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I'm not entirely sure if there is a way to isolate the core of what makes Diablo fun from the mechanics of free-to-play revenue. If it such a thing, Blizzard and NetEase have not found it. They've made a mobile Diablo that's sleek, enjoyable, and even quite generous at first. If you're spending enough time with it you'll realize that the heart of the game has been cut to pieces, then chopped up and is being sold to you piecemeal.
Diablo Immortal isn't nearly the same as a free-to-play Diablo could be. The game will be raging at you at every turn with a thousand different microtransactions, but they are all in mysterious currencies. You'll need to work for victory, particularly if you choose not to spend money on the game. The reward for all it is a more flims duplicated version of Diablo II's story.
Diablo Immortal isn't nearly the same as a free-to-play Diablo could be. The game will be raging at you at every turn with a thousand different microtransactions, but they are all in mysterious currencies. You'll need to work for victory, particularly if you choose not to spend money on the game. The reward for all it is a more flims duplicated version of Diablo II's story.