

Cheng here notes that a major concern that the team worked on was in balancing the skills so that players could use not only new skills and improved versions of older abilities, but could also engage with skills that felt comfortable and familiar. In particular, Bluddshed found that the new interactions between skills were engaging and fun to play with, such as summoning an ice crystal to then cast Ray of Frost on to ricochet off of for greater Area of Effect damage.

This, as argued by Bluddshed, can be felt in the cinematics, the soundtrack, the sheer variety, and the skills. In this, and every other facet of Immortal's design, Cheng boasts that the team is giving it their all and not delivering poorer work for a mobile game. There were a variety of things for the players to do and places to go, including special and unique "zone events" that ranged from protecting a carriage to fighting a shadowy version of your own character to a PVP free-for-all where you can even then, team up with your friends. One point that came up, again and again, was how the game felt like a "full Diablo game," even in its alpha release.

News // 20th Feb 2021 - 3 years ago // By Erin McAllister BlizzCon Online 2021: Diablo Immortal - Alpha and BeyondĪfter having a chance to play through the technical alpha for Diablo Immortal, Bluddshed, Diablo content creator, YouTuber, and streamer, sat down with Caleb Arseneaux and Wyatt Cheng, respectively the lead game producer and designer of Immortal, to talk about the Mobile MMORPG's alpha.
