![]() We entered a little circle only to be swarmed by packs of wolves and their supernatural brethren. On our way to the thug we needed to beat gems out of, our intrepid party came upon a caravan, one wheel deep in mud. While quests are only yours to pursue, watching the stranger speak to the quest giver I just spoke to meant that we now shared a goal, if only in spirit. Having opted for the deadly but frail Rogue class, anyone could make for good company. One spin of the emote wheel later, I greeted them back. With a Japanese username bobbing under their character, the necromancer waved at me. While a connected world would let Blizzard’s “cosmetic purchases” shine, seeing a necromancer adorned in red only tempted me to explore the game’s secrets to find their killer outfit. But my fears were laid to rest when I noticed players just doing their own thing. As someone who likes exploring dungeons alone, I found this concerning. But an emote wheel and the ability to clear world events with random players push Diablo IV towards MMO territory. Meeting strangers doesn’t happen often enough to rob your “chosen one” energy. The Diablo IV take on the live-service format sits between clustered MMOs and the lonelier adventures of its predecessors. While Blizzard did mention a shared experience, the occasional player walking about caught me off guard. And after a 45-minute wait in the menu queue, I stepped into Sanctuary, Diablo IV’s take on a decaying world rich in loot and lore. After over a decade, the latest installment of the dungeon-crawling Diablo franchise comes knocking.
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