

(And then they instantly lose 5 points of attractiveness when you break up.) The same goes for things that are scary or creepy they look much worse in our minds when we’re in the right mood, and it’s there that I think Diablo I really had an advantage, since the overall tone and theme was so much darker than Diablo 3, and the music and sound effects were masterful. When you’re in love the other person seems like the most beautiful in the world. The Butcher’s Block, from Diablo I.The human mind is very good at filling in details and weaving a spell over itself to enhance the visuals to fit the mood. It’s the same reason most horror movies don’t give you a good look at the monsters, and put them in darkness, moving fast, leaping out suddenly, etc. Many people, myself included, remember Diablo I as so much more gory and scary and gothic than it actually is (if you go and look at screenshots of it today) in large part since the visuals are 640×480 and very pixely. Aside from a lot of selective memories of what Diablo 1 and Diablo 2 looked like (and selective amnesia about what they didn’t look like) I think a lot of the differences are due to the graphics engines. So why do so many fans remember Diablo 1 and Diablo 2 as so much more gory and gothic than they were, while acting as if Diablo 3 is best visually represented by Whimsyshire? Part of it is the goth-tinted glasses and sometimes it’s just D3 haters, but I think there is some reality to the issue as well.

We’ve completely integrated the Crusader’s storyline into Acts I-IV, but no other significant changes have been made to those zones as of current design (at least in terms of lore or visual design). So have you guys made some changes in the previous acts art style/story tellin wise? Not copy it exactly, mind you, since this is a different game with its own identity, but we’ve certainly made an effort to draw upon notable themes from those earlier chapters. We may not be able to achieve “revolutionary” given those contextual and technical limitations, but one of the goals of Reaper of Souls is definitely to harken back to Diablo’s darker, more gothic roots. It’s still the world of Sanctuary (and the same game engine, too), which means things aren’t going to change dramatically. It’s Tristram Cathedral with shades of Blue, Gray, Black. Interesting thought! Happy to pass it on. In short, it drastically reduces your vision (much like Light Radius in Diablo 2 when you were in a dark cave). Hey Lylirra, I wonder if adding an enemy affix that does “Horror” would make the game feel a bit more “Gothic”.

More screenshots are available here, and you can check out more of Westmarch in this gameplay teaser. Alleyway leading to a central courtyard, also in Westmarch (which we lovingly refer to as “the corpse blanket”).Now, the “proof is in the pudding” (as some say), so I’m just going to leave you with these two screenshots from the first zone in Act V: The same applies for our direction with Reaper of Souls.Įven so, we’ve definitely paid attention to the feedback shared by the community since launch and have made some decisions in terms visual design for the expansion which we hope everyone will enjoy. While this means that some areas may be more colorful or vibrant than in the past, it was something new (a nice contrast) and made sense within the context of the story. We also love that Diablo III - and even each Act within the game - has a very clear, very distinct visual identity. Philosophically speaking (both in terms of Diablo III and our art style as a whole), we always want to try to provide players with a variety of settings whenever possible, so that you aren’t constantly having to play through the same landscapes over and over. In Reaper of Souls, though, the narrative has changed - it’s darker, more moody, and deals with the concept of death very directly - so the environments and storyline have also evolved to reflect that new direction. We’re still very proud of the environments and level design of Diablo III and feel that the overall look and feel of the original game was very appropriate for that particular narrative. Lylirra: I wouldn’t say our approach has really changed fundamentally with Reaper of Souls, but it’s certainly been adapted.

Do they imply that they’ll be returning to their eerie roots? During gameplay you’d find mangled, bloody bodies, upside down and burning crosses… Now interviews with developers reveal that they’re trying to give RoS a more “gothic” feel. Remember the original Diablo? The opening cinematic featured a crow tearing an eyeball from a corpse’s body.
