RoS to opt a more "gothic" feel

#1 - Oct. 16, 2013, 6:53 a.m.
Blizzard Post
Remember the original diablo? The opening cinematic featured a crow tearing an eyeball from a corpse's body. During gameplay you'd find mangled, bloody bodies, upside down and burning crosses... Stuff that would make your mother cry. It was gory, gritty and dark... And we loved it! Diablo 3 still features great gameplay, and don't get me wrong, I'm as much a fan as anyone else... But it's not the same diablo I've come to love. It feels like it lost it's edge.... Now interviews with developers reveal that they're trying to give RoS a more "gothic" feel. Do they imply that they'll be returning to their eerie roots?
#19 - Oct. 17, 2013, 10:37 p.m.
Blizzard Post
10/15/2013 11:53 PMPosted by Gour
Now interviews with developers reveal that they're trying to give RoS a more "gothic" feel. Do they imply that they'll be returning to their eerie roots?


I wouldn't say our approach has really changed fundamentally with Reaper of Souls, but it’s certainly been adapted. 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. 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.

To wax philosophical for a second (both in terms of Diablo III and our art style as a whole): when it comes to level design, 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 (or type of landscapes) over and over. We also love that Diablo III—and even each Act within the game—has a very clear, very distinct visual identity. While this meant that some areas may have been more colorful or vibrant than in the past, it provided players something new (a nice contrast) and made sense within the context of the story.

Even so, we've definitely paid attention to the feedback shared by the community since launch and have made some decisions in terms of the visual design for the expansion which we hope everyone will enjoy. I personally think it's more eerie, but whether or not it can compete with a player's sense of nostalgia? Well, that remains to be seen. Nostalgia is a harsh mistress. :)

TL;DR: Yes, one of the goals with Reaper of Souls is to harken back to Diablo's roots. To give you an idea of what that looks like visually, here's a few screenshots from the first zone in Act V:

#21 - Oct. 17, 2013, 10:41 p.m.
Blizzard Post
10/17/2013 03:40 PMPosted by DoomBringer
Hey Lylirra, I wonder if adding an enemy affix that does "Horror" would make the game feel a bit more "Gothic". In short, it drastically reduces your vision (much like Light Radius in Diablo 2 when you were in a dark cave). You wouldn't know what's coming at you. It would be a nice touch.


Interesting thought! Happy to pass it on. :)
#29 - Oct. 17, 2013, 11:12 p.m.
Blizzard Post
10/17/2013 03:56 PMPosted by STRIKER
Nothing revolutionary. It's Tristram Cathedral with shades of Blue, Gray, Black. With more ghostly aspects and skeletons.


It's still the world of Sanctuary (and the same game engine, too), which means things aren't going to change dramatically. 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. 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.
#31 - Oct. 17, 2013, 11:20 p.m.
Blizzard Post
Hey Lylirra!

So have you guys made some changes in the previous acts art style/story tellin wise?


Hm. 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).

Edit: typo :(