Initially conceived as a radical departure from the series' norm, Diablo IV was envisioned as a more action-oriented, roguelite experience. This revelation comes from Diablo III director Josh Mosqueira.
Diablo IV's Near-Miss: A Roguelike Reimagining
According to Josh Mosqueira, Diablo IV's development almost took a dramatically different path. Instead of the familiar action-RPG formula, the team initially aimed for a Batman: Arkham-inspired action-adventure game incorporating permadeath mechanics.
This detail emerges from Jason Schreier's book, Play Nice: The Rise and Fall of Blizzard Entertainment, as reported by WIRED. The account explores the Diablo team's post-Diablo III reflections, with Mosqueira expressing a desire to reinvent the franchise after Diablo III's perceived shortcomings.
Under the codename "Hades," an early iteration of Diablo IV was developed, featuring a third-person perspective (unlike the series' isometric view), punchier combat reminiscent of the Arkham games, and a crucial roguelike element: permadeath.
Despite initial executive support for this bold vision, various challenges ultimately derailed Project Hades. The ambitious co-op multiplayer aspects proved particularly problematic. Internal discussions questioned whether the project remained true to the Diablo identity. Designer Julian Love reportedly commented on the evolving differences, highlighting how, despite the dark setting, the core gameplay mechanics were diverging significantly. Ultimately, the team concluded that the roguelike approach would essentially create a new IP rather than a Diablo game.
Diablo IV recently launched its first major expansion, Vessel of Hatred. This DLC transports players to the shadowy realm of Nahantu in 1336, unveiling Mephisto's machinations within Sanctuary. (A review of the DLC can be found [link removed - not applicable to this task]).