Showing posts with label Diablo. Show all posts
Showing posts with label Diablo. Show all posts

Wednesday, October 26, 2011

Diablo III street art at Gamescom 2011

Diablo III street art at Gamescom 2011

In the video below, you can follow the making of a street art by artist Manfred Stader, with Diablo as theme. The reason for the artwork is the presence of Blizzard at Gamescom 2011.

The piece lies in central Cologne (Germany), Hahnentorburg Rudolfplatz to be exact. Some unsuspecting observers may swear that they risk falling into the pits of the Burning Hell if too close to the painting, but the truth is that the technique used by the artist evokes a 3D hell illusion.

What do you think? Personally, I think the choice of illustration could have been better. Others are of the opinion that the release date for Diablo III could have been included in the painting ... And some christians surely loved it! :)



Tuesday, October 25, 2011

Diablo III Cinematic Black Soulstone - "Evolution" of terror in Diablo III

Diablo III Cinematic Black Soulstone - "Evolution" of terror in Diablo III

Another fantastic Diablo III video released. Apparently, this is the opening of the game, or some other in-game video that will serve as a transition between the chapters. The video shows Deckard Cain's niece, Leah, trying to decipher the secrets of a black soulstone from the writings of his old uncle. Notice in the video the old book, how fantastic it looks, apparently an authentic medieval codex, full of illustrations and Prime Evils lore. I would definitely love to put my hands on one of these. Would you not?

Well, maybe not after seeing what happens to the poor Leah long after diving into the secrets of this devilish book. The helpless girl has a vision which shows a scene from hell, and she being tormented by the devil Azmodan, Lord of Sin, who promises to go after the black soulstone and take the world of Sanctuary with his hordes of demons. Azmodan is one of the Lesser Evils which led to the banning of the Prime Evils (Diablo, Mephisto and Baal) to Sanctuary. The video leaves us in doubt whether Azmodan is one of the main bosses, and we can only wonder how things will go between him and Diablo, as the two big devils are, in principle, mortal enemies. What do you think?



Diablo losing its "soul"?



With the progress of the game towards its launch, some criticisms arise from old fans of the franchise, who would compare Diablo III to its previous versions. Many say that the game is so far very "colorful" and "light" compared to Diablo I and II, and would be losing much of its gloom and appalling "feeling". Many say this is an influence of the huge success of World of Warcraft (another Blizzard title). Diablo III could have been "contaminated" by the more cartoonish style of World of Warcraft, a Blizzard's attempt to replicate the massive success of WoW with Diablo III, by bringing some WoW concepts to DIII, including the "lighter" and unpretentious feeling of WoW .

In the opinion of a fan of this franchise that spent much of his adolescence playing the two previous versions of Diablo, this is likely to happen.

For those who have forgotten how were these games or for one reason or another did not know Diablo I and II (probably because they were too young to play. After all, it's been ten years since the last version), I highly recommend the video below, in which Chris Metzen, Senior Vice President of Story & Franchise Development, talks about the 15 years of Diablo and its "evolution." Watching this video not only brought me good memories, but left me with the impression that Diablo I had a heavier atmosphere of terror than we saw in Diablo III so far (as "faux terror" it may be).


Thursday, September 29, 2011

Diablo III - A more immersive Diablo

Diablo III - A more immersive Diablo

 
I still remember back in 2001. I was an addict. Much of my afternoon was filled by playing (back then) innovative Diablo II. As I was (am), also an avid (Advanced) Dungeons & Dragons player, I was naturally attracted by the game of the devil. Like Dungeons & Dragons, Diablo II gave me days and days of monster slaying, treasure hunts and great adventures. I could see places and fantastic cities and be the hero of the day. But after the initial euphoria, I missed something that Dungeons & Dragons gave me, but I did not have in Diablo II: character role-playing. After all, the game was sold as an RPG-Role Playing Game. But where was the role-playing in Diablo II? Sure, the game had an almost unparalleled replayability by the time, but I did not feel like role-playing my character. The conversations were always the same. Epic, but shallow. Basically, people giving you missions using flowery words. But I could not choose to refuse the mission, or bargain my reward. My paladin would always be a champion, and always have the same lines in all the times I play with a paladin. Diablo II was perhaps the best game of that season, but lacked something to make it perfect: world immersion. My character in Diablo was just an avatar through which I clicked to kill. If I truly wanted to feel like my character, I would have to resort to good old paper, pen, dice and imagination of Dungeons & Dragons. The irony of all this is that the creators of Diablo said they were inspired by afternoons full of Dungeons & Dragons and snacks.



Baldur's Gate

 
After many, many games of Diablo II at the end of that year I discovered a certain game that was released about the same time as Diablo II, but because of the hype built around the latter, I'd overlooked: Baldur's Gate II: Shadows of Amn. At first I was little surprised by the 2D graphics and isometric view, and a lot of dolls that seemed to be involved in some kind of chat on the screen. But, boy, this game marked my life. That was the game that came closest to a tabletop RPG experience. You choose what your character will say or do (of course, within a limited number of choices), according to her personality. You choose to accept or not (most of) their missions. In fact, you might as well kill the good guys instead of helping them, if you choose to be evil. Imagine being able to kill Deckard Cain because you think that you just had enough of the old geezer. The experience of playing Baldur's Gate was quite different if you played with a paladin and later with an evil necromancer. And not only the equipment and expertise available, but the story itself. Hell, you could even have a romance, if you wanted!

It made me think that the perfect game to ever be created one day would be a blend of the randomization and factor "cool" of Diablo with Baldur's Gate deep immersion. Dreams...


Diablo III

Ten years later (wow! it's been so long? Am I getting old or is it just that Blizzard took a "little while" to make this game?), We are about to get Diablo III. The beta testing is already going on, but the debut of the game was postponed (again) for early 2012.

Is it worth the wait? Well, from what I've seen, for those who had nothing to complain about Diablo II and want more of it, yes. There will be endless hordes of monsters to be killed with endless hours of clicks, and treasures lying on the ground, and much sound and fury.


But what about us, the bored roleplayers who expect a greater world immersion? After all, we believe that if we are supposed to be escapists, make it extreme then! We truly want to feel like our heroes, and not only be driven by a mechanical series of dialogues and a predetermined path, only pixels on the screen. We want to feel that the world of Sanctuary (the world of Diablo) breathes and bleeds.

Fortunately, Diablo seems to have evolved in that direction. Here's how the game became more immersive compared to the previous edition. This greater immersion was implemented through both mechanical and aesthetic changes.



Sexism

No, it's not what you're thinking, you naughty devil. So far at least, Diablo is still safe for children (the violence, on the other hand, oh, that remains the same ...).

We're talking about freedom of choice. Now you can choose the gender of your character. A change merely aesthetic, but certainly allow for greater identification with the character. Besides the freedom of choice itself. And between us, I'd date that barbarian lass any day ... wouldn't you?

Compared to Baldur's Gate: In BG you could choose the gender of the PC (Player Character) as well. This
mainly influenced romances.



Mercs with a "soul"

In Diablo II, the mercenary, that helper you can hire was a mere computer-driven puppet that went to and fro, and, frankly, was more annoying than useful. There was not much interaction with them. The most they did was thank you for an equipment you handed them. But they themselves were little more than walking equipment. They had the same appearance and their name was randomized the same way monsters dropped loot.

In Diablo III, they have not only a name, and not just a face, but also heart and soul. There will be three: the Scoundrel Lyndon, the Enchantress Eirene and the Templar Kormac. They have a history that will be developed along your path together. You can not control them directly. Just as in the previous version, they act independently, following you wherever you go.

Compared to Baldur's Gate: In BG you could take up to five other characters with you. Each had their own personality (very complex, by the way) and agenda, and interacted with each other. In fact, some characters could bicker among themselves and might even kill each other if things got ugly. You control all their actions, but not their reactions and desires.


Recruitable Baldur's Gate Characters: all too human...

To each, it's own

In Diablo II, your character had two resources: health and mana. The latter was used to recharge spells, from the sorceress' fire spells to the barbarian special attacks. Mana was recovered with time or through potions. This for all characters. Now, each character has its own resources to fuel their powers, according to their class.


The Wizard uses arcane power for her attacks.

The Demon Hunter uses hatred for her attacks and discipline for defense.

The Barbarian uses fury, which is replaced as you fight, but this ebbs away with time. That is, the barbarian should not stay too long without a fight.

The Monk uses the spirit feature, almost exclusively for defense, but unlike the Barbarian, this feature is not lost with time, and is also gained through attacks.

The only who got to keep the traditional mana was the Witch Doctor, whose mana is restored slowly over time, just like it was in the good ol' times.

These features are much more aligned with each character, providing a very different experience for each class. It also encourages a "proto-role-playing" of the character. For example, whoever picks a barbarian is encouraged to beat as one.

Compared to Baldur's Gate: Along with Diablo, BG is one of the games with the highest replay value around. So much so that you can find people playing Diablo II and the old BG even today. This is mainly due to the gaming experience to be different according to the chosen character class.

In conclusion: I always thought the perfect game was a blend of Diablo and Baldur's Gate. Baldur's Gate "evolved" into Dragon Age (yes, for those unaware, the same people are involved in both games), but Dragon Age disappoints in this regard, since Bioware has seen fit to make the game more "friendly" to consoles, and thus , "dumbing" down the game. Diablo III seems to be a little closer to the dream of the perfect game. Maybe in ten years?


 

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