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News Diablo 4 Wants You To Take A Closer Look At Evil

S

Steve Watts

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The dungeon crawler genre that Diablo helped to trailblaze is not known for getting up close and personal with its characters. The overhead perspective and point-and-click control scheme have lent us a role as dispassionate observers, watching a diorama of mankind's struggle against the hordes of Hell. Diablo IV is different. It pulls you in close and demands you take a front-row seat, and it makes a massive difference in how the game feels and plays.

This is most immediately apparent in one of the earliest cutscenes featuring your hero. After doing the heroic thing and clearing out a dungeon full of demons, you return to a small village that asks to celebrate with a good drink. The camera pulls in close to watch as your created character, looking just as well-crafted as any of the NPCs, grows dizzy and passes out. The crowd murmurs and quiets itself, another villager comes prepared with a stretcher, and you quickly get the sense that this was always the plan.

The opening twist helps to illustrate something core about this story: More than other Diablo games, humanity itself is a central threat. From the very first scene, Lillith represents unchecked temptation. From a scholar who reluctantly agrees to fulfill a summoning ritual to a group of bloodthirsty villagers caving in the skull of their local priest, the villain in this game has a way of turning people toward their worst impulses and excesses. This doesn't appear to be the story of humanity heroically rising up against demonic hordes with you as their avatar. Humans are greedy, violent, selfish creatures, and that relatable element drives the horror home that much more. The closer camera angles in the cutscenes featuring your created character help serve as the connective tissue to the other cinematic scenes featuring Lillith.


<p dir="ltr">The dungeon crawler genre that Diablo helped to trailblaze is not known for getting up close and personal with its characters. The overhead perspective and point-and-click control scheme have lent us a role as dispassionate observers, watching a diorama of mankind's struggle against the hordes of Hell. Diablo IV is different. It pulls you in close and demands you take a front-row seat, and it makes a massive difference in how the game feels and plays.</p><p dir="ltr">This is most immediately apparent in one of the earliest cutscenes featuring your hero. After doing the heroic thing and clearing out a dungeon full of demons, you return to a small village that asks to celebrate with a good drink. The camera pulls in close to watch as your created character, looking just as well-crafted as any of the NPCs, grows dizzy and passes out. The crowd murmurs and quiets itself, another villager comes prepared with a stretcher, and you quickly get the sense that this was always the plan.</p><p dir="ltr">The opening twist helps to illustrate something core about this story: More than other Diablo games, humanity itself is a central threat. From the very first scene, Lillith represents unchecked temptation. From a scholar who reluctantly agrees to fulfill a summoning ritual to a group of bloodthirsty villagers caving in the skull of their local priest, the villain in this game has a way of turning people toward their worst impulses and excesses. This doesn't appear to be the story of humanity heroically rising up against demonic hordes with you as their avatar. Humans are greedy, violent, selfish creatures, and that relatable element drives the horror home that much more. The closer camera angles in the cutscenes featuring your created character help serve as the connective tissue to the other cinematic scenes featuring Lillith.</p><a href="">Continue Reading at GameSpot</a>

 

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