

I remember trying out Warhammer 40k Lost Crusade when it came out (knowing it was a cash grab) and once I realized I was more or less waiting for the game to actually get fun, I bailed.

I just hope the game is fun enough to stand on its own as an enjoyable game. I think the game's success for existing Diablo fans will be dependent on PVP's role in the progression and how fun the content actually is. If the PVP isn't mandatory content, then P2W may not matter as much since you can then progress at your own pace. I'll 100% be there on launch and going in with a mindset of spending enough money to be comparable to a new PC game. I'm kinda curious with this cross-play, because otherwise I would never play anything on a phone, but the game overall feels like a Diablo 3.5 for me, so it will worth a try. But I'm agree with that the game's success depends on the aspect of how much it will be P2W. While concerns about Diablo Immortal‘s microtransactions were rife at the time of launch – given one report suggested US $150,000 was necessary to completely level a character – it appears these complaints have barely had an impact on keen players willing to fork out.Īs we head into the next chapter of Diablo Immortal, we’ll likely see the popular mobile spin-off continue to grow at impressive speed.Hm this review is quite old, so maybe some things are already changed.

Whether it be the voice-acted story, grinding for new loot, levelling your Battle Pass, competing in seasonal leaderboards, hanging with friends, or representing your chosen faction, you will probably be like me hunched over, trying to stay warm playing this game until hell freezes over.’ In the GamesHub review of Diablo Immortal, we noted how this loop engaged players, and encouraged spending with clever tactics: ‘ Diablo Immortal is built to keep going forever and sustain your interest the whole time. While in-game purchases were not necessary, they proved a worthy temptation for players keen to level up, and gear up.

It effectively monetised its gameplay loop with snappy dungeon-crawling and fighting, leveraging the franchise’s passionate audience – initially, to the tune of US $1 million in earnings per day. Given the absence of a recent mainline Diablo game, it capitalised on its role as a strong bridge for Diablo fans awaiting news of Diablo 4. Read: Diablo Immortal Review – When hell freezes over How Diablo Immortal cemented its growthĭiablo Immortal‘s long-term success is hardly surprising, as the game was hitting financial milestones on a weekly basis following its launch.
