New Diablo 3 Images; Design Wins Over Darkness
KingofGnG writes "The new Diablo III screenshots highlight the strong chromatic variations existing between the dungeons and the various stages ... It appears obvious, however, that all those details enriching the scenes, the crumbling parapets of the paths within the dungeons, the plants and the ragged drapes lightened by candles, would lose the best part of their raison d'etre if put in monochrome palettes inclined to black."
http://www.blizzard.com/diablo3/media/screenshots.xml
Skip the middleman. The first four are the "new" screenshots... which look exactly like the old screenshots. Which is to say... nothing has changed
Really... a slashdot story on Blizzard releasing another 4 screenshots? Will we get a story for every new screenshot they release or only in intervals of 4 or greater?
This came up weeks ago.
The article on the comparison between Diablo III design and fan "improved" colours:
http://multiplayerblog.mtv.com/2008/08/04/diablo-iii-designer-turns-tables
and Penny-Arcade's take on the "protest":
http://www.penny-arcade.com/comic/2008/8/6/
To be fair, Diablo bled into WoW long before diablo 3 was even in development. The whole idea of soulbound items didn't exist prior to wow, and was a direct response to all the item trading that was going on in Diablo 2.
For that matter, WoW's item system is noticeably decedent from that in Diablo 2. The random drops, sockets, the uncommon, rare, unique classifications that has become ubiquitous now. Even the bag/bank space is am obvious evolution from diablo 2 days.
The whole idea of soulbound items didn't exist prior to wow, and was a direct response to all the item trading that was going on in Diablo 2.
No Drop items existed in EQ before WoW came out... to help prevent a combination of item trading, farming for twinks, to make items more rare, etc.
Don't leave your mind so open that your brain falls out. Don't close it so much that you cut off the blood.
Bah, we had all this stuff on MUDs forever. All Diablo did was put a GUI on the mudlib.
Not that I am complaining, they are beautiful and well done games.
Tsunami -- You can't bring a good wave down!
I played Gears of War some time ago where you could actually fiddle with the post processing. On "muted" it was nearly unplayable even if the game isn't as fast-pased as a first person shooter. The color makes the opponents stand out from the background.