Diablo 4's initial concept, as revealed by former Diablo 3 director Josh Mosqueira, was a radical departure from the series' established formula. The game was envisioned as a fast-paced, action-adventure title with a distinct roguelike twist.
Diablo 4's Near-Miss as a Roguelike Action-Adventure
According to excerpts from Jason Schreier's book, Play Nice: The Rise and Fall of Blizzard Entertainment, Diablo 4's early development, under the codename "Hades," aimed for a Batman: Arkham-inspired combat system, utilizing a third-person perspective and emphasizing impactful, fluid combat. A key element was the inclusion of permadeath, adding significant risk and reward to gameplay.
Mosqueira, seeking to revitalize the Diablo franchise after the perceived shortcomings of Diablo 3, championed this bold vision. However, the ambitious design, particularly the planned co-op multiplayer features, proved exceptionally challenging to implement. Internal debates arose questioning whether the project retained its Diablo identity, given the significant departures from established mechanics.
Ultimately, the complexities of the roguelike elements and co-op functionality, coupled with growing concerns that "Hades" was veering into entirely new IP territory, led to the abandonment of this initial design. The final game adopted a more traditional Diablo approach.
Diablo 4's recent launch of its first major expansion, Vessel of Hatred, transports players to the treacherous realm of Nahantu in 1336, unveiling Mephisto's malevolent machinations. A review of this DLC is available via the link below.