Initially conceived as a drastically different game, Diablo IV's early development saw it envisioned as a more action-oriented, roguelike experience, according to Diablo III director Josh Mosqueira.
Diablo IV's Near-Miss: A Roguelike Action-Adventure
A recent WIRED report, drawing from Jason Schreier's book Play Nice, reveals a fascinating alternate reality for Diablo IV. Instead of the familiar isometric action-RPG gameplay, the game was initially pitched as a third-person action-adventure title, heavily inspired by the Batman: Arkham series, and incorporating permadeath mechanics.
This early iteration, codenamed "Hades," involved a small team led by Mosqueira, who sought to reinvent the Diablo franchise following the perceived shortcomings of Diablo III. The concept featured an over-the-shoulder camera perspective, punchier combat, and the defining roguelike element of permanent character death.
While Blizzard executives initially supported this radical departure, several challenges ultimately derailed the project. The ambitious co-op multiplayer aspects proved particularly problematic, leading to internal questioning about the game's identity as a Diablo title. Designer Julian Love's observation – "The controls are different, the rewards are different, the monsters are different, the heroes are different. But it’s dark, so it’s the same" – highlights the growing disconnect. Ultimately, the team concluded that "Hades" was essentially a new IP, not a Diablo game.
Diablo IV's recent launch of its first major expansion, Vessel of Hatred, offers a stark contrast to this alternate reality. Set in 1336, it plunges players into the machinations of Mephisto and his sinister plot for Sanctuary. [Link to Diablo IV DLC review would go here]