Playing Diablo IV gave me a real case of the "have I changed, or have the games changed?", and I think the answer is "yes". For the uninitiated, Diablo forms one of the jewels in Blizzard's crown (maybe a smaller one, just offset to the Warfcraft centre stone), an action-RPG series that's like if the kind of 90s metal album cover that has a skeleton on it asked to be turned into a game where you explode many hundreds of near-identical monsters to get incrementally better loot. This is a spoiler-free review of the latest greatest addition, following 2012's Diablo III, but a Diablo game's story is sort of unspoilable, both because a) paying attention to it is of passing importance to playing, and b) the plot of them is always basically the same anyway.
To wit: Sanctuary, a high-fantasy world with a low-fantasy vibe, where so much as going to the next town over will be a brush with some horrible little goblin rat called a Flesh Thresher, was created as a respite from the eternal battle between heaven and hell. After X number of years of relative peace, one (or many) of the Lords Of Hell is doin' some bad stuff. Usually Diablo, I'll grant you. In this case it's Lilith, a kind of Dante's Lady Dimetrescu, who's making people horny for being stepped on power. Diablo games have always had a Grand Canyon sized gulf between the cinematics (epic; luscious; brutal) and the game in practise (clicking). IV is no different. And you know. It's fine.
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