by Ava Jan 02,2025
Initially conceived as a radically different game, Diablo IV's early design aimed for a more action-oriented, roguelite experience, according to former Diablo III director Josh Mosqueira.
According to a recent WIRED report citing Jason Schreier's book, Play Nice: The Rise and Fall of Blizzard Entertainment, Diablo IV almost took a dramatically different path. Instead of the established action-RPG formula, the initial concept, codenamed "Hades," envisioned a Batman: Arkham-inspired action-adventure with permadeath mechanics.
Mosqueira, seeking to break from the perceived failings of Diablo III, spearheaded this vision. The team explored a third-person perspective, replacing the series' iconic isometric view. Combat was designed to be faster and more impactful, akin to the fluid combat of the Arkham games. Crucially, death would have been permanent, adding a significant layer of risk and reward.
Despite initial executive support for this bold departure, several challenges ultimately derailed the "Hades" project. The ambitious co-op multiplayer elements proved particularly problematic, leading to internal questioning about the game's core identity. As designer Julian Love noted, while the game retained a dark aesthetic, fundamental changes to controls, rewards, monsters, and heroes raised the question: "Was this Diablo anymore?" Ultimately, the team concluded that this roguelike iteration would essentially be a new IP entirely.
Diablo IV recently launched its first major expansion, Vessel of Hatred, transporting players to the treacherous realm of Nahantu in 1336. This DLC delves into Mephisto's machinations, offering a deeper look into the Prime Evil's schemes for Sanctuary.
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