Instead Diablo Immortal lingered like a specter of doom over my enjoyment – not completely crushing it, but waiting to rear its head every time I had to interact with the needlessly complex (and abusive) machinery of its currency and crafting systems. At no point during my questing through the story did I feel like Diablo Immortal was gatekeeping me from moving forward. I liked getting to hang out with Deckard Cain and finding out what Charsi (Diablo 2’s blacksmith) was up to, smashing some demons, and the ease of control on my phone alongside tweaks like auto-navigation for daily quests. I don’t regret my purchase, as I did have some fun, even if I’m not going to take much of anything away from it. I spent a total of $5 on Diablo Immortal’s battle pass, since I’d been told there’s a great experience in Diablo Immortal for less than $10. But much like the gum I buy in the checkout line, I’m ready to spit it out by the time I get to the car, and all that will be left is the lingering flavor that makes me hungry for a proper meal. It’s been one of the better mobile games I’ve played when just running around, doing quests, and punching puny demons in their melon-like heads. I feel weird about the time I’ve spent with Diablo Immortal. Why do I care about my cool new pants, if I’m going to need to spend an absurd amount of money on the legendary gem required to get the most out of them? Dumpster diving for ham scraps But by making it nigh impossible to get the five-star legendary gems that represent the gateway to endgame play – and asking for an absurd amount of money and/or grind to rank them up even if I do have them – Diablo Immortal has kneecapped itself. Normally, the march of time would indicate legendary gems were just the latest in a long line of equipment "Macguffins": the hot new thing to chase at the top of the equipment pyramid. By moving the bulk of power and progression into legendary gems (items which go into sockets on my equipment to provide massive stat bonuses and unique passive abilities), Diablo Immortal has trivialized my interest in my equipment. But Diablo Immortal doesn’t just flood me with a lot of items, it’s also found a few new ways to rob me of my excitement. In recent times aRPG’s have made item drops more common – moving away from the days where I would leap from my chair in excitement when an unidentified Rare or Unique item fountained from the dying body of a defeated boss. These tiny little stories are what draw me into an aRPG, and each item is normally a new roll of the dice on a new story. Each one could have a weird bonus that sparks an interest in building my character differently, or simply a big stat upgrade to my weapon that has the wrong colored sockets, leaving me to ponder if it’s worth the change. Each new colorfully glowing addition to my inventory from treasure chests and defeated enemies represents the potential for a surprise. Put simply, the microtransactions have compromised some of the most important elements of a Diablo game.Įvery drop in an aRPG is sacred to me. This microtransaction abomination slows its trail of destruction to shove entire features into its mouth, gulping down critical parts of Diablo Immortal. There’s no way to talk about Diablo Immortal without confronting the 55-ton demon in the room, which takes the form of a cash shop, rampaging through the whole of the game.
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