Diablo 3 - more info!
by admin on Sep.06, 2008, under Diablo 3 News
The day before yesterday Blizzard released some new screenshots of an unknown island, which is very reminiscent of Diablo you the form of a skull.
Here the picture (click to enlarge):
Bashiok (Diablo Community Manager) answered now in the Bnet forums, the question of at what place it could be there.
It is Skovos, and I think this piece was something that Leonard showed and discussed at the WWI Lore and Environment Art Panel.
It isn'ta location that you'll visit in Diablo III, but the artwork is a good example of the work and thought going in to fleshing out the world of Sanctuary. It's already a very complex world with a lot of locations and events, but a lot of it still is not visually or contextually realized. As we want to create the feeling of a world outside of your immediate view it's important to create or expand upon the locations and stories of that world.
As we're working to create Diablo III, so we're working to create a more visually complete Sanctuary.
It is, therefore, the southern city Skovos we unfortunately in Diablo III (yet?) Can not attend. On the world map you can you look at the situation a little better. Blizzard wants to create a complete visual world to produce a certain role-playing feel. source
Bye, Bye, Bossruns?
In another forum post was a Bashiok on how you can integrate the current exaggerated Bossruns frequent and fast / efficient Rush's better in the game. Blizzard wants to ensure that the game plays more as a whole, although of course more efficiency remains an important point.
There's an inherent issue in Diablo II, where the game is degenerated to a task of getting to point B as quickly as possible, spinning the wheel, and then you rinse and repeat. While a lot of people obviously take advantage of it, and it sort of becomes a game in itself to see how fast and efficient you can be, it's not necessarily engaging. You could also say it detracts from the feeling of being immersed in the entire game to experience.
Regardless of what happens or changes there are always in Diablo III going to be the min / maxers that game the system to be more efficient, but as a goal we want to encourage players to experience the game as a whole or at least to a larger degree than at end-game that devolves into killing a single boss to just over and over. A lot of those ideas and details are still under wraps but it obviously is something we're aware of and thinking about. (Source)
Jay Wilson, meanwhile, spoke with the game magazine "Game Informer".
The full interview you can watch here read. A very interesting point is that you will soon see from the * plink * sounds if a good item is dropped. Otherwise, keep to the strong on Diablo 2, though the sounds are caused by something soft, poor quality, of course, new.
Diablo storyline
Blizzard recently made a small story lexicon can look online, in which we are all "historical" processes of the trilogy bundle again. It lacks, of course, still some points, but since Blizzard will probably rectify soon.
Finally, I would like once more to the Screenshot Gallery link from Blizzard, which was updated in the past.
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September 18th, 2008 on 5:37 pm
Here, the island looks really cool. Definitely has the shape of what a Diablo-skull
Perhaps we can see here really add-on content.