It’s now possible to quickly and easily play the original 1997 Diabloon your PC or phone via a simple website. Just load it up on your browser and you can start killing demons and skeletons like it’s the ‘90s all over again.
Diablo IV – Bear Bender Build
The original Diablo was developed by Blizzard North and released in January 1997 for PC. Its single dungeon, evil monsters, creepy town, and loot-filled catacombs forever changed the action RPG genre. Today, the OG Diablo might seem a bit small and simple compared to the wild open-world adventure we find in 2023’s Diablo 4. But Diablo’s vibes are still unmatched by any of its sequels, and now you can experience the classic ARPG for free on your phone or PC browser.
As spotted by PC Gamer, a new website has popped up that lets you play the shareware version of the original Diablo in your browser. This new web-based port of the game was built using Diablo’s original source code, which was previously reconstructed by GalaXyHaXz and the Devilution team and can be found on GitHub.
Blizzard / Izie
Now, keep in mind that unless you own Diablo and upload the “DIABDAT.MPQ” file, you won’t have access to everything found in the retail release. Still, the shareware version of Diablo lets you play as a warrior who can’t talk to NPCs, but can kill demons and loot weapons in the dungeon under the church in Tristram.
In my testing, this browser-based port of Diabloplays really well. I had no issues exploring the dark corridors and killing zombies and skeletons. Just toss your old Diablo save and DIABDAT.MPQ file onto a service like Google Drive or a USB stick and you can play Blizzard’s seminal ARPG anywhere with an internet connection.
In fact, you could be playing Diablo right now on the device you are currently using instead of working or reading the last sentence of this blog.
The Stellar Blade demo has been out since March 29, and if you manage to beat it, your save data will carry over to the full game when it launches as a PlayStation 5 exclusive on April 26. One thing I was curious about was the “Skin Suit,” an outfit for protagonist Eve that basically has her traversing the world in the nude and makes the game way more challenging. Surprisingly, at least in the demo, it’s an incredibly easy thing to unlock, so since I just learned how to get it, I figured I’d teach you how to get it, too. Sharing is caring, after all. – Levi Winslow Read More
I’m filling in some gaps in my RPG history. I’ve been playing series like Final Fantasy since I was a kid, but there are countless other landmark RPGs I’ve rarely touched, including the fantasy RPG Mana series, which splintered off of Final Fantasy Adventure in 1991. The only installment in the long-running franchise I’ve played, in fact, is Children of Mana on the Nintendo DS, which I loved! Nonetheless, I’m on a journey to right my wrongs, so when I was presented with the chance to see the first mainline Mana game since 2006 at PAX East last week, I had to check it out for myself. – Moises Taveras Read More
From mergers to memes, the landscape of interactive entertainment is always in motion. Here’s your cheat sheet for the week’s most important stories in gaming.
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Baldur’s Gate 3already has one special edition, in the form of its Collector’s Edition. We even unboxed it here at Kotaku, and it’s got a lot of cool knickknacks that pay tribute to its tabletop roots. Of course that was expensive, solely for PC and PlayStation 5 players, and didn’t include a physical copy of the game itself. But Baldur’s Gate 3 is coming to Xbox next month, so Larian Studios is taking the opportunity to release a new, Deluxe Edition for all three platforms. And given what comes in the box, I think it’s pretty darn affordable. Read More
Like game director Ji Won Choi promised in early November, duo-developers Neowiz Games and Round8 Studio have dropped a new update for their gothic, Belle Époque-era Soulslike RPG, Lies of P. And just as expected, this update makes some significant changes to the game so that you have an actual fighting chance at surviving this bloodied retelling of the Pinocchio story. Read More
Modern Warfare III players are begging Activision to remove a “literally invisible” cosmetic first introduced in Modern Warfare II that’s plaguing multiplayer matches yet again. Read More
On November 16, Valve will let folks purchase a new Steam Deck OLED Limited Edition model, which features all the upgrades of the base OLED version of the portable PC, but with some extra cosmetic details, too. And to help folks actually get a chance to buy this thing, Valve is implementing some safeguards to slow or stop bots and resellers from buying them all up instantly. Read More
One of the best action-RPGs in a generation is finally getting a mobile version, but it’s a mixed blessing. The good news is that Hades is coming to iPhones in 2024 and will be free for Netflix subscribers. The bad news is that it will be exclusive to both, with no way to buy the game outright or play it on Android devices. Read More
Rocksteady is finally ready to start talking about Suicide Squad: Kill the Justice League, after delaying it (again) earlier this year. The studio first announced its upcoming supervillain co-op action game way back in 2020. In a new video series going behind the scenes of the game, the devs explained how big its map will be and showed off some new cutscenes. Conveniently, they barely mentioned any of the live-service aspects fans aren’t happy about. Read More
Geoff Keighley’s Game Awards are far from the be-all and end-all of which games are good, creatively bold, and deserving of praise each year, but they’re still fun to get way too serious about. It’s the one day game developers get to dress fancy, go up on stage, and receive our collective thanks for their artistic accomplishment rather than getting canned the night before the quarterly earnings call. Read More
Chinese publisher NetEase is opening a new studio with the lead writer behind the Mass Effect series at the helm.
Worlds Untold will be based in Vancouver, and helmed by CEO Mac Walters, who’s known for his work at BioWare that spanned almost 20 years. Walters was a writer on martial arts RPG Jade Empire, then a senior writer on the first entry in the sci-fi RPG series, Mass Effect, and was eventually promoted to lead writer on Mass Effect 2 and 3. Following this, he was brought on as creative director on Mass Effect: Andromeda, worked on early narrative direction on Anthem, and project directed the Mass Effect: Legendary Edition remasters, before ending his tenure at the studio as a production director on Dragon Age: Dreadwolf. So he was at the forefront of a lot of the narrative direction of BioWare’s last two decades. How you feel about that probably varies depending on your opinions on the state of the studio, but speaking personally, the narrative wasn’t my biggest problem with most of those games. Read More
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Lords of the Fallen was already a game, one that came out nearly 10 years ago by developer Deck13 (Atlas Fallen) and publisher CI Games. It was fine, but felt too much like a lackluster facsimile of FromSoftware’s Dark Souls formula to have much of an identity of its own. CI Games is back, though, with newly founded studio Hexworks to take another stab at Lords of the Fallen. And this time around, at least based on the previews, it sounds like a stellar Soulslike might be in the offing.
Diablo IV – Bear Bender Build
Out on October 13 for PC, PlayStation 5, and Xbox Series X/S, Lords of the Fallen is a third-person action-RPG with an interesting conceit: With the help of the Umbral lantern, you can reveal secrets hidden in the land of the dead while still traversing the world of the living. But should you die and end up in Umbral—which will happen since this is a Soulslike—you’ll still be able to fight for your life for the chance to return to Axiom. Die here, though, and you’ll start back in the land of the living having lost your XP. Typically Soulslike stuff, but that two-realm implementation offers a new perspective for the genre, something the previews call attention to.
So, considering the game comes out in two months, here’s a roundup of what early players are saying about Lords of the Fallen and how, as many of them purport, it’s sounding like an exciting Soulslike worth paying attention to.
After playing the opening hours of 2023’s Lords of the Fallen, our journey through this nightmarish world was eerily familiar, yet filled with a current-gen polish that games like the Dark Souls trilogy and Bloodborne could only dream of. Our initial impressions were that the game felt a lot like the PS5 remake of Demon’s Souls, which is not a bad thing, but from an aesthetic point of view, Lords of the Fallen leans even more heavily into the grimdark setting.
Image: Hexworks
I’ve played a couple of hours of new Lords of the Fallen and crucially, I can tell you it’s: good. If you’ve played a Soulslike before—or as Hexworks wisely describes the genre, which extends to Nioh, The Surge, and the rest, tactical action-RPGs—it’ll be immediately familiar. You can create a character from one of several preset classes, ranging from glass cannon mages to sword-and-shield warriors, with some more lore-y archetypes in between with a little clan-based backstory behind them: a raven-like archer, a brawler with a twist of wolves.
The moment-to-moment in my Lords of the Fallen demo ticked most of the Souls boxes I have when it comes to combat, but this game distinguishes itself in its concept of dual worlds. Axiom, the land of the living, is more or less the “normal” dimension, but it exists in parallel with the Umbral realm, the land of the dead. The two realms run simultaneously as you play, which takes advantage of tech on latest-gen platforms. It’s similar to The Medium or Titanfall 2‘s Effect and Cause mission, but spread across an entire sprawling dark fantasy world.
What surprises me most, however, is Umbral. This is the realm of the dead and exists parallel to Axiom. It can be accessed at almost any time, in real-time. But, once you’re there, you must fight through its more challenging enemies to reach an access point that brings you back to Axiom. While you can select to explore Umbral on your own, Lords of the Fallen will bring you there almost every time you die. Dying gives you a second chance in Umbral, where, if you survive, you can reach the realm of Axiom once more. This eases the usual challenge of the genre—mind you, Lords of the Fallen is still extremely tough—but also opens up a unique playground for puzzles I welcome.
By tapping into two distinct worlds at once, Hexworks completely revamps how we view death in a Soulslike. Lords of the Fallen turns the most infamously iconic, eternally frustrating thing about a FromSoftware game into more than a second chance: It’s a second world, one that functions entirely differently from the place we start out in. The result is a varied combat experience in a truly untamed universe, one that pulses with unknown wonders and its fair share of chills—no matter your familiarity with the genre.
Image: Hexworks
There’s a great fluidity to Lords of the Fallen’s combat too. You can seamlessly flow from light attacks to heavy attacks, and can even change weapon stance in the middle of a combo as well. I could start with two light attacks, press the stance switch button, and do another light attack, I’d get a unique attack in which my character seamlessly goes from a dual-wielded slash, into a two-handed thrust. This is even better when you add magic to the equation, as you’re able to easily swap between melee and magic attacks even mid-combo. It opens the door for a lot of freedom of expression through combat, which is something you don’t see all too often in the Soulslike genre.
While in the Umbral world, enemies slowly become more aggressive and powerful, but the XP multiplier increases as well, amping up the risks as well as the rewards in an enticing way. Being able to respawn allowed me to progress much faster and alleviated some of the frustrations that come with the genre. The Umbral world also offers access to shortcuts and gives you wild abilities that mirror Jedi powers. Lords of the Fallen is at its strongest when it leans into the mechanics of the Umbral world.
Umbral also softens the difficulty level of its chosen genre—up to a point. If you die in Axiom, you are resurrected in Umbral, then given another chance to defeat your enemy before you give up the ghost completely and need to corpse-run from the last Vestige to reclaim your Vigor (Lords of the Fallen’s souls). This doesn’t refresh your healing items, though, and the longer you spend in Umbral, the more Dread builds up, and the trickier things get. Enemies get tougher, and increasing numbers of zombielike creatures materialize in your path—they’re easy to kill, but their presence complicates the battlefield considerably.
Outside of exploration, you can use the lantern to rend a baddy’s soul from its body, then batter it for extreme damage. You can’t do this all the time, as you’ll need to power the lantern up to do it. This can be done by bursting pustules in the Umbral realm and sucking up the resultant juice, but if you can’t find a pustule, you might encounter an enemy with a blue glow—which means they’re invulnerable unless you reveal their parasitic Umbral companion floating alongside them. Hoover this critter up and not only can it power your soul attack, it will also remove their pal’s aura of invincibility.
Image: Hexworks
The game is not as obscure as its FromSoft progenitors, and that works in its favor, because when you’re being pulled in two directions and interrogating the tension between worlds, you want a sense of what’s going on, and where to go. Lords of the Fallen is all about playing as a heathen, shunned by the world for embracing a dark lantern that allows them to traverse the realms of light and dark. It’s all about being sacrilegious, defying the common knowledge and tasting the forbidden fruit. If you wanted to do away with subtext, you could say it’s what Hexworks is doing in discarding the commonly held beliefs around how death should work in this genre. How traditionally hard it must be. But the studio eschews that. And the result, at least at this early stage, is unique and compelling.
My time with the 2014 version of the game was quite frustrating. While the review is no longer live—the site I wrote it for is now defunct—I essentially said that, although the game had a compelling narrative, its cumbersome gameplay and unintuitive systems made for an ultimately forgettable experience.
The previews of the new Lords of the Fallen reboot are based on just two hours of gameplay, so a lot of questions will remain unanswered until the game drops in October. But based on everything I’ve read so far, Lords of the Fallen is sounding like it’ll be a pretty solid take on the Soulslike style of game.
Lords of the Fallen launches on October 13 for PC, PlayStation 5, and Xbox Series X/S.
During Summer Game Fest, host Geoff Keighley debuted a new Lies of P trailer that came with some gorgeous classic music. There was a treat in it, though: the Bloodborne-inspired Soulslike is not only coming to most platforms on September 19. But you can play the action RPG right now if you wanted to.