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GameBanshee has a new interview with Diablo III's Lead World Director, Leonard Boyarsky.

Boyarsky is well known for his work on Vampire the Masquerade: Bloodlines and Arcanum for Troika Games, and most fans of Troika should be familiar with his work on the original Fallout, the latest sequel to which is being released in only a couple of months.

In the interview, Leon discusses his responsibilities to the Diablo III team and the role he plays in the game's development as well as the direction of the game's technology, artwork and Blizzard's decision to keep the isometric viewpoint of the original games that so many other titles, including Fallout 3, have abandoned for a more 'next-gen' first-person-viewpoint approach.

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The Diablo II Original Soundtrack is now available via iTunes for those who wish to download and play at leisure.

IRVINE, Calif.--(BUSINESS WIRE)--Blizzard Entertainment, Inc. today announced that a wide selection of music from its popular games has been added to the iTunes store. Much of this music was originally available only in collector’s editions of the games, or at special events such as the company’s BlizzCon® gaming convention. Six Blizzard Entertainment® soundtrack albums are currently available:
  • StarCraft® Original Soundtrack
  • Diablo® II Original Soundtrack
  • Warcraft® III: Reign of Chaos® Original Soundtrack
  • World of Warcraft® Original Soundtrack
  • World of Warcraft: The Burning Crusade® Original Soundtrack
  • World of Warcraft: Taverns of Azeroth Original Soundtrack
The albums have been placed on a new Blizzard Entertainment hub page within the iTunes store. This page also hosts content such as the BlizzCast™ podcast and trailers and gameplay footage from upcoming Blizzard Entertainment games, with more material to be added in the months ahead. In addition, the “Diablo III Overture” from the company’s recently announced action role-playing game, Diablo III, is available as a single and has been highlighted as a Discovery Download, making it free to download until Tuesday, September 9.

Players in the regions iTunes serves (North America, Europe, Australia, New Zealand, and Japan) can purchase the music at standard rates for each of those regions. For more information, please visit Blizzard Entertainment iTunes Store

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Game Informer got a three-pages interview with Jay Wilson. Most of it is stuff we have heard often. However, one snippet might be of interest to diablo fans. The special effect sounds composer in Diablo III was who did them in Diablo II.

Jay Wilson answers how they approach character roster when creating new classes for Diablo 3.

Quote

GI: People who played Diablo II obsessively acquired a Pavlovian response to the drop sounds—are you keeping those effects, or are you rerecording them?

Wilson: We’re probably going to rerecord them, just because the quality isn’t as high, but the guy who’s doing them is the same person from Diablo II. He’s going to do them justice, for sure. The main thing I actually want to get is a little more distinction, where higher-quality magic items have a more distinct sound.

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Jay doesn't exclude Item Gambling from Diablo 3, but it is not yet determined. He also talks about death mechanic. Mercenaries are back renamed as Followers. Read the transcript here.

Quote

in Diablo.de: Will Diablo 3 still have a gambling-feature to gamble good rare Items?[indent=1]Jay Wilson: We have not actually made a decision on gambling. We have talked about it and we might do it! It kind of depends on some of the other decisions we will make. We do not have anything against it, it is more like that: Once we make some of the other decisions on how we are going to handle items, we will decide whether or not that warrants an inclusion. But, for the most part, i think we are generally for it!

in Diablo.de: When a character dies, will it lose gold and experience like in Diablo 2?
Jay Wilson: We have not actually decided on the final death mechanic. I can guarantee that you will not lose experience. We are not urging to big penaltys for death. But we want enough of a penalty to be there, so that death has meaning! Like to lose a little bit time, some kind of decrement... We do not currently have a durability, but some kind of ... a gold cost is actually not so bad. And having the player to waste some time, that is certainly an element. Generally we kind of rely on the effect that players do not want to die. You know, you just do not want to. So there is no real reason to add a further "ding" to them for something happening that was already unfavorable to them. But we have not got our final mechanics on that, yet.