I for one hated the randomly generated outside levels. They actually frustrate me far more than "add to replayability." I find myself running through areas simply in search of the next goal instead of exploring or stopping to fight monsters. It felt like far more of a hindrance than an enhancement. The squareness of it all certainly didn't help.
I'm all for a static outside world, where they can focus on making it better looking and more unique. Plus actually add in other unique elements if they want (hidden areas that you have to explore to find, rather than everything hidden because the entire world just changed).
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I'm all for a static outside world, where they can focus on making it better looking and more unique. Plus actually add in other unique elements if they want (hidden areas that you have to explore to find, rather than everything hidden because the entire world just changed).
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You have to consider what this video was for. It was created to be shown on a huge screen in front of hundreds of people to show off a new game. The lack of a light radius makes sense in this situation because they want people to SEE the whole game. I wouldn't automatically jump to the conclusion that the light radius has been eliminated--it seems more likely that they simply eliminated it for this presentation.
I do miss the scattered dead bodies and bloody stains of previous dungeons. This one does seem fairly spotless for being a dungeon. I'm not sure how easy that is to rectify later. Again, this could've been just a way to showcase the game play a little better, but it seems less likely.
If you read through the website and some of the "journals" it does have the one character saying that Tristram was not nearly as frightening as he had been lead to believe. I got back to the idea that they're incorporating a broader storyline in DIII. It's 20 years after DII. Things in Tristram and Sanctuary have been cleaned up a bit by people trying to move on and forget the past. In my mind, it makes perfect sense for these areas to not YET be dreary. The demonic forces are just beginning to make their presence felt.
This is a very early stage in the game. Blizzard has given themselves the opportunity to crank up the darkness and despair as the game progresses. Which can act to heighten the player's involvement in the game - you see the world deteriorating in front of you getting even more caught up in the frightening scenarios.
I agree that some of the armor appears to be a little over-the-top. There's definitely an over-exaggerated sense to some of the armor and character styling.
But to say a Witch Doctor is a poor decision for a diablo game doesn't make any sense. It fits the mythos of the game, since there were witch doctor and jungle characters in the jungles around Kurast. The Witch Doctor is no more random than a Druid or Necromancer. They're expanding the game and story in a way that makes sense and brings a fresh set of skills and gameplay to the universe.
Blizzard understands the power of this franchise. I guarantee that a considerable amount of thought (and probably research) has gone into all of the decisions they've made for the game. In the end, they have to make a game that appeals to the largest market.
Remember that Diablo was released in 1996 and Diablo II in 2000. So, you got into this game series anywhere from 8 to 12 years ago. So ultimately, this game originally appealed to someone 8 to 12 years younger than you are now. To some degree, a game does have to evolve with its fan base. However, if you cater only to your fan base without attracting newer, younger fans, you're dead in the water (example: know anybody under 55 years old who buys a Buick?).
In the end, these guys know how to make a game that's fun for the fans and profitable for them--they have lots and lots of examples to prove it. They're doing what they can to satisfy the "old Diablo faithful" as well as a generation of new gamers.
I'm not saying you should just blindly swallow everything they throw at us, but you really have to accept the idea that every single decision they make isn't going to please you.
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Menacing? At what point was a fallen or fallen shaman ever menacing? I always regarded that character as goofy - even in the beginning when my character wasn't very strong. I mean, they run at you waving their little weapons around screaming "Rakinishu!" and then they run away. The shaman are just wandering in circles reviving the dead ones, but never acting particularly menacing.
It's a fairly low level character, so I don't expect it to be a huge, terrifying ghoul. It looks like a fair 3D representation of the 2D characters in DII to me.
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I agree with this. The choice of color palette, whatever it may be, is very important. But just because they broadened the palette on DIII doesn't mean they're using all the colors of the rainbow. To me, there was still a muted feel to the colors in the game play video, hinting at a darker future around the corner.
As for art direction, I can see the point about the statues and over-the-top armor. Part of that, I imagine, is them designing items that actually match the over-the-top names of items we've had in the past.
Personally, I thought some of the depth in the video was excellent - like seeing enemies crawl up the walls in the background, or the huge beast walk by. In terms of sound and detail, I thought they did an excellent job in creating a mood.
Again, I do see how there could be a darker, more foreboding edge to the art direction overall. But I'm still willing to consider that, based on what we've seen, they're building a story here. Things are back to normal, people are happy, times are super scary. YET.
They've given themselves an excellent foundation on which to create on escalating sense of dread and fear.
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Throughout the gameplay video the narrator makes comments about expanding the story, focusing on the story and developing a more robust story. That's where the speculation comes from - the fact that they talk about the importance of the story throughout the video.
I vividly recall fighting many a bright blue or bright green "champion" in DII. There are plenty of bright colors throughout that game. The actually world and backgrounds are far more muted, which I think gets hard on the eyes. Giving the world some more color and depth are vast improvements in my mind.
In the end, I'm wondering how much of the gameplay video was "doctored" to make it show off the game. Obviously, the characters are far stronger than they would be at an early level or dungeon, with a full range of abilities and great armor. They can't really have a character with a crappy light radius if they want to show off the game. And depending on what format they showed it, they may have had to simplify certain things to make sure they showed up smoothly on a huge screen.
As it stands, I thought the game looked great. I think Blizzard gave themselves an opportunity to use the visual style in the game to help tell the story (we've been given some background on the story - this is 20 years after DII, people have forgotten what happened and returned to normal). At this point in the story, from what we know, evil is just starting to grow again.
I expect later dungeons to have a grittier feel. I expect the feeling of doom factor to increase as we go through the game. (And to that end, for everyone who mentions the fear they had to play the game, or how they would get "scared" when they played it... that was 8 years ago, you were probably a little younger than you are now).
To me, it appears they've spent a lot of time updating the look and the game play of the game to provide an even more immersive and entertaining Diablo experience. I'm all for it. Most of the "darkened" screens I've seen people post are simply bland and boring to me, not engaging. Sure, I don't want Diablo to look like Mario Kart, nor do I want it to be a color palette of gray, black, grayish-red, blackish-red, brown and more grayish-gray.
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So, (according to what we're being told) it's 20 years after D2 and people have forgotten or chosen to forget what happened in the past. The short scenes we were shown are in the very beginning of the game. If this is just as things are getting bad, it makes sense that things will look a little brighter--and get darker as the game progresses and evil becomes more prominent.
Colors can be as important to telling a convincing tale as the story itself in a visual medium, so I think they're giving themselves the opportunity to present an ongoing story in the most effective way possible.
As for the characters and realism - I don't know, I'm on the fence. Most animation I've seen that tries to be as realistic as possible usually ends up looking forced and fake. When animators choose to go in a more stylized direction, it's easier to effectively convey emotions and actions because we're not looking for perfect realism.
To me, what I've seen looks to be a perfectly acceptable continuation of the Diablo series. I'm eager to see more information and screenshots to make my final decision on how it looks.