How Diablo 2: Resurrected accessibility features "solve for one, extend to many"
Blizzard outlines its accessibility goals and processes
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Diablo 2: Resurrected slipped some much-needed accessibility updates in with its more obvious graphical upgrades, as Blizzard outlined in a new blog post.
"Between text-to-speech and screen reader support or adding controller configurations to allow players who play predominantly with one hand to swap their analog stick controls interchangeably; as a community we'll continue to evaluate areas to improve," the post reads.
Design and UX accessibility lead Drew McCrory highlighted a few specific features and settings added to Diablo 2: Resurrected, many of them based on feedback and suggestions from players who identified unique "challenges that would hinder their experience or make the game less enjoyable."
The automatic gold pick-up in the upcoming remaster, for example, began as a quality-of-life update meant to make looting less tedious, especially for controller players. However, it also wound up being a godsend for players who can't or would rather avoid clicking rapidly all the time. McCrory highlighted this as an example of the inclusive design pillar "solve for one, extend to many".
"We also allow many controller abilities to continuously trigger if the button is held down for players who can’t repeatedly tap buttons quickly," he said, discussing how this approach evolved beyond sheer quality-of-life stuff.
Other changes examined how audio and visual feedback worked together. To better communicate when an attack whiffs, for example, Resurrected has a toggleable option to add "Miss" messages that pop up in place of damage numbers. This can stand in for, or work alongside, audio cues to make the back-and-forth of a fight clearer and prevent whiffed attacks from looking like a bug, McCrory says.
Blizzard invited players, particularly those with unique feedback to offer, to sign up for the Blizzard Research program which helped shape these accessibility changes.
Weekly digests, tales from the communities you love, and more
For a closer look at the artistic changes coming in Diablo 2: Resurrected, check out the post-alpha changes driven by player feedback. The short version is that lots of items and spells will look more retro in the upcoming beta and the final September release.
If you're looking to dig down into the art of Diablo 4, check out the latest batch of character art, which shows off "more in-depth customization than any previous Diablo".

Austin has been a game journalist for 12 years, having freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree. He's been with GamesRadar+ since 2019. They've yet to realize his position is a cover for his career-spanning Destiny column, and he's kept the ruse going with a lot of news and the occasional feature, all while playing as many roguelikes as possible.


