A lot of the "grimdark" aspect has to do with lighting and due to the way games are made, D1 and D2 with their primitive "lighting" solutions could realize better atmosphere.
In d3 light is more realistic ergo can't bend to the way of the designers so it's darker somewhere and brighter somewhere else. They put a light source and attach some characteristics and let it fall on the level design.
I remember before the launch when they released some screens of D3 and some people made them look awesome grimdark with just a touch of photoshop. Blizzard actually answered this saying lights are not that smart and photoshopping a screenshot is easier than making a 3d game and putting realistic lights in there.
D1 was dead. It was dull. It didn't have any mood, it was a static world where the only things with life were you and the things trying to kill you.
Granted, D3 isn't really much better, but at least there's some characterization going on.
Sound design and music was another thing. D3 music sounds like a Michael Bay movie..
That lore narrator you speak of is Paul Eiding.
Same guy who did Roy Campbell from metal gear solid.
Hes got an awesome voice.
Shame i didnt hear him in d3.
03/28/2013 11:49 PMPosted by DreadmanThe story revolved around me and my decent into madness - not Diablo's rise to power. In reality, the dungeon itself was the closest we ever came to really meeting Diablo before the final battle, and, upon looking his horrible dungeon in the face, I am not ashamed to admit that I shuddered more than once.
I've spent a lot of time considering this issue as well. Like those who have posted before, my reasoning for posting my thoughts is not simply to troll Blizzard - rather, I want to point out some things that made Diablo and Diablo II into memorable experiences for me, and that I felt that Diablo III lacked.
First of all, I play all Blizzard games at one time or another, and I remember how much I enjoyed Wrath of the Lich King; one reason being because Arthas showed up during normal questing - that is, outside the final battle with him. So, when I heard that Diablo III intended to do some similar things, it intrigued me.
I say that to point out that I understand where the inclination to involve the villain came from. Unfortunately, it didn't work. I've asked myself "why?" many times over the last several months, and I believe that it comes down to genre. At it's best, Diablo is a horror-action RPG, and, in the end, the less we know about the villain in horror, the better.
I realized that the Lord of Hatred of Diablo and Diablo II was, on the whole, unconcerned with my character - and that made him frightening! I wasn't his nemesis. I was just a guy - a powerful hero, to be sure - but certainly not a lord of hell or angelic being. In the end, I was one hero, fighting alone in the darkness toward an unstoppable power, not knowing when I would reach him and hoping that, when I did, I was powerful enough to stop him. It made Diablo into an impending doom, rather than a character. The story revolved around me and my decent into madness - not Diablo's rise to power. In reality, the dungeon itself was the closest we ever came to really meeting Diablo before the final battle, and, upon looking his horrible dungeon in the face, I am not ashamed to admit that I shuddered more than once.
Along those same lines, I think that lore books had a negative impact on the game as well. While the lore is interesting and it is nice to hear story without stopping the adventure, something is lost when everything in this gothic world is explained or even laughed at by skeptical writers. It seems that the more I understand a monster, the less I fear it - even when the explanation itself is scary.
Another point is the characterization of angels. In Diablo II, I often found angels to be a strange combination of foreboding, cold, and awesome. Other than a oft-repeated greeting, angels were silent. Even Tyrael, the most vocal angel, constantly expected more from mortals than was possible (ie. "I did expect you earlier," "You must find the courage to walk through that gate [into hell]"). In Diablo III, angels speak to you as an equal, or, in the case of Imperius, as a rival, which makes you feel equal to them. Tyrael praises you and other mortals regularly as well.
What this adds up to, in my opinion, is a feeling of exceeding expectations, which is antithetical to horror. Because you are doing better than anyone expected, you know you are the most qualified person to face Diablo. Certainly this would come with astounding weight in real life, but, in a video game, this breeds confidence.
What I believe made Diablo such a memorable game is that, while the townsfolk tentatively hoped you would succeed, you always knew that many others had come and failed. The odds were always on Diablo's side, so the battle was terrifying and the victory was jubilant.
... Okay, so I've waxed rather verbose, though I didn't intend to do so. I've considered other small things that harmed the mood, but these are my primary concerns.
Do you agree? Let me know!
03/14/2013 04:30 PMPosted by dLuxOne thing that D3 fails with miserably is the music. D1 and 2 have memorable music. Its creepy, you get a sense of danger and urgency, it really sets the mood.
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