

The things we all share in the hardcore Diablo community. I pride myself in always delivering honest, factual and impartial information, colored only by my perception of good game design and love for Sanctuary. I had the chance to talk with developers both on and off the show floor, in interviews and community conversations. I was able to test the demo with extended, uninterrupted access. There’s little more to add to this conversation that hasn’t already been said, memed about or depressed over, and from this point on I will simply try to address the new game itself.

I will not mince words: the timing, framing and setup for the Diablo: Immortal announcement was poor. Rest assured, I am no less disheartened and apprehensive than any of you by the news that the solitary confirmed Diablo project in sight is, indeed, a mobile game. And somehow, regrettably, the first time ever that I am scared to address the community, that I struggle to find answers and solace for the road ahead. The first time I attend Blizzcon, a convention I have dreamed of since I was a child. The first time I cross half the globe, from windy Eastern Europe to the unrelenting Californian sun. This past Blizzcon marks several ‘firsts’ for me. Check out what the developers had to say, as well as Deadset's thoughts on the announcement. With a world of mixed feelings surrounding the new Diablo announcement, our Diablo 3 guide writer, Deadset, got the chance to sit down with Wyatt Cheng and Joe Hsu for an interview, as well as spend time testing Diablo: Immortal.

Deadset gets his hands on Diablo: Immortal and an interview with the devs!
