![]() ![]() UI and customization The UI has everything you’d need to look at. It also looked great for a mobile game on its bare minimum settings. There were some drops below 30 in specific gameplay sequences, but for the most part the game played smoothly at 30fps, which isn’t a bad experience on a screen as small as that of a phone. The device load bar underneath shows you in real time what impact the changes will have on your phone, and some settings are blocked if you don’t meet the minimum requirements- 30fps was the only option on my Xiaomi and Ultra resolution wasn’t available on either phone I tried. It is very straightforward, allows you to customize your experience to what you want, while preventing less-experienced players from tanking their performance with too demanding settings. The settings menu is a pleasant surprise for a mobile game. I also tried it for a few minutes on a much better phone, the OPPO Find X3 Neo 5G, which ran the game at a flawless 60 completely maxed-out. On my personal phone, the Xiaomi Redmi Note 9T, I played between 3 to 6 hours. I tried touch controls, Mouse+Keyboard and controllers on both platforms. I played the game on two different phones and on PC. ![]() Diablo Immortal looks great, even on the minimum settings, runs well on below mid range phones (200-250€ range) and it performs incredibly well on higher end phones maxed out (800-1000€ range). ![]() Diablo: The Good Mobile Settings The game is a technical achievement on mobile. The problem is, the gameplay side of things feels like a backdrop to the seemingly endless monetisation. I’ll start this first look by saying that, although I agree with most points- yes, the monetisation is one of the most predatory in gaming as a whole- Diablo Immortal is still quite fun. ![]() If you’ve spent some time watching or reading some reviews, you’ll know that reception has been mixed to poor. ![]()
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