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Diablo IV
Diablo IV — cover
ARPG / Hack and slash

Diablo IV

Blizzard Entertainment · Dark fantasy
8.5
WQ SCORE

About the game

Diablo IV is Blizzard's action-RPG of demon-slaying and loot, set in the darkest, grimmest Sanctuary the series has shown. On top of the familiar loop —kill, loot, tune your build— it layers something new for the franchise: a shared open world you ride across from region to region, bumping into other players in towns and taking on world bosses and open events like Helltides.

You start by picking one of its classes —Barbarian, Sorcerer, Druid, Rogue, Necromancer and the Spiritborn added by the Vessel of Hatred expansion— each with skill trees, a Paragon board and legendary Aspects that reshape how it plays. It isn't a one-and-done game: the campaign, a well-produced and grown-up affair, is only the front door.

Combat and loot across the Sanctuary of Diablo IV.
Combat and loot across the Sanctuary of Diablo IV.

The heart is the endgame

The real game begins once the story ends. The endgame rests on Nightmare Dungeons, hunting and leveling Glyphs, escalating difficulty tiers and a progression that rewards min-maxing your build to the millimeter. It's an approachable looter with a high ceiling: easy to pick up, demanding if you want to squeeze out the last few percent of damage.

Seasonal endgame is the game's true engine.
Seasonal endgame is the game's true engine.

What you pay for, and what you don't

Diablo IV is Buy to Play: you buy the base game once —no subscription— and expansions are sold separately (Vessel of Hatred was the first). There's no pay-to-win: the shop sells cosmetics only, bought with Platinum currency, and each season ships a battle pass —reworked as the Reliquary— with free and premium tracks that are purely cosmetic. You can grab it on Battle.net, on Steam and via Game Pass, plus PlayStation and Xbox.

Where it stands: live and seasonal

The game is Live and actively supported. Its rhythm is set by roughly three-month seasons that wipe seasonal progress and fold in fresh mechanics each time: it's a come back every season model rather than a play-forever one. The population breathes to that pulse —big spikes at each launch, valleys in between— so there's almost always a good window to (re)hook. The launch was solid but let down by a thin endgame; the Loot Reborn season and the Vessel of Hatred expansion were the turning point that set it right.

Sanctuary, a shared dark-fantasy open world.
Sanctuary, a shared dark-fantasy open world.

Who it's for

It's a great entry point to the genre and a joy to dip back into: polished, gorgeous and very comfortable to play solo or in co-op. The flip side: itemization and endgame, much improved as they are, still lean more straightforward than deep, and the seasonal model means resetting your progress every few months —not everyone's cup of tea. If you crave the hardcore complexity and bottomless economy of a Path of Exile, this isn't your game; if you want an approachable looter that's stunning to look at and easy to pick up and put down, Diablo IV delivers.

Screenshots

Artworks

Videos

Announcement Cinematic
Cinematic Trailer
Gameplay Trailer

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