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Diablo IV: The Game That Almost Wasn’t

Eric Elliot

Home » Gaming » Diablo IV: The Game That Almost Wasn’t
Diablo 4

So, have you heard about the story behind Diablo IV? It’s not just the latest installment in a legendary series; it’s a game with a past that almost went in a completely different direction. The story of Diablo IV we know today could have been something wildly different—a game codenamed Hades. Picture this: Blizzard, fresh off the success of Diablo III’s Reaper of Souls, set out to completely overhaul the franchise in a way nobody expected. This wasn’t going to be your typical Diablo game.

An Entirely New Vision

When Blizzard started working on Hades, they were envisioning a Diablo like nothing we’d seen before. The idea was to break away from the top-down, hack-and-slash roots of the series. Instead, they wanted to bring players right into the action, with an over-the-shoulder view similar to the Batman: Arkham series. It was a daring move. They even considered permadeath—meaning once your character died, that was it. Imagine the tension of every battle, knowing one wrong move could end it all. Blizzard wanted Diablo to feel riskier, darker, and more immediate.

Challenges That Couldn’t Be Ignored

But as the team pushed forward with this bold new take, they ran into some massive challenges. Translating Diablo’s intense combat into this new format was a struggle. In a game where timing and reaction are everything, handling things like multiplayer and synchronizing slow-motion effects became a huge technical hurdle. The deeper they got, the more they realized that maybe, just maybe, this new direction was straying a bit too far from what made Diablo, well, Diablo. In 2016, when project lead Josh Mosqueira left, Hades hit a crossroads. Without his leadership, the project started to falter, and eventually, Blizzard decided to scrap the idea and return to Diablo’s roots.

The Game We Got—and Its Own Surprises

Fast forward to Diablo IV’s release, and it’s clear Blizzard still had a few tricks up their sleeves. Instead of shaking things up with a whole new style, they leaned into what made the series iconic but took it to the next level. Enter the “uber uniques,” a set of ridiculously rare items that, initially, some players thought were pure myth. These items were so rare that people began to question if they actually existed. But Blizzard listened, and in true Diablo style, they’re making these items slightly more accessible—but with a catch, of course.

The Allure of the Mythical Items

Blizzard’s solution for uber uniques is classic Diablo. In the next season, players who max out their faction reputation and conquer a specific endgame boss will have the chance to craft a random uber unique. This change doesn’t just add a new chase—it gives players something tangible to work toward, without making these items lose their legendary status. They’ll still be rare, but now players know there’s a path to acquiring them, and that’s all Diablo fans need to stay hooked.

Blizzard’s Gamble on the Familiar

Blizzard took a big risk with Diablo IV, balancing nostalgia with innovation. They pulled back from the Hades vision but used those years of experimentation to polish what works and add subtle, rewarding layers. It’s the Diablo we know and love but with enough new twists to keep things fresh. In the end, maybe scrapping Hades wasn’t a failure—it was a stepping stone to something even more fitting for Diablo’s legacy.