Diablo 4's initial concept, as revealed by former Diablo 3 director Josh Mosqueira, was a far cry from the final product. The game was envisioned as a more action-oriented, permadeath-driven experience.
Diablo 4's Radical Redesign: From Roguelite to Action-RPG
Development Challenges Led to a Departure from the "Hades" Vision
According to excerpts from Jason Schreier's Play Nice: The Rise and Fall of Blizzard Entertainment, Diablo 4's early development, codenamed "Hades," aimed for a revolutionary shift. Mosqueira sought to break away from the perceived shortcomings of Diablo 3, aiming for a Batman: Arkham-inspired action-adventure with roguelike elements.
This prototype featured a third-person perspective, replacing the series' traditional isometric view. Combat was designed to be faster and more impactful, and the permadeath mechanic added a significant layer of challenge.
However, the ambitious vision encountered numerous hurdles. The planned co-op multiplayer proved especially problematic. As development progressed, internal discussions questioned whether the project retained its Diablo identity. One designer, Julian Love, reportedly noted the significant differences in controls, rewards, monsters, and heroes, raising concerns about its divergence from the established franchise. Ultimately, the team concluded that "Hades" was effectively a new IP altogether.
Diablo 4 recently launched its first major expansion, "Vessel of Hatred." This DLC takes players to the treacherous realm of Nahantu in 1336, where they confront Mephisto's machinations. [Link to review, if applicable]