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 more action-oriented, permadeath-driven experience.
Diablo 4's Near-Miss: A Roguelike Action-Adventure
According to a Bloomberg report featured in WIRED, Diablo 4's early development, under the codename "Hades," explored a significantly different gameplay style. Instead of the series' familiar isometric perspective, Mosqueira's vision incorporated a third-person camera, Batman: Arkham-inspired combat, and the high-stakes challenge of permadeath.
This bold reimagining stemmed from a desire to move beyond the perceived shortcomings of Diablo 3. However, as detailed in Jason Schreier's book, Play Nice: The Rise and Fall of Blizzard Entertainment, several hurdles ultimately derailed this ambitious project.
The ambitious co-op multiplayer aspects proved particularly challenging. Designers questioned whether the resulting game still felt like a true Diablo title, given its altered controls, reward systems, monsters, and heroes. The core identity of the game was debated, leading Blizzard to ultimately conclude that "Hades" was essentially a new IP.
Diablo 4's recent major expansion, Vessel of Hatred, offers a stark contrast to this initial vision. Set in 1336, this DLC plunges players into the machinations of Mephisto, exploring his dark schemes within Sanctuary. [Link to Diablo 4 DLC review].