
Quarterly Update Overview
I went through the quarterly update without watching any videos on my initial pass. The second time through I watched the videos as intended in the March 2022 Diablo 4 quarterly update. The PR team used focused keywords to get you enticed into the dark and medieval look strung about the article. Yes, Sanctuary is very dark and the best other fictional world I would compare it to is: Hyborian Age in Conan the Barbarian.
I read the Sin War back around 2008 give or take a year. In that the main character, Uldyssian, lived in a small village that was in a forest surrounded by life. It wasn’t totally cut off from the outside darker world, but set the tone of Sanctuary. There will always be little bright villages and towns where people go about their daily lives and thrive. Imagine the Rogue Camp being on the outskirts of a small town where the rogues come to train. In that small town or village traders such as Warriv come to hawk wares and shelter for the night at the small tavern or inn. Like Tristram, but without the giant Cathedral in Diablo 1. After reading all the books and playing all the games I envision Sanctuary as: A sprawling and bustling world with different religions, building methods, and bustling towns/cities about with the smaller villages scattered throughout.
One key sentence that I felt directed the entire art direction was: “Even the wealthiest areas in Sanctuary are challenging to exist in.” Challenging does not mean lacks beauty. Look at the Pandemonium fortress for example in Diablo 2. That little snippet of what we get shows beauty. Westmarch is a bustling hub of trade and although Diablo 3’s vision is not what I’d like to see reproduced. I would be happy with a couple central hubs that are still going strong. I envision a few towns looking like Tar Valon from The Wheel of Time series.
After viewing the videos, I did not see that from the developers. What I saw was the insistence of moving 110% away from Diablo 3’s color palette. I’m going to give my thoughts on the different areas and some of the art style depending on the area. Without showing combat and monster density it is really hard to gauge the areas for what they are. I’m going strictly on what I see in the videos.
Quarterly Updated Areas
Flooded Depths

I loved what I saw here. I see everything I would expect from The Pits or any other interior design in Diablo 2. We start with a Barracks/Jail style layout to allow bigger rooms, while still having some small corridors that our heroine traverses. Going down for the transition was nice and was a little more crowded than I liked but had some medium-sized rooms near the end. The layout overall was easy to see and follow. I play with the map on and I wish it was shown in the videos to give us some better ideas on how it’ll all look when most people play the game.
Scosglen Coast
Orbei Monastery
Wretched Caves
Kyovashad
Forgotten Places
Closing thoughts: Visuals are great, but we need more meat to be able to fully digest these places shown. A 1:30 minute average look of an area with zero context to enemies, skills, HUD being on really gives a lot to be desired and improved on with the next update given. Do they look good graphically? Yes, overall. That is what we got though and I’m going to reserve play judgement and functionality until either I’m playing it, or watching someone else play it with actual content involved. My overall biggest complaint about the videos are they looked like whoever was operating the characters didn’t know what the areas were or how to navigate sometimes popping a chest or hit some interactable object randomly or back peddling to hit something.
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