38]

In February 2019, NetEase's CFO, Yang Zhaoxuan, stated that the game was "pretty much ready" and still planned for a 2019 release; however, he also stated that Blizzard would be the ones to determine the exact release timetable.[65] In November 2019, during BlizzCon, Blizzard posted an update on its official blog, confirming that Immortal was still in development; however, it stated that there was still no specific release date for the game, because "It takes significant time to meet the Blizzard quality level we're aiming for, and we have a lot of ambitious goals for Diablo Immortal." Additional details confirmed in the post included that the game would feature six playable classes (Barbarian, Crusader, Demon Hunter, Monk, Necromancer, and Wizard) and chargeable, class-specific 'ultimate' abilities.[66]

At the start of August 2020, at ChinaJoy, Blizzard and NetEase released a new gameplay trailer for Immortal, showcasing each of the six playable classes, and featuring the first appearance of Baal, one of the main antagonists from Diablo II and its expansion, Lord of Destruction.[67] The trailer also revealed improvements to the game's graphics and character models, which had been implemented since the release of previous promotional material.[68]

Public alpha testing edit

A "very limited" public alpha demo of the game took place from December 2020 until January 2021, featuring its first 45 character levels and four of the six playable classes.[13][4] The alpha was released specifically for players in Australia on Android devices;[47][14] however, some media outlets were also given access.[1][13] Character progression from the alpha cannot be carried over into the full game.[69] During a question & answers session at BlizzConline (an online-only version of BlizzCon, due to the COVID-19 pandemic) in February 2021, the development team confirmed that the game's next phase would be an additional alpha, likely featuring the game's full launch level cap (60 levels),[5] additional story elements,[5] and all six playable classes.[4] During this discussion, the team also confirmed that they were working to bring game controller support to Immortal, alongside its on-screen virtual controls, and that they plan to introduce additional classes and locations (all free for every player) after the game's initial release.[4]

In further February 2021 interviews, development team members stated that although they remained focused on mobile platforms, they were "not necessarily going to block" efforts by others to emulate it on other devices.[70] They also confirmed the game to be based on a brand new engine, not used for any previous NetEase games, with the same quality standards as other Blizzard-developed games:[71]

"Game development at Blizzard is all about making sure that we ask ourselves the questions, like 'is this good enough?' That's sometimes why it takes a long time for us to make what we make ... [NetEase] completely subscribe to our commitment to quality, which was a pre-requisite to having this partnership ... This is an engine that NetEase is using for the first time. It wasn't [used for] any of those previous games people are comparing it to. It's being built from scratch on a new engine, and it's not a re-skin of Diablo III ... It is a wholly new game that we've built."[71]

The team also revealed how they had made player feedback a core component of the alpha test, implementing a system which allowed them to look at all of the feedback submitted through the in-game feedback tool:[72]

"At the end of our Technical Alpha, we looked at every single piece of feedback we got ... We basically did a summit where we had all the team on a Zoom, and I was sharing my screen, and we just went line-by-line ... In the end, we do have to make a judgment call, but we really do value that kind of feedback, especially when we see clear trends over multiple players. And we're also looking at Reddit and other community channels to get anecdotes and other feedback from there, as well."[72]

An example given of changes made in response to this feedback was how the team had strengthened the wizard class's ice-based attacks, to support ways in which players wanted to use these skills, and address concerns that the class was "underpowered".[72]

In April 2021, Immortal entered a new closed alpha test, also limited specifically to Android players in Australia.[73][74] The new test featured addition of the game's Crusader class, a raise of the character level cap to 55 (compared to 60 from the full game), and introduction of the "Cycle of Strife" feature (with the alpha lasting "at least a month" to allow sufficient testing of this new gameplay element).[29] At the beginning of this second alpha, the game's director, Wyatt Cheng, confirmed that there would be a minimum of one further testing phase (with the full level cap of 60) before the game's release.[29]

During its first quarter financial earnings release in May 2021, parent company Activision Blizzard confirmed Immortal to be "on track for global release later [in 2021]," although no specific release window for the game was stated;[75][76] however, in August 2021, Blizzard announced that the game had been delayed until the first half of 2022.[77] The update indicated that the delay was to allow more time for gameplay improvements following alpha testing feedback, such as making the Cycle of Strife feature "more accessible", making the Helliquary and bounties "more engaging", adding controller support, and making alterations to character progression systems.[77]

Public beta testing edit

A closed beta version of Immortal launched on October 28, 2021, with an intended duration of "just under three months",[45] solely for Android players in Australia and Canada (expanding in the weeks after to Korea, Japan, and China).[26] This new version of the game added in the Necromancer class (the final of the game's planned launch classes), a new "Hell IV" difficulty level (with improved rewards for higher difficulties), the "Legacy of the Horadrim" feature, and the first iteration of game controller support (a work-in-progress "early test" version of the feature, supporting character movement and combat via a limited range of controllers, but requiring players to navigate menus using the touchscreen).[26][45] Additional gameplay systems added in the beta included "awakening" and "resonance" for legendary gems, and item sets.[26][8]

The beta also added a player ranking system and corresponding rewards to the 8 vs. 8 "Battlegrounds" mode, and significantly changed the end of the "Cycle of Strife", shifting it from a series of 8 vs. 8 battles (featuring the strongest eight members of the top ten Dark Houses against the best players within the Immortals) to a new system called "Challenge of the Immortal": a 30 vs. 1 battle centred around the top Immortal player.[26] The structure of the "Helliquary" feature was also changed: these enemies, which could previously be defeated by solo players, were changed to 8-player raid events, with a strong focus on teamwork.[26]

In-game purchases were made available for the first time during the beta. Although any purchases made during the beta will not carry over to the full version, players making purchases during the beta were to receive equal credits back to their account once the testing period completes.[26][78]

In February 2022 (following completion of the beta in January), game director Wyatt Cheng and senior system designer Kris Zierhut posted on the game's official website stating that they would be making multiple additional changes based on player feedback.[79][37] These changes included shifting bounties to single-player experiences (to avoid players feeling like groups were forced together), balancing the difficulty of "Helliquary" raid bosses, refining controller support, finalizing the "Paragon" system (to prevent players progressing too quickly ahead of others), and re-evaluating the "Boon of Plenty" micro-transaction to increase its value.[79][37][54] Further changes were also announced for the Cycle of Strife (with additional changes to be announced later), including the consolidation of clans and "Dark Houses" into a single entity (describing the existence of separate, temporary social groups a "a jarring upheaval to your social system and network of players").[37] The post reiterated a target launch for the game at some stage in 2022.[79][37]

Release edit

On March 28, 2022, Blizzard commenced iOS pre-orders for Immortal (to match Android pre-registrations, which had already gone live),[80] with a new trailer showcasing exclusive in-game "Horadrim" cosmetics that would be made available to all players (provided that they complete the tutorial within 30 days of launch)[81] if the game reached 30 million pre-registrations before release.[21] The corresponding App Store listing for the game specified a release date of June 30, 2022;[80] however, later the same day, Blizzard clarified that this was only a placeholder date while they "lock in" plans for the game's release.[22] During this time period, Blizzard also revealed that the game would allow players to change the class of an existing character without losing their prior progress.[22][21]

On April 25, 2022, Blizzard shared a new trailer for Immortal, announcing its release date of June 2, 2022.[82] As part of this announcement, they also unveiled that an open beta for Windows versions of the game would begin on the same date (with all of the mobile version's content and features, plus all progress and purchases carrying over to the full version).[83][84] It was confirmed that full cross-play and cross-save support would exist across these platforms.[84] Blizzard also released a statement regarding their decision to release the game on PC, despite previously stating it would be mobile exclusive:

"On one hand, we felt that we wouldn't be doing the title justice by releasing a game originally designed for mobile on PC, on the other hand, we wanted to make sure the game reached as many players as possible – especially our most dedicated PC fans. The deciding factor was that we knew many of you would attempt to play this game through an emulator, thus leading us towards building a better experience."[85]

In an interview with GameSpot, the game's senior designer, Scott Burgess, added that they had taken "so long" to announce the game's PC version because they "wanted to make sure the polish of the game was at a point where we were happy with it and happy to release it simultaneously with the mobile launch."[86]

The release version of the game was expanded to include support for a number of additional controllers compared with its beta versions, including the PlayStation 5's DualSense, the Rotor Riot, and the SteelSeries Nimbus.[87]

PC pre-loading for the game began on May 26, 2022,[88] alongside Blizzard's "roadmap to hell," detailing the game's rollout schedule.[40] This included confirmation that although it would launch on June 2 for most regions, Immortal would launch on June 23 for countries in the Asia Pacific region such as Hong Kong, Indonesia, Singapore, and Thailand,[9][89][90] and that it would only be available on PC for players in Vietnam.[40] It was also confirmed that it would launch with native voice chat transcription and speech-to-text accessibility options.[91] In the following days, it was revealed that the game would not be launching in Belgium and the Netherlands, due to "current operating environment for games in those countries,"[92] specifically their tighter laws regarding loot boxes.[93][94]

Blizzard supplied reviewers for the game with Razer Kishi controllers, which attach to smartphones to provide a hardware experience similar to handheld gaming consoles such as the Nintendo Switch or Steam Deck.[91] In an interview with The Washington Post, game director Wyatt Cheng said that he believed "...'Diablo Immortal' is going to change a lot of people's minds on what they think of as a mobile game. That was one of our goals since the beginning. Let's elevate the standards for what people can expect from a mobile game."[62]

As previously indicated by Blizzard,[95][40] The mobile version of the game became available for some markets a day ahead of the official June 2 release date.[96][97]

In September 2022, the game received an official tie-in promotion with Burger King in Japan. This promotion featured a limited-time spicy garlic cheeseburger and a giveaway of three t-shirts with a chibi-style cartoon of in-game enemy "The Butcher" (drawn by manga artist Bkub Okawa).[98]

Asia-Pacific release delays edit

On June 15, 2022, Immortal's official account on Chinese social media website Weibo was reportedly banned from the service for "violating relevant laws and regulations,"[99][100] with publications speculating that this was due to an alleged, since-deleted post from the account making reference to Winnie the Pooh (a popular method for criticizing Chinese leader, Xi Jinping).[101][102][103][104] Four days later, it was announced that the game's release in Asia-Pacific markets (originally scheduled for June 23, 2022)[105] would be delayed for developers to "[make] a number of optimization adjustments,"[99][106][107] including "support for a wider range of models and devices ... experience, network and performance optimisations, and more."[108]

Following the delay, NetEase promised players an "exclusive thank-you package containing legendary equipment" as an apology, and provided an updated release window of July 8 for impacted markets such as Hong Kong, Indonesia, Macao, Malaysia, the Philippines, Singapore, Taiwan, and Thailand;[107][109] however, no new release date for China (which had received over 15 million pre-registrations)[101] was confirmed at the time.[107][102] NetEase's share price fell significantly in the days following these events.[110][111][112]

The following month, NetEase confirmed the game's updated China release date of July 25, 2022.[104][113] Sources cited by Bloomberg indicated that this date was still "subject to last-minute changes";[104][113] however, the release went ahead as planned.[114] Due to the ongoing ban of the game's Weibo account, NetEase did not make any social media announcement for the updated launch date (though did set up pre-launch marketing pages on the App Store and TapTap online game stores).[114] On the first two days of release, Immortal was first place in the country's iOS video game downloads,[115] with some players on popular regional servers experienced queues of over 5,000 people.[114]

Post-release updates edit

Following a "Season 2" update on July 7, 2022 (focused on a new Battle Pass, and new Helliquary boss, and new cosmetic items),[116][117] Immortal's first new feature was added on July 20, granting player's access to the "Class Change" feature, swapping their character's class for free, without losing their prior progress.[23][24]

In mid-August 2022, additional game modes were added in the form of limited-time events, including the "Fractured Plane" (a roguelike mode where players enter a 15-floor dungeon, starting with a basic set of skills and equipment, then salvaging better items or purchasing them using looted "shadow coins") and the "Echo of the Immortal" (a PVP mode allowing non-Immortal players to play a match similar to "Challenge of the Immortal").[118]

Immortal's first "major" update was released in late September 2022.[119][120] This "Forgotten Nightmares" update introduced a new dungeon and a new system for warband groups to occupy and explore a new location called "Castle Cyrangar."[39][119] In the following month, Blizzard also added a means for players to earn "Telluric Pearls:" a new resource for crafting 5-star legendary gems without making in-game purchases.[58]

In response to one of the game's "top requested changes from our community," the ability to transfer characters between in-game servers was added in October 2022, alongside the announcement that the game would be merging servers to achieve higher player counts in each (such as the 12 servers in each North American data center being merged into four groups of three).[43]

The first additional in-game location for Immortal, the "salt-scrubbed prison island" of Stormpoint, was announced during a developer Q&A post, which confirmed that it would "expand the story of Diablo Immortal and introduce a new questline," whilst also featuring "more farming opportunities, bounties, and unique zone-wide events."[121] The new location was released on December 14, 2022, as part of the game's second "major content update," named "Terror's Tide."[121][48] This update also introduced the option for players to re-customize the appearance of their characters,[121] plus additional "Hell" difficulty levels (tied more closely to Paragon and Helliquary progression systems).[122]

The game's first new class (also first for the series overall since Diablo III's Crusader in 2014), the Blood Knight, was revealed in early July 2023.[123] Described as a "vanquisher of vampires" and "a mid-range class ... specializing in the polearm weapon type," the Blood Knight was based upon characters established in lore from the original Diablo.[124]

Reception edit

Pre-release edit

Response to Immortal's announcement at BlizzCon 2018 was largely negative.[61][125][126] While traditional gaming audiences often express skepticism towards mobile versions of game franchises, the Diablo series community's discontent was compounded by their anticipation for a larger announcement.[12][127][128] They expressed their discontent through online channels, likening Immortal to a "reskin" of prior NetEase games, such as Crusaders of Light and Endless of God.[12][129] Later in the same day, developers participated in a Q&A with attendees. Two particular questions leveled at Wyatt Cheng, Principal Game Designer at Blizzard, drew significant attention from media and audiences alike, with one attendee asking if the announcement was an "out of season April Fools' joke",[130][131] and another asking if there was a possibility for a PC release, leading to the crowd booing when the answer was negative.[132][133][134]

Blizzard responded to the announcement's reception the following day, stating that Immortal is but one Diablo series game in active development, and pointing to the company's multi-platform development experience and the success of the mobile version of Hearthstone as evidence of their capacity to overcome uncertainty and do right by their core audience.[61] They also addressed a rumor that they had withheld announcement of a main Diablo sequel due to the negative response at Immortal's reveal:

"First off we want to mention that we definitely hear our community. We generally don't comment on rumors or speculation, but we can say that we didn't pull any announcements from BlizzCon this year or have plans for other announcements. We do continue to have different teams working on multiple unannounced Diablo projects, and we look forward to announcing when the time is right."[135]

Following the announcement, Activision Blizzard's stock fell 7% on the first weekday of trading.[136][137][138][139][140] Later in November 2018, newly-appointed Blizzard president, J Allen Brack, thanked fans for their feedback, because it showed their love for the franchise:[125]

"I think it's clear there's a lot of players who are eager for more Diablo PC and console content. That came through loud and clear from BlizzCon. Frankly, we feel fortunate to have a community that cares so much about that franchise. The commitment and the engagement of our community is one of the things that makes Blizzard very special and something that we really appreciate.[125] "We feel that Diablo Immortal is going to deliver a very authentic Diablo experience, and we're not going to compromise on that mission ... Launching the game is only going to be the beginning. There's going to be ongoing support. We're only going to release the game when we feel like it is meeting the community's very high standards. In the end, Diablo Immortal is going to fulfil that, and we think that people are going to experience it, and we think they're going to love it."[125]

Previews based on the game's earliest demos in 2018 included both positive and negative sentiment.[128][10][141] Mashable, for example, described the game as "a lot of fun" and praised its visual style compared to Diablo III,[128] while GameSpot and VentureBeat cited its many unknown factors (especially how its business model would work, which Blizzard was unable to confirm at the time) as one of the biggest areas of concern.[141][142] Some writers expressed approval for its controls,[10][25][128] its interface having been tested by prior NetEase games,[25] although Polygon noted difficulties with the precision aiming of abilities,[10] and Kotaku felt it to be "occasionally slow to respond."[25] Multiple writers felt that where Immortal captured the series' look and feel, it omitted some of its core tenets,[10][25] or as Polygon put it, Diablo's "soul".[10] Although the mobile game captured the basic Diablo experience, the reviewers questioned whether the new entry had enough new content to remain fresh.[10][25] In these early previews of the game, newly equipped items did not change the visual appearance of the player's character, which also received criticism;[25] however, this feature was added by the time of the game's subsequent alpha demo.[16]

In contrast to those from 2018, previews based on the game's late 2020 alpha featured a higher level of positivity:[127] IGN, described Immortal as offering a "fully fledged new Diablo" experience, and "not a watered down mobile lookalike"[16] (a message reinforced by Eurogamer[13] and The Verge, who described it as "[feeling] like a proper Diablo game").[36] IGN made specific callout of the fact that, despite Immortal being a free-to-play game, there were no core gameplay elements (such as missions, character progression, or loot items) which required players to spend money.[16] Other areas of praise included the game's combat and art direction (including the look of different equipment items on character models); however, the lack of controller support was identified as a shortcoming.[16] Game Informer's reviewer explicitly stated that the game's new alpha "looks, feels, and plays much closer to a core Diablo title" than the previous demos they had seen; however, they felt that while the game had a number of positives, it made them wish it was available on a non-mobile platform, without virtual touch controls.[27]

Of the game's 2021 beta version, Anthony Nash of Android Central stated that "Diablo Immortal has what it takes to not only deliver an authentic Diablo experience, but to quickly become one of the best Android games available when it launches." Describing it as "a must-play for fans of the series," Nash praised the newly-added necromancer class and the improvements to player vs. player modes compared to the prior alpha.[143] Nick Rego of IGN also praised the beta's improvements over the alpha and its similarity to prior Diablo games, but also noted that "it'll only run as good as the phone you're playing it on, and in-game microtransactions may make you feel like you're missing out on some truly great items."[144] Cam Shea of IGN also praised Immortal's controller support, but noted that it was at odds with the game's strength that, by being mobile, "it can fit into your life wherever you want it to."[145] Shea also offered praise for the virtual controls available, describing them as "intuitive and easy to use", despite considering himself "generally not a fan of virtual analogue sticks and virtual buttons."[145]

Post-release edit

Diablo Immortal received "mixed or average" reviews according to review aggregator Metacritic.[146][147] Common areas of praise included the game's "fun" and "satisfying" combat,[149][154][155] graphics,[153] user interface,[154][151][156] touch controls,[42][154] and overall presentation;[154][157] whereas areas of criticism included the plot,[151][148][155] leveling system (citing a need for grinding, particularly for free players),[149][153][158] and voice acting.[151][157][3]

During his review, Cam Shea of IGN said the game "feels great to play, and for the most part it looks pretty good, too", reiterated his being a "big fan" of the game's touch controls, while also praising the game's streamlined inventory system compared with its predecessors.[151] He also supported Blizzard's claim that the game did not require in-game purchases to enjoy, writing "not once, in more than 20 hours, did I hit any kind of unexpected roadblock where it felt like I was expected to make a purchase to more easily push through."[151]

Other publications, however, expressed a higher level of concern with the game's monetization methods. Den of Geek's Matthew Byrd mentioned that when focusing attention on the "core Diablo Immortal experience... you're able to experience without spending a dime," it is "one of the most substantial mobile games ever made" and "features some of the most impressive presentation values you'll ever find in a mobile game;" however, Byrd also opined that the game's microtransactions are "malicious" and "clearly designed to make free-to-play gamers feel inferior".[3] Similarly, Igor Bonifacic of Engadget described Immortal as "Blizzard's best and most worrying game in years" and "a more fitting sequel" to its predecessors than Diablo 3, but also pointed out how "players willing to spend nearly endless amounts of money on the game will be the most powerful", contrasting with the "spirit of the franchise."[157] Maddy Myers of Polygon thought Diablo Immortal proved that "Diablo was made to be a mobile game", but pointed out how microtransactions work "a little too well" with the series formula, writing "[they] do not just feel predatory and manipulative; they feel like the final ingredient that allows an already-addictive series to attain its true form."[159] Tyler Colp of PC Gamer said that in regards to the game's microtransactions, "the red flags are big with this one."[158] A number of others expressed mixed or uncertain feelings regarding the game's business model (especially in comparison with some other free-to-play mobile titles) at their time of writing.[149][154][153][42]

In 2023, the Academy of Interactive Arts & Sciences nominated Diablo Immortal for Mobile Game of the Year at the 26th Annual D.I.C.E. Awards.[160]

Audience response edit

Metacritic's user review score for the PC version reached 0.2/10, making it the site's lowest ever user rating for a game.[161][162] Criticism targeted the use of microtransactions, with players noting it became increasingly harder to progress through the later stages of the game without paying real-world money, and accused it of being "pay-to-win".[163][164][3]

In the days following Immortal's release, publications reported on calculations made by YouTuber Bellular News that it would require approximately US$100,000 of real-world money to fully upgrade a character,[56][165] or approximately 10 years of play without purchases.[166] The required costs were primarily attributed to the game's highest-level legendary gems not being able to be earned by free-to-play players, while the paid process to obtain them was noted by Eurogamer as "randomised and often exceedingly rare".[56][165] Game Rant and other publications, meanwhile, documented that a Twitch streamer had, in an attempt to highlight the design of the progression system, spent NZ$25,166 ($15,997) in the game before receiving any top-level legendary gems.[167][168][169] Other players on services such as Twitter and Reddit later revised these estimates to between US$300,000 and US$600,000, due to the fact that reaching maximum levels of a legendary gem unlocks additional gem slots within items.[170][171]

Video Games Chronicle reported on the experience of YouTuber Raxxanterax, who noted he had easily lost to a "whale" player,[164] while PCGamesN documented the experience of another YouTuber, Wudijo, who had become powerful enough to survive the toughest battles on their server without spending any money (although they did note that not all members of the victorious clan were free-to-play).[172] Later reports also documented the experience of a player who spent "around $100k" on the game and achieved a battleground record too high for the game's matchmaking system to pair them with any other players, thereby preventing them from playing that game mode.[173] Additional negative sentiment was directed at the discovery of hidden caps for in-game rewards, which the game does not make explicit to players.[174] Such caps include a daily limit on the number of "legendary" level items dropped, and on the number of rewards available from side-quests and random events.[174][175]

Following the controversy over the game's microtransaction costs, a number of Immortal's most notable live streamers and community figures publicly announced their separation from the game. This included a community Diablo website announcing that they would be closing their Diablo Immortal section and removing all of their previously-published guides for it.[176][177] The website cited the "predatory pay-to-win system", exploiting "gambling addiction" and "unrewarding gameplay" as the key reasons for the decision, concluding that "we cannot in good faith continue to cover this game".[176][177]

In response to negative sentiment around the game's monetization, Blizzard representatives stated that "the monetization comes in at the end game ... hundreds of millions of people can go through the whole campaign without any costs", cited "high user reviews on the App Store" of the game's success, and informed the LA Times that "50% of players have never played a Diablo game before" and "the vast majority of players aren't spending money".[178]

Third-party Eternal Orb sales edit

During the initial months after the game's launch, some third-party reseller websites (often supported by proceeds from stolen credit cards)[52][53] made it possible for players to purchase reduced-price "Eternal Orbs" outside of the game's built-in process;[52] however, in September 2022 (in response to player requests for action, and due to the associated EULA violations),[52][53] Blizzard removed any orbs from players which were purchased in this manner. Given that many of these orbs had already been spent by players on in-game items, this reduction often resulted in a negative balance, which multiple publications termed "orb debt."[52][179][180] For one top player, this debt amounted to the equivalent of approximately US$34,000US$35,000.[179][53] Blizzard released an official statement to accompany this action:[52]

"We have been looking into abnormal Eternal Orb purchases that have been reported among the community, and taken actions to prevent players from purchasing Eternal Orbs through unofficial channels. Investigations have been made for accounts that have participated in these activities, and disciplinary measures were implemented against accounts that were found to have violated the Blizzard End User License Agreement. We will continue to monitor and take actions as needed."[52]

Players with such negative balances became unable to join in-game "parties" and other group activities, such as dungeons and rifts;[179] but (following further player requests),[53][180] Blizzard took additional action in the subsequent weeks, releasing a game update preventing any player in "orb debt" from participating in player-versus-player activities.[179][180] This was again accompanied by a public statement from Blizzard, saying that "transactions with unauthorized sellers [create] a risk — not only to [a player's] own account, but to our greater player community."[53]

Sales and revenue edit

Within the first week of release, Blizzard announced Diablo Immortal as having the biggest launch in the Diablo franchise's history, having reached over ten million downloads.[181][182] They later announced that, it had reached over 20 million global installs by July 24, 2022,[183] and over 30 million downloads by July 29, 2022.[184] Activision Blizzard's second-quarter financial results for 2022 (which cited Immortal as the reason for its increase from 22 million monthly users to 27 million) indicated that 50% of Diablo Immortal player accounts to-date were newly-registered with Blizzard, suggesting (due to Blizzard's player sign-in requirements) that they had likely not played any prior Diablo game.[185]

According to the AppMagic data tracking service, Immortal generated over US$790,000 within its first 24 hours, and $14.5 million within its first week.[186][187] This figure had reached $24 million within the game's first two weeks (making it Blizzard's second-highest-earning game, after Hearthstone).[188][189][183] As of July 4, 2022, it was reported that the game was grossing in excess of US$1,000,000 per day (with a daily peak of US$2,400,000 ten days after its launch).[190][191] According to the App Store analytics firm Sensor Tower, the game surpassed US$100,000,000 in revenue within its first eight weeks.[115][184]

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Further reading edit

  • Marks, Tom (November 6, 2018). "Diablo: Immortal's Reveal Was an Unnecessary Mess". IGN. Retrieved November 9, 2018.
  • Schreier, Jason (November 8, 2018). "Some Theories About The Diablo Immortal Backlash". Kotaku. Retrieved November 9, 2018.
  • Byrd, Matthew (June 6, 2022). "Why Diablo Immortal Does (and Doesn't) Deserve All the Hate". Den of Geek. Retrieved June 25, 2022.
  • Jiang, Sisi (June 14, 2022). "What Diablo Immortal Means For The Future Of Gaming". Kotaku. Retrieved June 25, 2022.
  • Koch, Cameron (June 23, 2022). "Diablo Immortal Is Exactly What Fans Feared It Would Be". GameSpot. Retrieved July 22, 2022.
  • Dowd, Trone (July 5, 2022). "'Diablo Immortal' Shows Self-Regulation Is a Failure in the Games Industry". Vice. Retrieved July 5, 2022.
  • Hashimoto, Kazuma (July 21, 2022). "Diablo Immortal's microtransactions aren't an anomaly – they're expected". Polygon. Retrieved July 22, 2022.

External links edit

  • Official website

diablo, immortal, free, play, massively, multiplayer, online, action, role, playing, video, game, developed, blizzard, entertainment, netease, mobile, game, diablo, series, between, events, diablo, diablo, players, control, character, their, chosen, class, bar. Diablo Immortal is a free to play massively multiplayer online action role playing video game developed by Blizzard Entertainment and NetEase A mobile game in the Diablo series it is set between the events of Diablo II and Diablo III Players control a character of their chosen class Barbarian Wizard Monk Necromancer Demon Hunter Crusader or Blood Knight they must locate and destroy hidden shards of the Worldstone to prevent Skarn the Lord of Damnation from destroying the world of Sanctuary Diablo ImmortalDeveloper s Blizzard EntertainmentNetEasePublisher s Blizzard EntertainmentDirector s Wyatt ChengSeriesDiabloPlatform s AndroidiOSWindowsReleaseNA EU SA OC JP KR June 2 2022SEA HK MAC TW July 8 2022CHN July 25 2022Genre s Action role playingMassively multiplayer onlineMode s MultiplayerDevelopment of Diablo Immortal began with the aim of creating a Diablo game centered around touch controls for those who predominantly played on mobile but was later expanded to also support game controllers and PC The game incorporates a business model which allows players to unlock content through microtransactions though almost all content can also be obtained through gameplay without paying The announcement of Diablo Immortal at BlizzCon in 2018 was met with a largely negative response from Diablo fans who had anticipated a game designed for PC It was released on Android and iOS on June 2 2022 for countries mainly outside of the Asia Pacific region with a beta release for Windows on the same date The game s Asia Pacific release was delayed several days before its original date with most releases taking place on July 8 2022 and its China launch on July 25 2022 Immortal received mixed reviews with praise for its combat graphics and the adaption of Diablo to mobile while criticism targeted the plot voice acting and the game s focus on microtransactions It became the lowest user rated game on Metacritic in response to microtransactions and the progression system Immortal had the biggest launch in the franchise s history with over ten million downloads reaching 30 million downloads by the end of July 2022 Contents 1 Gameplay 1 1 Core gameplay 1 2 Rifts and other activities 1 3 Character progression 1 4 Loot system 1 5 Multiplayer activities 1 5 1 MMO features 1 5 2 Player versus player combat 1 5 3 The Cycle of Strife 2 Premise 3 Business model 3 1 Microtransactions 3 2 Battle pass system 4 Development 4 1 Initial development 4 2 Public alpha testing 4 3 Public beta testing 5 Release 5 1 Asia Pacific release delays 5 2 Post release updates 6 Reception 6 1 Pre release 6 2 Post release 6 2 1 Audience response 6 2 2 Third party Eternal Orb sales 6 3 Sales and revenue 7 References 8 Further reading 9 External linksGameplay editCore gameplay edit nbsp A Crusader fights an undead enemy in Ashwold Cemetery Diablo Immortal is a free to play 1 2 massively multiplayer online MMO action role playing game ARPG 3 4 5 designed initially for play on mobile devices 6 It is an online only game requiring an internet connection during play 7 The game also features cross save functionality linking the player s progress to their Battle net account and allowing them to continue across multiple devices 8 9 The fast paced 10 arcade like 11 Immortal has many gameplay similarities to Diablo III such as destructible environments 11 12 13 however while it retains the vibrant art style of Diablo III the game s tone is closer to the more sombre style of Diablo II 11 It features the isometric graphic style common to games in the series 2 14 Many of the game s activities are designed to be small in size Blizzard advise that dungeons though similar to those from the prior games 2 average 10 15 minutes in length 15 with shorter activities lasting 1 5 minutes 4 so they can fit with the shorter play sessions common to mobile gaming 16 however unlike many games in the free to play mobile space Immortal does not feature an energy system to limit the amount of free play time available 13 17 Players can create one or more characters to use within the game 18 When creating a character players select one of the game s six character classes Barbarian Wizard Monk Necromancer Demon Hunter and Crusader 19 each with 12 unlockable skills from which the player chooses five to use concurrently 2 17 For example the Barbarian class s skills include slamming a hammer and turning into a whirlwind whereas the Wizard s skills include a beam of electricity that boomerangs back to its source dealing damage twice 10 Charms can also be acquired within the game and equipped to further increase skill effectiveness and change how they function 13 20 Unlike previous games in the series Immortal features a Class Change system by which players can change the class of an existing character and receive a new set of appropriate items without having to reset their progress although focusing on a specific class may ultimately yield advantages such as a broader range of available gameplay styles 21 22 The class change option has no in game or microtransaction cost however players are limited to using it once per week for a given character 23 24 The game is designed primarily for touchscreen devices with virtual controls that overlay the display a directional thumbstick and skill buttons Skills feature auto aim 13 generally towards the nearest enemy 25 but the player can manually aim each skill by holding down its corresponding button 10 11 Some skills will also charge while their button is held increasing aspects such as damage and area of effect 6 Alternatively players can control the game using a connected gamepad movement and aiming are controlled with the analogue sticks attacks potions and interactions are controlled by the front facing buttons and skills are triggered using the top bumpers amp triggers although these bindings can be changed in the game s settings 26 When played using a mouse and keyboard Immortal supports movement using the WASD keys a first for PC games in the series allowing for movement with one hand alongside combat based commands using the mouse 6 Unlike previous games in the Diablo series mana and other class specific resources have been removed from Immortal in favor of a cooldown based system for skills with typical cooldown times ranging from 8 12 seconds 25 11 Performing attacks will also fill the character s Ultimate meter which when filled allows the use of more powerful attacks amplifying the perks of the character s basic attack for a limited time period 11 16 Rifts and other activities edit Outside of the game s primary storyline missions other activities include random quests which appear during exploration bounties such as defeating specific enemies or creating specific items challenge rifts randomly generated time limited dungeons with ever increasing levels of difficulty and elder rifts 27 16 Elder rifts are similar to challenge rifts but can be modified using crests available on a daily basis and legendary crests for greater reward 15 the latter of which guarantee a legendary i e top level gem upon completion 28 The Helliquary is a feature which unlocks by player level 45 29 Players gain the ability to hunt trap 30 and then defeat boss demons each with a recommended offense and defence rating 26 as part of 8 player raids 26 29 31 Defeating these enemies earns players trophies which they can place within their Helliquary granting permanent character bonuses 31 The development team intend for the game to introduce a new boss each month 29 In the Legacy of the Horadrim players are rewarded for completing specific in game achievements with vessels These items can be inserted into a shrine under Westmarch to unlock character bonuses Located close to the shrine is a daily refreshing dungeon which can be cleared to gain resources for enhancing the vessels to gain additional bonuses 26 Character progression edit Through gameplay characters earn experience points which allow them to increase their level As characters increase in level they become more powerful earning new skills and increasing the power of existing skills 16 13 Each character class has its own system of progression 15 Once a player s character has reached the game s level cap which is 60 at launch though Blizzard has announced plans to increase this later 2 5 they can achieve additional paragon levels which can be invested into one of four categories each with their own talent tree of 100 levels Survivor increasing odds of survival Treasure Hunter increased odds of finding gold and other in game items Vanquisher increasing combat effectiveness against non player enemies and Gladiator increasing combat effectiveness against other players At paragon level 150 additional paragon trees are unlocked called Soldier Party based PvP and Mastermind Party buffs that are enhanced when grouping with 4 separate classes 32 Blizzard has stated that it plans to add additional paragon trees to the game following its initial release 2 27 Towards the end of 2022 3 more paragon specializations were released to players that was unlockable at a much higher paragon level Massacre Kill streak focused enhancements Brawler Defense bolstering party buffs Duelist Chaining skills together increasing damage Duelist became a favorite among fans Higher paragon levels can also result in players finding items with higher statistics than the base versions 26 Loot system edit nbsp Inventory management for a character with equipment in each of the game s 13 item slots Defeated enemies and opened treasure chests drop items loot and NPCs sell similar items in exchange for the in game currency of gold 25 20 Some loot items are also specific to particular enemies 33 These items can be equipped via a pop up button or via the game s inventory screen 25 16 Such equipment can also be made more powerful by inserting gems 13 and via the game s rank up system which uses materials salvaged from other items to make rare and legendary level items more effective 16 Such ranks also be transferred from one item to another ensuring that resources can be invested in progress even prior to acquiring a specific item 16 Once a legendary level gem reaches rank 10 it can be used to awaken the item it s inserted into resulting in improved bonuses and a new appearance such as flames or swirls of energy 26 Players can also use any additional legendary gems in their possession to resonate with others increasing both their bonus and cosmetic effect 26 Players can also obtain items that belong to a set from specific locations in the game 26 Item sets in Immortal occupy the six secondary slots hands feet neck waist and two rings 8 Equipping two four or six items from the same set yields additional bonuses that grant non class specific benefits such as increased healing or extra damage dealt 34 In addition to items which change character statistics the game also offers purely cosmetic items which can be equipped to change the appearance of a character without altering gameplay Some cosmetic items are available for specific factions to unlock for free by raising their Dominance statistic to specific levels 21 The game features a cross player marketplace in which players can buy and sell materials and gems however to avoid repeating controversial issues from the auction house feature in Diablo III the marketplace does not allow purchase or trading of equipment items which must be earned through gameplay 35 36 Multiplayer activities edit MMO features edit Although all of Immortal s core activities can be completed by a solo player 13 in the style of other MMO games players can encounter each other when exploring 1 2 They can also form temporary parties of up to four players or create more permanent Warbands of up to 8 players 37 to play through dynamic events together 2 38 Warbands can also occupy and explore the Castle Cyrangar location together to earn additional benefits 39 Some of the high level in game dungeons and enemies are designed specifically to be tackled by groups of players cooperatively 4 13 These gameplay elements are similar to Blizzard s long running MMO World of Warcraft 13 The game also provides voice chat features allowing players to communicate both with other members of their party and with a broader range of players via public channels 4 Immortal also features clans for bringing together larger groups of players 4 37 Immortal supports cross platform play however players must be on the same in game server in order to interact 40 41 42 A player character can be transferred between servers for free on the first occasion with each subsequent transfer requiring a one off purchase and a wait period of 30 days 43 Player versus player combat edit In addition to cooperative multiplayer elements the game also features competitive PVP 4 For example some areas of the game feature treasure chests which respawn on a timed basis and can only be opened by the last player left alive in the area 4 Another PVP feature is Battleground an 8 vs 8 mode with a player ranking system 26 The attackers are charged with in order destroying three Sacred Guardians escorting at least one of two Zealous Idols and destroying the other team s Ancient Heart with a separate time limit for each phase The defenders win if they prevent any of those three tasks from being completed or tally enough opponent kills across all three phases 11 The Cycle of Strife edit The Cycle of Strife is an optional PVP system open to all players who have reached Immortal s endgame phase Each of the game s servers allows up to 300 players within the Immortals faction but an unlimited number of players to opt in as part of the Shadows faction 44 The feature is entirely optional for players 30 any players who do not opt in during a specific cycle are simply designated Adventurers not affiliated with either group 29 44 Shadows players attempt to displace the current Immortal players by changing their clans to Dark Clans and participating in the Shadows activities 37 Immortals players also have designated activities distinct from those of the Shadows For example Immortal players can participate in Kion s Ordeal a 48 player raid with four groups of 12 players fighting four bosses simultaneously Loot earned from elder rifts by Kion s Ordeal players is added to a vault which gets handed out to Immortals players on a weekly basis Shadows activities include Raid the Vault where 4 players attempt to steal from the Immortals vault beginning with PVE gameplay until the Immortals send players to defend the vault 29 The Wall of Honor which is located in Westmarch for all players to view details achievements of all Immortal faction leaders and their four lieutenants 31 Once the Shadows reach a sufficient level of progression this will trigger Rite of Exile where the Dark Clans battle against each other 45 Victors from the Rite of Exile proceed to the Challenge of the Immortal whereby the top player from the Immortals is transformed into a boss with powerful skills exclusive to that form and must battle against the top 30 Shadow players in a 30 vs 1 format 26 45 If the Immortal player defeats all 30 Shadows the structure of these factions remains unchanged however if the Shadows are victorious all 30 players are resurrected and must battle against each other in a battle royale to determine which Dark Clan becomes the new Immortals faction with the victorious player becoming the new top Immortal 46 all other players being returned to Adventurer designation at which point a new cycle begins 26 29 Cycles in the game are expected to last between one and three months 31 Premise editPart of the Diablo series Immortal takes place in the series world of Sanctuary and is set 5 years after the events of Diablo II but prior to Diablo III 15 12 40 Players begin their adventure in the town of Wortham 20 which is being threatened by cultists and the undead 36 They learn from recurring Diablo character Deckard Cain that they must locate and destroy shards of the Worldstone across the world of Sanctuary in order to prevent a world threatening disaster 36 15 masterminded by the game s initial antagonist Skarn the Lord of Damnation 40 This journey continues into areas including the city of Westmarch which serves as the game s main location for trade and social activities 47 13 Ashworld Cemetery 15 Dark Wood 15 the Shassar Sea 15 Mount Zavain location of the Sanctified Earth Monastery 29 the Frozen Tundra populated by Barbarian tribes 29 and the Stormpoint prison island 48 Other aspects of the game s plot focus on conflict between the Immortals a group dedicated to the protection of Sanctuary and the Shadows a secret group established to test the Immortals in what is known as the Cycle of Strife In the words of the game s principal designer Scott Shicoff 29 A long time ago there was a powerful individual called Daedessa the Builder she wanted to protect Sanctuary from demonic invasion but she wasn t a fighter She was however a master crafter and she created a powerful artifact called the Eternal Crown She gave it to her son Kion and charged him with forming a group whose sole purpose would be the protection of Sanctuary from the Burning Hells Kion took this powerful artifact and created a guardian group which he called the Immortals 29 Daedessa knew that power especially that kind of power can lead to complacency and corruption for even the best or most well intentioned individuals like her son So she gave her daughter Akeba a secret heavy burden It would be Akeba s job to make sure that the Immortals would never falter or waver That they were always worthy and capable of defending Sanctuary as they were charged So working in secret Akeba found those brave enough to help her constantly test and challenge the Immortals They would look for cracks and weaknesses and they would do everything they could to make sure the elite defenders of Sanctuary were always up to the task She called this group the Shadows 29 And should the Shadows ever prove stronger and more capable they would overthrow the current reign and take up the Eternal Crown as the new Immortals Which of course they eventually did with Akeba becoming the next Immortal But Akeba could never get too comfortable because she knew that as she rose up so too would new Shadows to make sure she was always worthy of her station And thus the Cycle of Strife was born 29 Business model editMicrotransactions edit Although free to play Immortal features in game microtransactions using real world currencies 49 Blizzard has stated that these transactions are optional and not required in order to access any core gameplay 49 50 According to Diablo general manager Rod Fergusson You can play every aspect of this game for free You can play the entire campaign for free you can play raids and the Cycle of Strife and everything for free And we re going to support it with new zones and dungeons and new character classes post launch for free 49 Mike Ybarra president of Blizzard slightly amended this statement saying that players can literally do 99 5 of everything in the game without spending real money 51 The in game marketplace s currency of platinum can be obtained through free gameplay and the selling of materials or via in game purchase though there is not an option to convert this back into currency outside of the game 35 36 Other in game purchases such as the Boon of Plenty which has a fixed monthly limit can be used to acquire the in game currency of eternal orbs a premium in game currency used to purchase items such as cosmetics and platinum 52 53 and legendary crests items used to improve the volume and rarity of rewards gained when completing rift dungeons such as legendary gems for improving equipment 54 55 The legendary crest system has been classified as a loot box process because of the random nature of their rewards 56 57 As an alternative to microtransactions players can also earn Telluric Pearls through in game rewards then use them to craft powerful 5 star legendary gems 58 Battle pass system edit In addition to level based progressions the game also features a Battle Pass reward system which grants significant experience points making it a way to speed up character progression especially during the end game content once players have reached the level cap 59 The battle pass is leveled up by completing activities such as bounties dungeons and rifts 60 It is tied to seasons within which there are both free and paid tiers available 14 50 with the paid tier focusing on additional opportunities to earn in game currencies 17 Blizzard confirmed that seasons which encourage players to create a new character each time as seen in Diablo III are not planned for Immortal which will focus instead on the concept of players retaining a single long term character 18 Development edit nbsp Lead director Wyatt ChengInitial development edit Immortal was co developed by Blizzard Entertainment and NetEase 38 the latter being Blizzard s partner for Chinese market releases 12 Blizzard intended to bring the core Diablo experience to the smartphone platform making interface design choices to best fit that experience to the medium 61 including gameplay concepts that were unavailable to prior Diablo titles 6 By designing for a smartphone gaming audience Immortal was intended to reach demographics and geographic regions that use mobile phones as their primary gaming platform and therefore may not otherwise interact with Diablo in other formats 61 The game s director Wyatt Cheng 62 and its senior combat designer Julian Love both worked previously on Diablo III and included elements to Immortal which they were not able to include within its predecessor 6 The game was first announced during the opening ceremony of BlizzCon in November 2018 63 64 where the release platforms were confirmed as Android and iOS 12 with cross platform play and progression carry over between the two 5 Blizzard also announced plans to keep the Immortal experience fresh after its initial release with the regular addition of stories and characters 38 Shortly after the game s announcement Blizzard began allowing players to pre register on the game s website for admission to playtest the future beta version 38 In February 2019 NetEase s CFO Yang Zhaoxuan stated that the game was pretty much ready and still planned for a 2019 release however he also stated that Blizzard would be the ones to determine the exact release timetable 65 In November 2019 during BlizzCon Blizzard posted an update on its official blog confirming that Immortal was still in development however it stated that there was still no specific release date for the game because It takes significant time to meet the Blizzard quality level we re aiming for and we have a lot of ambitious goals for Diablo Immortal Additional details confirmed in the post included that the game would feature six playable classes Barbarian Crusader Demon Hunter Monk Necromancer and Wizard and chargeable class specific ultimate abilities 66 At the start of August 2020 at ChinaJoy Blizzard and NetEase released a new gameplay trailer for Immortal showcasing each of the six playable classes and featuring the first appearance of Baal one of the main antagonists from Diablo II and its expansion Lord of Destruction 67 The trailer also revealed improvements to the game s graphics and character models which had been implemented since the release of previous promotional material 68 Public alpha testing edit A very limited public alpha demo of the game took place from December 2020 until January 2021 featuring its first 45 character levels and four of the six playable classes 13 4 The alpha was released specifically for players in Australia on Android devices 47 14 however some media outlets were also given access 1 13 Character progression from the alpha cannot be carried over into the full game 69 During a question amp answers session at BlizzConline an online only version of BlizzCon due to the COVID 19 pandemic in February 2021 the development team confirmed that the game s next phase would be an additional alpha likely featuring the game s full launch level cap 60 levels 5 additional story elements 5 and all six playable classes 4 During this discussion the team also confirmed that they were working to bring game controller support to Immortal alongside its on screen virtual controls and that they plan to introduce additional classes and locations all free for every player after the game s initial release 4 In further February 2021 interviews development team members stated that although they remained focused on mobile platforms they were not necessarily going to block efforts by others to emulate it on other devices 70 They also confirmed the game to be based on a brand new engine not used for any previous NetEase games with the same quality standards as other Blizzard developed games 71 Game development at Blizzard is all about making sure that we ask ourselves the questions like is this good enough That s sometimes why it takes a long time for us to make what we make NetEase completely subscribe to our commitment to quality which was a pre requisite to having this partnership This is an engine that NetEase is using for the first time It wasn t used for any of those previous games people are comparing it to It s being built from scratch on a new engine and it s not a re skin of Diablo III It is a wholly new game that we ve built 71 The team also revealed how they had made player feedback a core component of the alpha test implementing a system which allowed them to look at all of the feedback submitted through the in game feedback tool 72 At the end of our Technical Alpha we looked at every single piece of feedback we got We basically did a summit where we had all the team on a Zoom and I was sharing my screen and we just went line by line In the end we do have to make a judgment call but we really do value that kind of feedback especially when we see clear trends over multiple players And we re also looking at Reddit and other community channels to get anecdotes and other feedback from there as well 72 An example given of changes made in response to this feedback was how the team had strengthened the wizard class s ice based attacks to support ways in which players wanted to use these skills and address concerns that the class was underpowered 72 In April 2021 Immortal entered a new closed alpha test also limited specifically to Android players in Australia 73 74 The new test featured addition of the game s Crusader class a raise of the character level cap to 55 compared to 60 from the full game and introduction of the Cycle of Strife feature with the alpha lasting at least a month to allow sufficient testing of this new gameplay element 29 At the beginning of this second alpha the game s director Wyatt Cheng confirmed that there would be a minimum of one further testing phase with the full level cap of 60 before the game s release 29 During its first quarter financial earnings release in May 2021 parent company Activision Blizzard confirmed Immortal to be on track for global release later in 2021 although no specific release window for the game was stated 75 76 however in August 2021 Blizzard announced that the game had been delayed until the first half of 2022 77 The update indicated that the delay was to allow more time for gameplay improvements following alpha testing feedback such as making the Cycle of Strife feature more accessible making the Helliquary and bounties more engaging adding controller support and making alterations to character progression systems 77 Public beta testing edit A closed beta version of Immortal launched on October 28 2021 with an intended duration of just under three months 45 solely for Android players in Australia and Canada expanding in the weeks after to Korea Japan and China 26 This new version of the game added in the Necromancer class the final of the game s planned launch classes a new Hell IV difficulty level with improved rewards for higher difficulties the Legacy of the Horadrim feature and the first iteration of game controller support a work in progress early test version of the feature supporting character movement and combat via a limited range of controllers but requiring players to navigate menus using the touchscreen 26 45 Additional gameplay systems added in the beta included awakening and resonance for legendary gems and item sets 26 8 The beta also added a player ranking system and corresponding rewards to the 8 vs 8 Battlegrounds mode and significantly changed the end of the Cycle of Strife shifting it from a series of 8 vs 8 battles featuring the strongest eight members of the top ten Dark Houses against the best players within the Immortals to a new system called Challenge of the Immortal a 30 vs 1 battle centred around the top Immortal player 26 The structure of the Helliquary feature was also changed these enemies which could previously be defeated by solo players were changed to 8 player raid events with a strong focus on teamwork 26 In game purchases were made available for the first time during the beta Although any purchases made during the beta will not carry over to the full version players making purchases during the beta were to receive equal credits back to their account once the testing period completes 26 78 In February 2022 following completion of the beta in January game director Wyatt Cheng and senior system designer Kris Zierhut posted on the game s official website stating that they would be making multiple additional changes based on player feedback 79 37 These changes included shifting bounties to single player experiences to avoid players feeling like groups were forced together balancing the difficulty of Helliquary raid bosses refining controller support finalizing the Paragon system to prevent players progressing too quickly ahead of others and re evaluating the Boon of Plenty micro transaction to increase its value 79 37 54 Further changes were also announced for the Cycle of Strife with additional changes to be announced later including the consolidation of clans and Dark Houses into a single entity describing the existence of separate temporary social groups a a jarring upheaval to your social system and network of players 37 The post reiterated a target launch for the game at some stage in 2022 79 37 Release editOn March 28 2022 Blizzard commenced iOS pre orders for Immortal to match Android pre registrations which had already gone live 80 with a new trailer showcasing exclusive in game Horadrim cosmetics that would be made available to all players provided that they complete the tutorial within 30 days of launch 81 if the game reached 30 million pre registrations before release 21 The corresponding App Store listing for the game specified a release date of June 30 2022 80 however later the same day Blizzard clarified that this was only a placeholder date while they lock in plans for the game s release 22 During this time period Blizzard also revealed that the game would allow players to change the class of an existing character without losing their prior progress 22 21 On April 25 2022 Blizzard shared a new trailer for Immortal announcing its release date of June 2 2022 82 As part of this announcement they also unveiled that an open beta for Windows versions of the game would begin on the same date with all of the mobile version s content and features plus all progress and purchases carrying over to the full version 83 84 It was confirmed that full cross play and cross save support would exist across these platforms 84 Blizzard also released a statement regarding their decision to release the game on PC despite previously stating it would be mobile exclusive On one hand we felt that we wouldn t be doing the title justice by releasing a game originally designed for mobile on PC on the other hand we wanted to make sure the game reached as many players as possible especially our most dedicated PC fans The deciding factor was that we knew many of you would attempt to play this game through an emulator thus leading us towards building a better experience 85 In an interview with GameSpot the game s senior designer Scott Burgess added that they had taken so long to announce the game s PC version because they wanted to make sure the polish of the game was at a point where we were happy with it and happy to release it simultaneously with the mobile launch 86 The release version of the game was expanded to include support for a number of additional controllers compared with its beta versions including the PlayStation 5 s DualSense the Rotor Riot and the SteelSeries Nimbus 87 PC pre loading for the game began on May 26 2022 88 alongside Blizzard s roadmap to hell detailing the game s rollout schedule 40 This included confirmation that although it would launch on June 2 for most regions Immortal would launch on June 23 for countries in the Asia Pacific region such as Hong Kong Indonesia Singapore and Thailand 9 89 90 and that it would only be available on PC for players in Vietnam 40 It was also confirmed that it would launch with native voice chat transcription and speech to text accessibility options 91 In the following days it was revealed that the game would not be launching in Belgium and the Netherlands due to current operating environment for games in those countries 92 specifically their tighter laws regarding loot boxes 93 94 Blizzard supplied reviewers for the game with Razer Kishi controllers which attach to smartphones to provide a hardware experience similar to handheld gaming consoles such as the Nintendo Switch or Steam Deck 91 In an interview with The Washington Post game director Wyatt Cheng said that he believed Diablo Immortal is going to change a lot of people s minds on what they think of as a mobile game That was one of our goals since the beginning Let s elevate the standards for what people can expect from a mobile game 62 As previously indicated by Blizzard 95 40 The mobile version of the game became available for some markets a day ahead of the official June 2 release date 96 97 In September 2022 the game received an official tie in promotion with Burger King in Japan This promotion featured a limited time spicy garlic cheeseburger and a giveaway of three t shirts with a chibi style cartoon of in game enemy The Butcher drawn by manga artist Bkub Okawa 98 Asia Pacific release delays edit On June 15 2022 Immortal s official account on Chinese social media website Weibo was reportedly banned from the service for violating relevant laws and regulations 99 100 with publications speculating that this was due to an alleged since deleted post from the account making reference to Winnie the Pooh a popular method for criticizing Chinese leader Xi Jinping 101 102 103 104 Four days later it was announced that the game s release in Asia Pacific markets originally scheduled for June 23 2022 105 would be delayed for developers to make a number of optimization adjustments 99 106 107 including support for a wider range of models and devices experience network and performance optimisations and more 108 Following the delay NetEase promised players an exclusive thank you package containing legendary equipment as an apology and provided an updated release window of July 8 for impacted markets such as Hong Kong Indonesia Macao Malaysia the Philippines Singapore Taiwan and Thailand 107 109 however no new release date for China which had received over 15 million pre registrations 101 was confirmed at the time 107 102 NetEase s share price fell significantly in the days following these events 110 111 112 The following month NetEase confirmed the game s updated China release date of July 25 2022 104 113 Sources cited by Bloomberg indicated that this date was still subject to last minute changes 104 113 however the release went ahead as planned 114 Due to the ongoing ban of the game s Weibo account NetEase did not make any social media announcement for the updated launch date though did set up pre launch marketing pages on the App Store and TapTap online game stores 114 On the first two days of release Immortal was first place in the country s iOS video game downloads 115 with some players on popular regional servers experienced queues of over 5 000 people 114 Post release updates edit Following a Season 2 update on July 7 2022 focused on a new Battle Pass and new Helliquary boss and new cosmetic items 116 117 Immortal s first new feature was added on July 20 granting player s access to the Class Change feature swapping their character s class for free without losing their prior progress 23 24 In mid August 2022 additional game modes were added in the form of limited time events including the Fractured Plane a roguelike mode where players enter a 15 floor dungeon starting with a basic set of skills and equipment then salvaging better items or purchasing them using looted shadow coins and the Echo of the Immortal a PVP mode allowing non Immortal players to play a match similar to Challenge of the Immortal 118 Immortal s first major update was released in late September 2022 119 120 This Forgotten Nightmares update introduced a new dungeon and a new system for warband groups to occupy and explore a new location called Castle Cyrangar 39 119 In the following month Blizzard also added a means for players to earn Telluric Pearls a new resource for crafting 5 star legendary gems without making in game purchases 58 In response to one of the game s top requested changes from our community the ability to transfer characters between in game servers was added in October 2022 alongside the announcement that the game would be merging servers to achieve higher player counts in each such as the 12 servers in each North American data center being merged into four groups of three 43 The first additional in game location for Immortal the salt scrubbed prison island of Stormpoint was announced during a developer Q amp A post which confirmed that it would expand the story of Diablo Immortal and introduce a new questline whilst also featuring more farming opportunities bounties and unique zone wide events 121 The new location was released on December 14 2022 as part of the game s second major content update named Terror s Tide 121 48 This update also introduced the option for players to re customize the appearance of their characters 121 plus additional Hell difficulty levels tied more closely to Paragon and Helliquary progression systems 122 The game s first new class also first for the series overall since Diablo III s Crusader in 2014 the Blood Knight was revealed in early July 2023 123 Described as a vanquisher of vampires and a mid range class specializing in the polearm weapon type the Blood Knight was based upon characters established in lore from the original Diablo 124 Reception editPre release edit Response to Immortal s announcement at BlizzCon 2018 was largely negative 61 125 126 While traditional gaming audiences often express skepticism towards mobile versions of game franchises the Diablo series community s discontent was compounded by their anticipation for a larger announcement 12 127 128 They expressed their discontent through online channels likening Immortal to a reskin of prior NetEase games such as Crusaders of Light and Endless of God 12 129 Later in the same day developers participated in a Q amp A with attendees Two particular questions leveled at Wyatt Cheng Principal Game Designer at Blizzard drew significant attention from media and audiences alike with one attendee asking if the announcement was an out of season April Fools joke 130 131 and another asking if there was a possibility for a PC release leading to the crowd booing when the answer was negative 132 133 134 Blizzard responded to the announcement s reception the following day stating that Immortal is but one Diablo series game in active development and pointing to the company s multi platform development experience and the success of the mobile version of Hearthstone as evidence of their capacity to overcome uncertainty and do right by their core audience 61 They also addressed a rumor that they had withheld announcement of a main Diablo sequel due to the negative response at Immortal s reveal First off we want to mention that we definitely hear our community We generally don t comment on rumors or speculation but we can say that we didn t pull any announcements from BlizzCon this year or have plans for other announcements We do continue to have different teams working on multiple unannounced Diablo projects and we look forward to announcing when the time is right 135 Following the announcement Activision Blizzard s stock fell 7 on the first weekday of trading 136 137 138 139 140 Later in November 2018 newly appointed Blizzard president J Allen Brack thanked fans for their feedback because it showed their love for the franchise 125 I think it s clear there s a lot of players who are eager for more Diablo PC and console content That came through loud and clear from BlizzCon Frankly we feel fortunate to have a community that cares so much about that franchise The commitment and the engagement of our community is one of the things that makes Blizzard very special and something that we really appreciate 125 We feel that Diablo Immortal is going to deliver a very authentic Diablo experience and we re not going to compromise on that mission Launching the game is only going to be the beginning There s going to be ongoing support We re only going to release the game when we feel like it is meeting the community s very high standards In the end Diablo Immortal is going to fulfil that and we think that people are going to experience it and we think they re going to love it 125 Previews based on the game s earliest demos in 2018 included both positive and negative sentiment 128 10 141 Mashable for example described the game as a lot of fun and praised its visual style compared to Diablo III 128 while GameSpot and VentureBeat cited its many unknown factors especially how its business model would work which Blizzard was unable to confirm at the time as one of the biggest areas of concern 141 142 Some writers expressed approval for its controls 10 25 128 its interface having been tested by prior NetEase games 25 although Polygon noted difficulties with the precision aiming of abilities 10 and Kotaku felt it to be occasionally slow to respond 25 Multiple writers felt that where Immortal captured the series look and feel it omitted some of its core tenets 10 25 or as Polygon put it Diablo s soul 10 Although the mobile game captured the basic Diablo experience the reviewers questioned whether the new entry had enough new content to remain fresh 10 25 In these early previews of the game newly equipped items did not change the visual appearance of the player s character which also received criticism 25 however this feature was added by the time of the game s subsequent alpha demo 16 In contrast to those from 2018 previews based on the game s late 2020 alpha featured a higher level of positivity 127 IGN described Immortal as offering a fully fledged new Diablo experience and not a watered down mobile lookalike 16 a message reinforced by Eurogamer 13 and The Verge who described it as feeling like a proper Diablo game 36 IGN made specific callout of the fact that despite Immortal being a free to play game there were no core gameplay elements such as missions character progression or loot items which required players to spend money 16 Other areas of praise included the game s combat and art direction including the look of different equipment items on character models however the lack of controller support was identified as a shortcoming 16 Game Informer s reviewer explicitly stated that the game s new alpha looks feels and plays much closer to a core Diablo title than the previous demos they had seen however they felt that while the game had a number of positives it made them wish it was available on a non mobile platform without virtual touch controls 27 Of the game s 2021 beta version Anthony Nash of Android Central stated that Diablo Immortal has what it takes to not only deliver an authentic Diablo experience but to quickly become one of the best Android games available when it launches Describing it as a must play for fans of the series Nash praised the newly added necromancer class and the improvements to player vs player modes compared to the prior alpha 143 Nick Rego of IGN also praised the beta s improvements over the alpha and its similarity to prior Diablo games but also noted that it ll only run as good as the phone you re playing it on and in game microtransactions may make you feel like you re missing out on some truly great items 144 Cam Shea of IGN also praised Immortal s controller support but noted that it was at odds with the game s strength that by being mobile it can fit into your life wherever you want it to 145 Shea also offered praise for the virtual controls available describing them as intuitive and easy to use despite considering himself generally not a fan of virtual analogue sticks and virtual buttons 145 Post release edit ReceptionAggregate scoreAggregatorScoreMetacriticIOS 67 100 146 PC 59 100 147 Review scoresPublicationScoreDestructoid6 10 148 Game Informer8 5 10 149 GameSpot6 10 150 IGN6 10 151 Jeuxvideo com14 20 152 PCMag nbsp nbsp nbsp nbsp nbsp 153 TouchArcade nbsp nbsp nbsp nbsp nbsp 42 Diablo Immortal received mixed or average reviews according to review aggregator Metacritic 146 147 Common areas of praise included the game s fun and satisfying combat 149 154 155 graphics 153 user interface 154 151 156 touch controls 42 154 and overall presentation 154 157 whereas areas of criticism included the plot 151 148 155 leveling system citing a need for grinding particularly for free players 149 153 158 and voice acting 151 157 3 During his review Cam Shea of IGN said the game feels great to play and for the most part it looks pretty good too reiterated his being a big fan of the game s touch controls while also praising the game s streamlined inventory system compared with its predecessors 151 He also supported Blizzard s claim that the game did not require in game purchases to enjoy writing not once in more than 20 hours did I hit any kind of unexpected roadblock where it felt like I was expected to make a purchase to more easily push through 151 Other publications however expressed a higher level of concern with the game s monetization methods Den of Geek s Matthew Byrd mentioned that when focusing attention on the core Diablo Immortal experience you re able to experience without spending a dime it is one of the most substantial mobile games ever made and features some of the most impressive presentation values you ll ever find in a mobile game however Byrd also opined that the game s microtransactions are malicious and clearly designed to make free to play gamers feel inferior 3 Similarly Igor Bonifacic of Engadget described Immortal as Blizzard s best and most worrying game in years and a more fitting sequel to its predecessors than Diablo 3 but also pointed out how players willing to spend nearly endless amounts of money on the game will be the most powerful contrasting with the spirit of the franchise 157 Maddy Myers of Polygon thought Diablo Immortal proved that Diablo was made to be a mobile game but pointed out how microtransactions work a little too well with the series formula writing they do not just feel predatory and manipulative they feel like the final ingredient that allows an already addictive series to attain its true form 159 Tyler Colp of PC Gamer said that in regards to the game s microtransactions the red flags are big with this one 158 A number of others expressed mixed or uncertain feelings regarding the game s business model especially in comparison with some other free to play mobile titles at their time of writing 149 154 153 42 In 2023 the Academy of Interactive Arts amp Sciences nominated Diablo Immortal for Mobile Game of the Year at the 26th Annual D I C E Awards 160 Audience response edit Metacritic s user review score for the PC version reached 0 2 10 making it the site s lowest ever user rating for a game 161 162 Criticism targeted the use of microtransactions with players noting it became increasingly harder to progress through the later stages of the game without paying real world money and accused it of being pay to win 163 164 3 In the days following Immortal s release publications reported on calculations made by YouTuber Bellular News that it would require approximately US 100 000 of real world money to fully upgrade a character 56 165 or approximately 10 years of play without purchases 166 The required costs were primarily attributed to the game s highest level legendary gems not being able to be earned by free to play players while the paid process to obtain them was noted by Eurogamer as randomised and often exceedingly rare 56 165 Game Rant and other publications meanwhile documented that a Twitch streamer had in an attempt to highlight the design of the progression system spent NZ 25 166 15 997 in the game before receiving any top level legendary gems 167 168 169 Other players on services such as Twitter and Reddit later revised these estimates to between US 300 000 and US 600 000 due to the fact that reaching maximum levels of a legendary gem unlocks additional gem slots within items 170 171 Video Games Chronicle reported on the experience of YouTuber Raxxanterax who noted he had easily lost to a whale player 164 while PCGamesN documented the experience of another YouTuber Wudijo who had become powerful enough to survive the toughest battles on their server without spending any money although they did note that not all members of the victorious clan were free to play 172 Later reports also documented the experience of a player who spent around 100k on the game and achieved a battleground record too high for the game s matchmaking system to pair them with any other players thereby preventing them from playing that game mode 173 Additional negative sentiment was directed at the discovery of hidden caps for in game rewards which the game does not make explicit to players 174 Such caps include a daily limit on the number of legendary level items dropped and on the number of rewards available from side quests and random events 174 175 Following the controversy over the game s microtransaction costs a number of Immortal s most notable live streamers and community figures publicly announced their separation from the game This included a community Diablo website announcing that they would be closing their Diablo Immortal section and removing all of their previously published guides for it 176 177 The website cited the predatory pay to win system exploiting gambling addiction and unrewarding gameplay as the key reasons for the decision concluding that we cannot in good faith continue to cover this game 176 177 In response to negative sentiment around the game s monetization Blizzard representatives stated that the monetization comes in at the end game hundreds of millions of people can go through the whole campaign without any costs cited high user reviews on the App Store of the game s success and informed the LA Times that 50 of players have never played a Diablo game before and the vast majority of players aren t spending money 178 Third party Eternal Orb sales editDuring the initial months after the game s launch some third party reseller websites often supported by proceeds from stolen credit cards 52 53 made it possible for players to purchase reduced price Eternal Orbs outside of the game s built in process 52 however in September 2022 in response to player requests for action and due to the associated EULA violations 52 53 Blizzard removed any orbs from players which were purchased in this manner Given that many of these orbs had already been spent by players on in game items this reduction often resulted in a negative balance which multiple publications termed orb debt 52 179 180 For one top player this debt amounted to the equivalent of approximately US 34 000 US 35 000 179 53 Blizzard released an official statement to accompany this action 52 We have been looking into abnormal Eternal Orb purchases that have been reported among the community and taken actions to prevent players from purchasing Eternal Orbs through unofficial channels Investigations have been made for accounts that have participated in these activities and disciplinary measures were implemented against accounts that were found to have violated the Blizzard End User License Agreement We will continue to monitor and take actions as needed 52 Players with such negative balances became unable to join in game parties and other group activities such as dungeons and rifts 179 but following further player requests 53 180 Blizzard took additional action in the subsequent weeks releasing a game update preventing any player in orb debt from participating in player versus player activities 179 180 This was again accompanied by a public statement from Blizzard saying that transactions with unauthorized sellers create a risk not only to a player s own account but to our greater player community 53 Sales and revenue edit Within the first week of release Blizzard announced Diablo Immortal as having the biggest launch in the Diablo franchise s history having reached over ten million downloads 181 182 They later announced that it had reached over 20 million global installs by July 24 2022 183 and over 30 million downloads by July 29 2022 184 Activision Blizzard s second quarter financial results for 2022 which cited Immortal as the reason for its increase from 22 million monthly users to 27 million indicated that 50 of Diablo Immortal player accounts to date were newly registered with Blizzard suggesting due to Blizzard s player sign in requirements that they had likely not played any prior Diablo game 185 According to the AppMagic data tracking service Immortal generated over US 790 000 within its first 24 hours and 14 5 million within its first week 186 187 This figure had reached 24 million within the game s first two weeks making it Blizzard s second highest earning game after Hearthstone 188 189 183 As of July 4 2022 it was reported that the game was grossing in excess of US 1 000 000 per day with a daily peak of US 2 400 000 ten days after its launch 190 191 According to the App Store analytics firm Sensor Tower the game surpassed US 100 000 000 in revenue within its first eight weeks 115 184 References edit a b c Gilliam Ryan December 17 2020 Diablo Immortal is a real Diablo game and its 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Beck Kellen November 2 2018 Diablo Immortal is actually fun you entitled babies Mashable Archived from the original on May 14 2021 Retrieved May 10 2021 Marks Tom November 3 2018 Diablo Immortal Reveal Met with Negative Response by Fans Blizzard Responds IGN Southeast Asia Archived from the original on May 10 2021 Retrieved May 9 2021 Knoop Joseph November 3 2018 Is this an April Fools joke Blizzard fans are having a fit over the new Diablo mobile game The Daily Dot Archived from the original on November 13 2018 Retrieved November 13 2018 Becht Eli November 2 2018 WATCH Fan Asks If Diablo Immortal Is April Fool s Joke Heavy Archived from the original on November 13 2018 Retrieved November 13 2018 Kuchera Ben November 5 2018 Diablo Immortal broke the unspoken rules of Blizzard and BlizzCon Polygon Archived from the original on November 7 2018 Retrieved November 13 2018 Khan Asif November 2 2018 Fans react to Diablo Immortal like disrespectful edgelords at BlizzCon 2018 s Q amp A Shacknews Archived from the original on November 14 2018 Retrieved November 13 2018 Workman Robert November 4 2018 Diablo Immortal Gets Heavy Ire From Die Hard Blizzard Fans ComicBook com Archived from the original on November 13 2018 Retrieved November 13 2018 Wade Jessie November 21 2018 Update Blizzard Says It Didn t Pull Any Announcements From BlizzCon IGN Archived from the original on November 6 2018 Retrieved February 2 2021 Tassi Paul November 6 2018 Diablo Immortal BlizzCon Backlash Leads To Activision Stock Slide Forbes Archived from the original on November 13 2018 Retrieved November 13 2018 Noonan Keith November 11 2018 Fans Hate Activision Blizzard s Newest Game Should Investors Be Worried The Motley Fool Archived from the original on November 13 2018 Retrieved November 13 2018 Taylor Haydn November 6 2018 Activision Blizzard stock tumbles following Diablo Immortal backlash GameIndustry biz Archived from the original on November 13 2018 Retrieved November 13 2018 Makuch Eddie November 5 2018 Activision Blizzard Stock Drops Following Diablo Drama At BlizzCon GameSpot Archived from the original on November 6 2018 Retrieved November 13 2018 Scott Jones Richard November 6 2018 Activision Blizzard s stock crashes 7 after Diablo Immortal Reveal PCGamesN Archived from the original on November 13 2018 Retrieved November 13 2018 a b Fillari Alessandro November 5 2018 Diablo Immortal Left Me Surprisingly Impressed Though Some Questions Remain GameSpot Archived from the original on February 25 2021 Retrieved May 10 2021 Minotti Mike November 2 2018 Diablo Immortal hands on calm down it s fine VentureBeat Archived from the original on May 11 2021 Retrieved May 10 2021 Nash Anthony November 16 2021 Diablo Immortal closed beta impressions It s all coming together Android Central Archived from the original on November 19 2021 Retrieved November 19 2021 Rego Nick November 13 2021 Diablo Immortal Puts The Minions Of Hell In The Palm Of Your Hand IGN Middle East Archived from the original on November 23 2021 Retrieved November 23 2021 a b Shea Cam November 1 2021 Diablo Immortal s Controller Support Works Well but Is at Odds With the Game s True Strength IGN Archived from the original on December 28 2021 Retrieved December 27 2021 a b Diablo Immortal for iPhone iPad Reviews Metacritic Archived from the original on October 7 2022 Retrieved June 30 2022 a b Diablo Immortal for PC Reviews Metacritic Archived from the original on July 12 2022 Retrieved June 30 2022 a b Carter Chris June 6 2022 Review Diablo Immortal Destructoid Archived from the original on October 21 2022 Retrieved June 16 2022 a b c d Carson John June 13 2022 Diablo Immortal Review Game Informer GameStop Corp Retrieved June 16 2022 Barbosa Alessandro June 21 2022 Diablo Immortal Review Evil On The Go GameSpot Archived from the original on July 20 2022 Retrieved July 5 2022 a b c d e f Shea Cam June 1 2022 Diablo Immortal Review IGN Archived from the original on October 19 2022 Retrieved June 2 2022 Carnbee June 11 2022 Diablo Immortal Notre avis sur le jeu de role action polemique de Blizzard Diablo Immortal Our opinion on Blizzard s controversial action role playing game Jeuxvideo com in French Archived from the original on August 7 2022 Retrieved June 18 2022 a b c d Minor Jordan June 1 2022 Diablo Immortal for iOS Review PCMag Archived from the original on September 2 2022 Retrieved June 16 2022 a b c d e Zwiezen Zack June 1 2022 Diablo Immortal Is Enjoyable If You Can Ignore All The Mobile Game Shit Kotaku Archived from the original on June 1 2022 Retrieved June 2 2022 a b Gillett Nick June 14 2022 Diablo Immortal review devilishly tempting Metro Archived from the original on June 27 2022 Retrieved June 27 2022 Dedmon Tanner June 1 2022 Diablo Immortal Review Fit for Phones ComicBook Archived from the original on June 4 2022 Retrieved June 4 2022 a b c Bonifacic Igor June 1 2022 Diablo Immortal is Blizzard s best and most worrying game in years Engadget Archived from the original on June 2 2022 Retrieved June 2 2022 a b Tyler Colp June 1 2022 Diablo Immortal isn t quite pay to win but it s close PC Gamer Future plc Archived from the original on June 3 2022 Retrieved June 3 2022 Myers Maddy June 3 2022 Diablo Immortal proves Diablo was always meant for phones Polygon Archived from the original on June 3 2022 Retrieved June 4 2022 D I C E gt Awards By Video Game Detail Diablo Immortal Academy of Interactive Arts amp Sciences Archived from the original on July 21 2023 Retrieved July 21 2023 Notis Ari June 13 2022 Diablo Immortal Slammed On Metacritic Now Holds Lowest User Score Ever Kotaku Archived from the original on June 24 2022 Retrieved June 16 2022 Middler Jordan June 12 2022 Diablo Immortal now has the lowest user score in Metacritic history Video Games Chronicle Archived from the original on June 16 2022 Retrieved June 16 2022 Kelly Erron June 7 2022 Wow gamers really hate Diablo Immortal VentureBeat Archived from the original on June 13 2022 Retrieved June 13 2022 a b Scullion Chris June 6 2022 Diablo Immortal faces a backlash as Metacritic user score drops to Blizzard s third lowest ever Video Games Chronicle Archived from the original on June 13 2022 Retrieved June 13 2022 a b Galekovic Filip June 4 2022 It Costs 110 000 to Fully Gear Up in Diablo Immortal Game Rant Archived from the original on June 9 2022 Retrieved June 11 2022 Beckwith Michael June 6 2022 Diablo Immortal costs 80 000 or 10 years of playing to fully upgrade characters Metro Retrieved June 27 2022 Scullion Chris June 20 2022 A Diablo Immortal player spent 15 000 getting a rare gem then destroyed it in protest Video Games Chronicle Archived from the original on June 27 2022 Retrieved June 27 2022 Bowen Thomas June 16 2022 Diablo Immortal Streamer s Spending Passes 20 000 Without Legendary Gem Game Rant Archived from the original on June 16 2022 Retrieved June 17 2022 Brown Joey June 6 2022 Streamer Spends Nearly 4 000 on Diablo Immortal and Doesn t Get Any 5 Star Legendary Gems Game Rant Archived from the original on June 10 2022 Retrieved June 11 2022 Harris Iain June 27 2022 Diablo Immortal fans estimate fully levelling a class could cost six times more than previously thought GamesRadar Retrieved July 2 2022 Winslow Jeremy June 27 2022 Diablo Immortal Could Run Your Wallet Way More Than You Thought Kotaku Archived from the original on July 2 2022 Retrieved July 2 2022 Smith Ed June 23 2022 Diablo Immortal player beats server boss without microtransactions PCGamesN Archived from the original on June 27 2022 Retrieved June 27 2022 Kennedy Victoria August 1 2022 Diablo Immortal player spends 100k on game now can t find anyone suitable to matchmake with Eurogamer Archived from the original on August 1 2022 Retrieved August 1 2022 a b Bains Callum June 14 2022 Diablo Immortal punishes free to play players with hidden progression caps TechRadar Archived from the original on July 6 2022 Retrieved July 5 2022 Allsop Ken June 9 2022 Diablo Immortal loot caps slow down free to play grind PCGamesN Archived from the original on July 5 2022 Retrieved July 5 2022 a b Allsop Ken June 30 2022 Even more Diablo Immortal streamers quit as exodus continues PCGamesN Archived from the original on July 1 2022 Retrieved July 2 2022 a b Smith Ed July 4 2022 Diablo Immortal fansite yeets all its guides into the sun PCGamesN Archived from the original on July 4 2022 Retrieved July 4 2022 Carter Chris July 8 2022 Blizzard says Diablo Immortal microtransactions are OK because vast majority isn t spending money Destructoid Archived from the original on July 8 2022 Retrieved July 8 2022 a b c d Allsop Ken September 14 2022 Diablo Immortal whales in orb debt will be banned from PvP PCGamesN Archived from the original on September 17 2022 Retrieved September 19 2022 a b c Bailey Dustin September 14 2022 Diablo Immortal s orb debt whales are losing access to PvP and legit players are thrilled GamesRadar Archived from the original on September 20 2022 Retrieved September 19 2022 Brown Andy June 10 2022 Diablo Immortal is franchise s biggest launch despite being Blizzard s worst rated game NME Archived from the original on June 14 2022 Retrieved June 14 2022 Scullion Chris June 10 2022 Diablo Immortal is the biggest launch in franchise history Blizzard says Video Games Chronicle Archived from the original on June 15 2022 Retrieved June 15 2022 a b Vikki Blake July 24 2022 Diablo Immortal has topped over 20 million installs GamesRadar Retrieved July 25 2022 a b Rich Stanton August 1 2022 Diablo Immortal hits 30 million players estimated to have raked in over 100 million PC Gamer Future plc Retrieved August 1 2022 Capel Chris August 2 2022 50 of Diablo Immortal players never played a Diablo game PCGamesN Retrieved August 3 2022 Obedkov Evgeny June 3 2022 Diablo Immortal generates almost 800k in first 24 hours since its launch on mobile Game World Observer Retrieved June 14 2022 Obedkov Evgeny June 10 2022 Diablo Immortal generates 14 5 million on mobile in 1 week Blizzard calls it biggest launch in franchise history Game World Observer Retrieved June 14 2022 Igor Bonifacic June 19 2022 Diablo Immortal has reportedly earned 24 million since release Engadget Retrieved June 27 2022 Wilken Shawn June 20 2022 Diablo Immortal Reportedly Has Earned Over 24 Million for Blizzard Game Rant Retrieved June 27 2022 Kaonang Glenn July 4 2022 Diablo Immortal Reportedly Making More Than 1 Million Per Day Game Rant Retrieved July 4 2022 Young Georgina July 5 2022 Diablo Immortal makes over 1 million a day in microtransactions USA Today Retrieved July 5 2022 Further reading editMarks Tom November 6 2018 Diablo Immortal s Reveal Was an Unnecessary Mess IGN Retrieved November 9 2018 Schreier Jason November 8 2018 Some Theories About The Diablo Immortal Backlash Kotaku Retrieved November 9 2018 Byrd Matthew June 6 2022 Why Diablo Immortal Does and Doesn t Deserve All the Hate Den of Geek Retrieved June 25 2022 Jiang Sisi June 14 2022 What Diablo Immortal Means For The Future Of Gaming Kotaku Retrieved June 25 2022 Koch Cameron June 23 2022 Diablo Immortal Is Exactly What Fans Feared It Would Be GameSpot Retrieved July 22 2022 Dowd Trone July 5 2022 Diablo Immortal Shows Self Regulation Is a Failure in the Games Industry Vice Retrieved July 5 2022 Hashimoto Kazuma July 21 2022 Diablo Immortal s microtransactions aren t an anomaly they re expected Polygon Retrieved July 22 2022 External links editOfficial website Portal nbsp Video games Retrieved from https en wikipedia org w index php title Diablo Immortal amp oldid 1183026372, wikipedia, wiki, book, books, library,

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