“We want you to feel more immersed in this universe and feel like you're actually living this rather than being a thousand feet above it.” This intent extends to all aspects of the presentation. ![]() What's even better is we have systems in place to tweak these things.” “The inspiration really is the original game,” Amaral explains. If it was a crowd of people simply saying the effects stink or something like that, there’s not much we can do. “The fact that you can have a game that has a worldwide audience and get a specific bit of feedback like, ‘The hue of this one effect doesn’t look right’. “What's great is that the community has been super specific like that,” Rob Gallerani adds. Again it’s all very much a work in progress, but in going through the feedback that specific example has come up.” In fact, we adjusted it a day or two ago. That frozen effect, that's actually something we’re currently adjusting. “We don't want things to be too dark, we want it to be appropriately dark and match the original game. Was this intended? Was it about establishing a darker atmosphere? “We want everything to feel moody, but still within the realm of what Diablo II is,” Lead Artist Chris Amaral responds. ![]() In the alpha, however, that blue seemed a little muted by comparison. As an example, in the original, monsters that have been slowed or frozen turn bright blue to really make their status effect obvious. It also gives players a way to quickly cross reference what they remember with this updated incarnation. The original is still under the covers, incidentally - you can switch back to it at the press of a key - and that, in particular, really helps reinforce the idea that Diablo II Resurrected is still the same game. The mood, the dark tone, the atmosphere, the lighting and animation it’s all ramped up significantly with the new look, yet still feels every bit like a modern version of the same classic game. Going From 2D to 3DDiablo II’s visuals have been recreated using a new 3D engine, and it’s extremely impressive, increasing the detail seen in everything from a puddle to the way lightning arcs around a space. The fact that we have this huge list is awesome.” If it’s ‘hey, here's my personal preference’ well let's make sure we go through the bugs and other things first. The next thing would be if it's betraying something, if something doesn't feel like Diablo, that's important. “If something isn't communicating how to play the game, that needs to be fixed. ![]() “But when there are things we agree with, we can push them a little further.” “We do prioritise things though,” Gallerani continues. It's awesome to see them share how they feel about it.” “We can't promise that we can or will change everything,” Lead Artist Chris Amaral adds. “The community has been amazing, we have sites of people putting together surveys and PowerPoints for us. The game is still a work in progress - this was a tech alpha - so even from the design side we have a lot of thoughts about quality of life updates and ways we can make them better.” “A lot of the feedback has been specific, low level, little things across the board,” Gallerani continues. “For the most part people really liked them,” Gallerani says. The team also wanted to gauge the fanbase’s reaction to some of the small quality of life changes that had been implemented, such as automatic gold pick-up. “And you can't communicate that unless people play it.” For the team having Resurrected feel like Diablo II was the priority, and that filters through to the new visuals, the remastered score, the shot-for-shot remake treatment the cinematic sequences are getting, and of course, the gameplay. On the Technical Alpha“We wanted people to feel how it plays, and to make sure that it felt like they remember,” says Rob Gallerani, Principal Designer on Diablo II: Resurrected of the recent alpha.
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