![]() ![]() When one of those offers pops up I dismiss it with the same ease as I do popups on browsers or ads on TV. I find it amusing to walk the middle path: take it but leave nothing behind. Take it or leave it, but there's a third option. It's just the nature of the f2p mobile business. Same with pretty much any 'popular' free to play game these days.īut equally likely is what you've just seen: periodic pushes of 'deals' and 'specials'. The monetisation is mostly in the endgame. I'd be playing right now if the Oceanic servers weren't horrifically unstable. And it's a good campaign, for what it's worth. ![]() But I played most of the campaign during alpha with nothing but what I found. So it’s us taking inspiration from some of the work they’ve done already.Oh, no doubt there are. "Less so in the West, but we’re now starting to see some games that are bringing that mechanic to the West. “In the East, that control method is becoming ubiquitous, and it’s becoming ubiquitous because it’s very natural, and it feels great," he said. Undeniable similarities in UI between Immortal and Crusaders of Light ( read more about that here) were simply a result of the control scheme NetEase had adopted in previous games becoming "ubiquitous". ![]() He said that the art and assets for new game were themselves completely new, and that Immortal was "purpose-built from the ground up". Lastly, Adham headed off accusations that Diablo Immortal was just a reskin of another game by NetEase, which Blizzard has partnered with for Immortal's release. "The truth is that we have multiple Diablo teams working on multiple unannounced Diablo projects even after announcing. "I know our community here, there’s a concern that we are focused on this instead of that," he said. That never materialised, but Adham moved to reassure fans that Blizzard was still working on "multiple unannounced Diablo projects", and said that the development of Immortal would not distract from whatever was coming next. ![]()
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