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For those who don't remember, one of the main problems the fanbase had with the art direction of Diablo III was that characters were "over the top". To some, their armor was too big (pauldrons in particular), their muscles too exaggerated, and their sizes simply disproportional to their environments.



For those who saw this as a problem, hope may be on the horizon, as was recently indicated by Bashiok:

Official Blizzard Quote:

We design and animate our characters to be viewed from game-cam distance. They really aren't meant to be seen from the distance that we show them on the website. So yeah some things (all things?) might seem strangely exaggerated that close. We have to design our characters, create textures, animations, spell effects, etc. all for a fixed camera that's way up in the sky. It's actually more challenging to adapt to and work with than if it were to just be seen from a personal view.

The image pictured on the top right was the one that made many fans first question the art direction and the armor proportions. Many thought that the massive pauldrons had no place in a "realistic" game like Diablo; however, when we take the above quotation into consideration, we can figure out that this is due to the camera angle and position.


The picture in question was taken to showcase the female barbarian, inflated, and rotated to give an action pose. If we compare this to the picture to the left, it's very apparent that the size of the pauldrons may be the cause of the angle, and distance of the camera.

Official Blizzard Quote:


The male barbarian is, and is intended to always be the tallest character. He's at least 7' tall. The female wizard is probably somewhere around 5'10.

Next, we have this fact. When you're seven feet tall, or very close to seven, since we are talking about the female DiabloWiki.com - BarbarianBarbarian, you are going to need some massive shoulder pads. So of course they will seem massive when compared to other characters or the scenery; however, when we look at the Barbarian, herself, we can see that the pauldrons are actually a size relative to the size of the character in the second screenshot.

Official Blizzard Quote:

It turns out that in order to get the Monk and a number of other features for Blizzcon we just slapped a lot things into a special effects kit that were not meant for how often they showed up in the game and made the Blizzcon build a little messier than we had intended it to be. However, the way we tend to go about doing this kind of thing is to make everything too big on purpose to make sure that we've gone far enough. Once we realize that we've done that, we go through a period where we sort of pull things back [...] That's the mode we're in right now, tightening some things up.[/

This quotation by Julian Love also helps to explain the shoulder pad fiasco. Using the two screenshots as comparison once more, the one pictured on the top right was taken very early in the development cycle, and it was one of the first batches to be released. The second one, with toned down pauldrons, was released further down the development road.

Obviously, with the above quotation as proof, the first set of pauldrons were oversized for a reason: to be sure they were big enough. With their "pull back period", they've been refined, made more proportional to the size of the Barbarian, and more believable.

Fear not all ye' of little faith in the art direction, hope may still be on the horizon.

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http://diablofans.com/forums/picture.php?albumid=55&pictureid=906
Episode two of the Jace Hall Show aired today, bringing with it some more meat to gnaw on that its predecessor (see Jace Hall Show Episode 1 Recap). Aside from the numerous fan interpretations of the female DiabloWiki.com - MonkMonk, scant information has been released (see More Progress on the Monk); however, the tide may have turned for the better.

That's right, folks. Get ready for what might be the female Monk!

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(Click to enlarge.)

Complete with the promised pixie haircut (see Diablo III, the Female Monk), could this really be the character we've been waiting for, or is this just part of the Jace Hall act? It certainly looks authentic. What do you think?


If anyone missed it, enkeria spotted this early this morning; see the old thread here!


UPDATE:

Official Blizzard Quote:

Yes, that is indeed the female monk.

We'll have an official site update and a couple high-res goodies soon.

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http://diablofans.com/forums/picture.php?albumid=55&pictureid=963&thumb=1
The last few days have seen their share of fresh concepts and livid illustrations, as well as a return to the beginning of Diablo II. Let's take a quick trip back through the week to wrap-up any artistic ends you may have missed.

Last week, Blizzard put up a note on their Twitter site to see what fans dreamed of for the unreleased female version of the DiabloWiki.com - MonkMonk (see Blizzard Launches Monk Art Challenge). It was greeted with no small response, some more serious than others (see right, by El-pistolero).

The list that Bashiok kept on the Battle.net forum board was extensive, including over thirty-five submissions:


http://diablofans.com/forums/picture.php?albumid=55&pictureid=964&thumb=1
Overall, it was a great response to a light-hearted challenge. Great work, guys and gals! Here's to hoping that we will see the true female Monk before BlizzCon 2010, after Blizzard makes a few changes seeing all this awesome work, of course.


Today, that mysterious Twitter guy showed us some shots of a face most of us can recognize. An old Diablo II boxart was shown from the olden days of yore by a fellow named Brom (see left).

If you have that urge to create, we encourage you to let DiabloFans be your creative outlet. See our designated Fan Art, Fan Fiction, and Roleplaying forums to catch up on the musings of our humble community!

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With all this stress on upcoming Diablo III and the patching mania of Diablo II, sometimes we forget about the root of it all: Diablo I. Mordor's Diablo I mod, The Hell, takes us back to the nostalgic days of dungeon-crawling, loot-grabbing, blood-spilling pandemonium of the Diablo series' forbearer, specifically Sierra Entertainment's DiabloWiki.com - HellfireHellfire expansion. Stressing incredibly challenging gameplay, The Hell will confront players with an enormous bestiary, new skills, and many hours of additional play time.

Work on The Hell has not been easy, however. Historically, Mordor began modding Diablo I in 2005. He faced some real-life challenges of his own, and the going was tough:

Mordor said:

[...] due to family circumstances I had no access to [a] computer and had to work at that time from early morning til late night. This kind of activity [was] destroying all creativity.

The Hell underwent many forms before it got on the track it is on today, including a period of time when it was named Gothic. Another impetus struck, however, as Mordor noted that "two weeks later it became so unstable that crashes occured every few minutes. So, Gothic had to be abandoned." The unfortunate experience was not without its merit, however. Mordor noted that he "learned from this experience and made a commitment to document all the changes, so that everything [could] be reverted for debugging purposes."

Finally, on April 14, 2006, The Hell really picked up speed. The mod recieved a moderate amount of acclaim and before long an official website was founded in its honor.

Mordor said:

Technically, it's the second version of the mod. I started with version 0.01, and slowly progressed. First version to be released was 1.09 as far as I remember. It happened in October 2006. And it happened on another mod's forums. In May 2007, some people were familiar with The Hell already, and started begging for the website. And I created it. [The] first official public release on our website was announced somewhere in May 2007, about a year after the starting of development.

Despite developing for an archaic game, Mordor persevered with his work on a Diablo I: Hellfire mod. Diablo II was found less appealing in his eyes for a number of reasons:

Quote

[...] I played Diablo II: LOD for about 3 years. And I realised that comparing these two games, I really felt that Diablo II was (for me) about looting, with no particular enjoyment from the process of fighting. On the contrary, Diablo I rewarded you every time you killed another Goatman/Knight/Succubus with their brutal dying sounds, it felt more... realistic. I really can't come up with a better description for that. I think that Diablo 1 is more dynamic and has more potential than D2. Modding-wise.

Also, Diablo II lost a lot of its prequel's atmosphere, and I personlly dislike things like that. I think if there was a choice for me to mod Diablo I or Diablo III today, I'd prefer original Diablo. If the game is older, it doesn't mean it's worse.

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The Hell did not disappoint in contrast to Diablo II, however. Featuring a fresh bestiary in the hundreds, countless new items, and creative new spells, the The Hell team pushed Diablo I to the limit. And Mordor is not alone with the development, boasting a team that would even make some professional game development companies pale in comparison: "[...] several hundred people helped The Hell become better, more than 20 people helped a LOT, and currently we have about 7 people working on the game and its sequel: The Hell 2."

Mordor continued to show his value of teamwork, saying "I found out that no man can do everything without others helping him, and the best way to get something done without it taking forever is to attract talented individuals, and cooperate their work." Though many would label all of this as mere volunteer work, Mordor would disagree:

Mordor said:

Technically, they are not working for free. Their skill grows, they improve the game and, as a result, enjoy a better quality product. I think it was said by Ford that "it's better to make 100 people do 1% of the job than it is to make 1 man do all 100% of the job". I really like this idea. In this case, everyone wins, so why not?

Comparing The Hell to Diablo I's original PvP and PvM style, Mordor told us "[...] PvP is not that well balanced in The Hell, it's not a disaster, too. Just worse than PvE."

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The original Diablo was not balanced perfectly. It was a pretty damn good game, but it wasn't as good as I saw it becoming in my mind. I wanted it to be more gritty, scary, addictive, and less bugged. My main objectives were to increase replay value beyond possible, and strecth the lifespan of characters.

I think that in the latest versions of The Hell, the balance is incommensurably better than in original Diablo PvE fighting. I personally spent so much time planning, and revising various formulas for PvE and implemented so many interesting features that the old game feels just dull to play at this point. I did this countless times, listening to feedback from players very carefully. And I keep receiving many emails from delighted players of The Hell. Everytime I open a new letter and read there "Dear Mordor! I can't describe how thankful I am to you and TH team for this mod." and so on, I feel good about it. I guess it's those letters that keep me going these days.

Progress continues on The Hell's PvM and PvP balance, and Mordor estimates that within a year it will see some real polish. The Hell features another bonus that goes beyond the norm of even the best mods of the Diablo universe, however. Music.

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DiabloFans: Your mod features new music add-ons, an area that could be viewed as overlooked for many mods. How influential do you believe music is in modern video games and how did you choose what music to involve with The Hell?

Mordor: Extremely high level of importance! The music is THE factor that directly changes your mood when you're playing. If you pay attention next time you watch a movie, you'll notice that the feelings you have while watching, are mostly triggered by the background music. Turn the sound off and notice how big that void suddenly is...

I didn't want to replace Matt Uelmen's fantastic pieces, I wanted to expand. When you play, you can notice that there are several level-coloring palettes in the game. That's basically what we're doing to the music also: adding more without removing the old one. So that there is more randomness, which is really the heart of this game.

Reflecting his devotion to the original Diablo, Mordor said that "[music]'s supposed to help players dive deeper into the game, so I make sure that it's structured tight (to prevent boredom), sounds pleasant, doesn't attract attention much. It just keeps playing in the background, doing its work - improving the atmosphere."

With The Hell a long-standing Diablo I: Hellfire mod, Mordor is now turning his focus to The Hell 2. He noted that he is looking for composers for the next soundtrack, and doubtless would love some inspiration for the coming installment. Check out The Hell's official website here for more information.




If you're itching for some Diablo I magic and don't have the time to play yet, forestall your craving with Let's Play videos of both vanilla Diablo I and Diablo I: Hellfire. Check out EclipseTen's YouTube channel for more. (Original Thread)

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http://diablofans.com/forums/picture.php?albumid=55&pictureid=915&thumb=1
Blizzard recently updated Diablo3.com with a few new screenshots. It appears to be a few new ones featuring Act II locations and the characters dealing out their skills on their enemies, as well as an updated blood texture that departs from the vibrant monochrome of old (see left).

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Could these serpentine poker-wielders be the revamps of the DiabloWiki.com - Claw VipersClaw Vipers of Diablo II and Diablo I (see right)? The DiabloWiki.com - Witch DoctorWitch Doctor's pyrotechnics even seem more appealing for some reason, as does his body animation, or maybe we're just reading too much in to these images. A quick view of a cached version of the gallery reveals as many as twelve of the images are new, so go and see for yourself by checking out the rest in the screenshot gallery on the official website.

Thanks to snillum101 for the heads-up!

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Amid the pandemonium that was the Jace Hall Show, the wisecracks shot long-standing Diablo mysteries and criticisms surfaced for their brief moments of limelight. Following the announcement on our homepage last Tuesday, episode one has aired on IGN's website. Diablo developers entered the scene at 3:52 with DiabloWiki.com - Jay WilsonJay Wilson, complete with a plumed pirate hat.

To the dismay of Wilson, who pleaded for discussion of the mysterious fifth class, discussion was immediately drawn to the equally mysterious DiabloWiki.com - chat gemchat gem (see Chat Gem Through the Ages). The only logic step from there was a class entirely devoted to the chat gem, a DiabloWiki.com - BardBard (sarcasm only- this was denied by Wilson in an interview with Game Informer last October;
http://diablofans.com/forums/picture.php?albumid=55&pictureid=907&thumb=1
see Griefing, Health Orb Mechanics and More with Jay Wilson
). Regardless, the table-top conversation resumed in all its glory at 7:45, where whimsical suggestions came from the staff with inspiration from Dance Dance Revolution and Guitar Hero. After all, how could a Bard be inspired by anything less?

In case the board flew by faster than your eyes could read, here's what was scribbled on the whiteboard:

UNICORN COUNT: 65
The Epic Adventures of Turd, the Barbarian
O-LIKE D2 (Like WoW)
Is it as good as WoW?
NEED MORE COLORZ!!!



However, for speculation's sake, notice that at 7:42 the gigantic cardboard cutout of none other than Diablo II: Lord of Destruction's DiabloWiki.com - DruidDruid class. Could that be a hint, a coincidence, or a clever ruse?

Expect the second episode of season three, also promised to include a bit on Blizzard, sometime in the coming month. Also, keep your eyes peeled throughout February for some special articles we will be running on mods from Diablo I and Diablo II!