The studio’s two fantasy settings began to look like companions rather than distinct universes. The two games undeniably spoke a similar visual language, and fans lamented that Blizzard’s colossally popular MMO behemoth was apparently eroding away the gothic menace of its stablemate. Or, to be specific, it was too World of Warcraft. And that was Diablo 3’s problem – it was too Blizzard. “It's a stylized feel and in that sense, it's very sort of a Blizzard philosophy”, said lead producer Keith Lee in an interview with MTV back at the time. A battle between a wizard and skeletal warriors in Diablo 3. Its textures were hand-painted reimaginings of the natural world. Its characters were built of exaggerated angles and oversized pauldrons. Its world glowed with eerie, saturated colours. Diablo 3, though, looked like a horror fantasy comic book. Well, at least as realistic as PCs of the late 1990s could render. The light generated by flickering flames or bolts of magical lightning illuminated a grim fantasy world with a realistic texture. The stones that walled the dungeons of Diablo 1 and 2 were dark, and the shadows in their crevices even darker. Prior to Diablo 3, Blizzard’s action RPG series had a distinctly gothic visual palette.
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