Diablo III

Diablo III Dev Tracker




10 Jul


09 Jul


08 Jul


07 Jul


04 Jul


29 Jun

"Oh, I'd fought sleep for days at a time... For when I dreamt, the memories would return. Memories of the Monastery, and the Evil which had claimed it! Dreams, memories... I couldn't tell the difference anymore." - Marius

Crafting a classic

When we set out to create Diablo® II over twenty years ago, the goals were seemingly simple: fix the biggest issues in Diablo® and expand upon the original game’s formula. And while its developers didn’t set out specifically to turn the action RPG genre on its head or influence game design for an entire generation after it, Diablo II ended up doing just that anyway.

The development team wanted Diablo II to be bigger, better, faster, and stronger than its predecessor. A story divided in distinct acts with massive, explorable outdoor zones replaced the claustrophobic Tristram cathedral. Five new character classes like the whir...

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Multiple Great Evils (not just one). Hardcore mode. Gem socketing. Fighting demons outside for the first time. Diablo II has a legacy, and it’s in the bloodstream of every game we’ve worked on at Blizzard since the year 2000.   It taught our artists, engineers and designers about mood and atmosphere, about randomness, and about what makes plate mail dress-up so persistently delightful. For DII’s 20th anniversary, we’re stoking the campfire and reflecting on a game that shaped how we make games.   In the process, we’ve dreamed up some cool stuff, and we hope you’ll check it out and celebrate with us. Read more

25 Jun


23 Jun


22 Jun