ok i really had no problem with the art direction but now that i see this it looks a load better.... the outside (ie out of dungeons) can be more colorful but dungeons definitely should look like this. This guy did a fantastic job and respect off to him.
Ya im getting pumped watching the edited parts, not so much the unedited. And I agree, outdoors can be sunny but the dungeons look like ass in the current d3.
I was totally sided with the colorfulists before this video, but I can now see both sides. The darkness really feels more like the first 2 Diablos, but, at the same time, makes you feel confused or lost while you're playing, not really aware of what's around you besides what you see on the minimap. The colored version gives you a better grasp of your surroundings and works together with the interactive environment so you really know what you're doing and can constantly advance instead of being scared to move on.
So it seems to me that they are sacraficing the cool factor and horror ambiance for better gameplay (which is just a marketing decision from there).
thats the entire bloody point, the world is supposed to be filled with evil and your not supposed to know wtf is going on around you which in turn adds tension to the game. like for example, your simply fighting some fallen and then out of the darkness comes this huge huge huge monster and it just hits you. that would be so fucking cool and it would make the game quite a bit more fun. Just think about diablo 2 lod act 5 worldstone keep lvl 2-4. You cant see anything, which on the first time playing though added a real sense of apprehension.
Just think about diablo 2 lod act 5 worldstone keep lvl 2-4. You cant see anything
Do you want to narrow D3 to where every dungeon has that same feel? That's an extreme case of tunnel vision and frankly, the game will be boring and repetitive if every dungeon looked and used the same colour schemes over and over again. What you suggested was basically the idealized form of what you think is the best looking dungeon aesthetically and design wise, but have you thought about whether or not Blizzard will implement that type of dungeon in the finalized game as well? You've seen nothing but the same screens and it seems a lot of people deem that 20 minutes to be exactly what the entirety of the game will look and feel. Is it really absolutely horrible if there is one green dungeon in the game? Do you really want every single dungeon to be in tones of sepia and shades of gray? Is that the level of colour variety you want in the game? If you wander into a new dungeon, do you not want to see aesthetic differences between previous dungeons and variations in archetectural structure? Why limit the colours as such that dungeons must always equal macabre, gritty and increasingly generic whereby implementing shades of brown that every game which boasts realism excessively overuses?
Why would you not want to see the environment? Isn't that the whole objective of the design team, to make the areas and dungeons interesting to look at instead of shrouding them in complete darkness so that the only thing you notice or focus on is some zombie a foot in front of you? That would completely ruin replayability, and we'd have the same problem that many people had with every dungeon looking exactly the same.
Well I think things like the world stone in diablo 2 are what people want, it wasnt necessarily dark but it kept with the vibe of the game. The current game is much too fruity in comparison.
i prefer the edited version more, look alot more serious and cool imo, but of course i dont want to see that dungeon in act one and agian in act 3 and 5 or something, i really like looking around the world for art and details and that implies on diversity in a game of this length, but right now it seem like they are doing: "ok, this dungeon is gonna be green, this one in this act is gonna be orange and that one purple!.......
they can add vibrant color, but please, in a coherent, beliveable, moderated way.
It's a good thing I always value your opinions so heavily, Doppel, because you're so much more infinitely knowledgeable about everything than me. I'm happy to see that you've completely disproven my opinion and that you're argument is absolutely flawless. Thank god for people like you, proving us ignorant wrong and steering us from our sinful ways with your condescending thought presentation.
You know what, two thumbs up for you being the gift to mankind! :thumbsup:
Too dark, hurt the eyes and i couldn't stand watching entire video. Just play the game with sunglasses man instead of complaining for something that has been talked about over and over already.
The reason it "kept with the vibe of the game" is because it's what everyone's been playing for nearly 10 years! They're all frickin' used to it, that's why! My god. Do you know how much people whined about Diablo II being too bright when it released its initial screenshots? The desert was a big hit. The greenery of the jungle was a big hit. To them, it didn't make sense that jungles were green and deserts were bright and sun blasted, and not black.
To everyone pissed off about one fucking rainbow: There ARE rainbows in real life! Yes, I know it's a shocker, but it's a natural phenomenon that occurs in thick mists when light shines through them and splits the color spectrum.
The reason it "kept with the vibe of the game" is because it's what everyone's been playing for nearly 10 years! They're all frickin' used to it, that's why! My god. Do you know how much people whined about Diablo II being too bright when it released its initial screenshots? The desert was a big hit. The greenery of the jungle was a big hit. To them, it didn't make sense that jungles were green and deserts were bright and sun blasted, and not black.
To everyone pissed off about one fucking rainbow: There ARE rainbows in real life! Yes, I know it's a shocker, but it's a natural phenomenon that occurs in thick mists when light shines through them and splits the color spectrum.
Edit--
Yeah, I meant to delete my other post that was trolling...
I'm amused by all the hating by certain members that love to troll on every aspect of Diablo 3, PRIOR to even playing the game. I love Blizzard, I love their games, but this proves these people in denial to be full of shit. Hell, you don't even need to like the original, I don't care. Still trying to defend your horrible photoshops and video edits is simply retarded. I'm also amused by all these needs for monster designs to not be helpful to the player. I mean, who needs to tell monsters apart from the environment? Just hover your mouse over it, they'll GLOW! God, are people blindsighted? What's up with all the dungeons not looking the same? I have PROOF* that Blizzard is making every single dungeon exactly the same, with the same palatte schemes. Now we can all enjoy sepia served on silver platters. I like how those people in denial still try and put off the "monotonous" argument by shifting it to monster design. I mean, monster design automatically equals enviroment, right? If the monsters, background, and a layer of brown is covering everything whereby it covers so much that the player cannot tell differences in textures, it's not monotonous. That's just bad monster design because Blizzard didn't think of contrasting monsters from their respective backgrounds. If the game actually looked this way, people would complain that it would not be true to D2 because they changed the skill bar, removed the potion belt, didn't bring back the Necromancer and completely scrapping the 2d sprite based engine for that lucrative 3d nonsense.**
*Because I obviouslyplayed the demo
**This argument is completely nonbiased(read: extremely biased and onesided in an attempt to show how futile it is to try and communicate with people so terribly narrowminded) in any way, and I'm obviously much more insighted than anyone who doesn't agree with me
1) Leave colors as is
2) Add in post-processing options for the "gritty" look (basically a vignette, some desaturation, and a high contrast curve, which is pretty much all this guy did with the video except for some clever rotoscoping on some of the actions)
If you've ever played Unreal Tournament 3, you'll know they have similar options for getting different looks. It has nothing to do with how the designers texturized and lit the environment - it's just something rendered after everything... sort of a filter for the picture much like you'd apply to video in a program like After Effects.
And if UT3 can run at such high resolution with these post-processing options, why can't D3? Seems like a no-brainer, since nothing has to be relit or texturized. If you want it? Turn it on, if not... leave it off. End of story.
thats the entire bloody point, the world is supposed to be filled with evil and your not supposed to know wtf is going on around you which in turn adds tension to the game. like for example, your simply fighting some fallen and then out of the darkness comes this huge huge huge monster and it just hits you. that would be so fucking cool and it would make the game quite a bit more fun. Just think about diablo 2 lod act 5 worldstone keep lvl 2-4. You cant see anything, which on the first time playing though added a real sense of apprehension.
they can add vibrant color, but please, in a coherent, beliveable, moderated way.
You know what, two thumbs up for you being the gift to mankind! :thumbsup:
To everyone pissed off about one fucking rainbow: There ARE rainbows in real life! Yes, I know it's a shocker, but it's a natural phenomenon that occurs in thick mists when light shines through them and splits the color spectrum.
To everyone pissed off about one fucking rainbow: There ARE rainbows in real life! Yes, I know it's a shocker, but it's a natural phenomenon that occurs in thick mists when light shines through them and splits the color spectrum.
Edit--
Yeah, I meant to delete my other post that was trolling...
*Because I obviously played the demo
**This argument is completely nonbiased(read: extremely biased and onesided in an attempt to show how futile it is to try and communicate with people so terribly narrowminded) in any way, and I'm obviously much more insighted than anyone who doesn't agree with me
FFFFFFFFFFFFFFFFFFFFFF
1) Leave colors as is
2) Add in post-processing options for the "gritty" look (basically a vignette, some desaturation, and a high contrast curve, which is pretty much all this guy did with the video except for some clever rotoscoping on some of the actions)
If you've ever played Unreal Tournament 3, you'll know they have similar options for getting different looks. It has nothing to do with how the designers texturized and lit the environment - it's just something rendered after everything... sort of a filter for the picture much like you'd apply to video in a program like After Effects.
And if UT3 can run at such high resolution with these post-processing options, why can't D3? Seems like a no-brainer, since nothing has to be relit or texturized. If you want it? Turn it on, if not... leave it off. End of story.
Anyone know what I'm talking about?
Fuck you, I'm a dragon.