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."
Just release the damn game so I can play it!
Artsy discussions about screenshots aren't something I care about.
There are, as I see it, two possibilities, either the game sucks, or it doesn't.
A learning experience is one of those things that say, 'You know that thing you just did? Don't do that.' - D. Adams
I fail to see why they couldn't add a toggle to activate a desaturating filter. That would shut up the art-school dropouts, and frankly I think it would be interesting to switch between the bright/colorful and dark modes.
Is it that difficult to implement brightness/contrast/gamma ? I'm thinking of Far Cry, which offered different rendering modes, some of them cold and bluish, others hyper-saturated and cartoony. It was a unique feature at the time, so why can't Blizzard just copy that ?
-Billco, Fnarg.com
You know, I've been playing doom lately, and that's quite a colorful game... Then I saw some people playing diablo 2 it is actually very colorful as well, I am glad blizz didn't waste their time pleasing a bunch of people that just remember diablo being darker than it really was...
Copyright infringement is "piracy" in the same way DRM is "consumer rape"
Is it just me, or has there been too much argument over the brightness of Diablo III? I would think everyone's individual monitor setting preferences account for more difference to the levels in the game than the fine tuning done on the development end.
I browsed the screenshots and was happy to see, not the brightness -- or the contrast or the bleed or gamut or the bloody candle-power, but the artistic design of the creatures and the scenery. I'd much rather have attention to detail in the area of creativity and originality of visual style, than attention to the brightness of colours I can simply adjust on my screen. Take Heroes IV and Disciples II (click here if you're not familiar with Disciples), as examples; I found Heroes IV really uninspired and boring, whereas Disciples II, although very similar had such incredible artistic design that it was much more enjoyable to play.
In the land of the blind, the one eyed man still has no depth perception.
If all the levels and scenery are dark, the game doesn't feel so dark after a while. You need the bright colorful levels to appreciate the dark depths of diabolical devils and demons.
Agreed. If you're outdoors, during the day, it should be relatively bright. If you're in a cave underground with no lights, it should be dark. If the two look the same it blurs the distinction between them, and you don't have a good feeling for where you are.
Go outdoors, on a moonlight night. Look to see what color cast the moonlight gives everything. It's bluish, just like that dungeon shot. And if you look at that shot, you'll see there's a HUGE window. That's why it's blue.
These screenshots look nothing like a Mario style color scheme. They're quite in keeping with traditional fantasy artwork, probably moreso than the original Diablo was. Elmore, Easley, Caldwell, Wood. go take a look at them.