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It may have taken almost three years, but Diablo 4 finally feels finished to me

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(Image credit: Blizzard) I'm not sure if you recall, but Diablo 4 was a strange game when it first launched. Quite clearly the victim of conflicting creative direction, it was part-ARPG, part-MMO, and also live service, featuring a vast open world that felt fundamentally empty. It also lacked any tangible endgame. It's no wonder, then, that Diablo 4 has had such a transformative few years. Along the way, Blizzard added actual endgame bosses, activities like The Pit, and overhauls to previous pastimes such as Whispers, Helltides, and Nightmare Dungeons. I can no longer count the number of times Diablo 4's key systems have been overhauled—it feels like every other update Blizzard has tampered with gear, power, aspects, affixes, and all the under-the-hood magic that makes ARPGs special. Written by Despite having played since launch, Diablo 4's campaigns never quite gripped me.…

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