On the Drawing Board #10: Horror Elements?

Posted 12th Feb 2009 04:58 PM by Flux


The tenth installment of On the Drawing Board moves away from specific game features and focuses more on the intangibles. Did you play Diablo I? Did you enjoy the horror elements of it, and miss them in Diablo II? The D3 Team has talked about their desire to make Diablo III a more moody, atmospheric, creepy, horror-filled game than Diablo II was. Do you like this approach? Do you think they can pull it off? We saw a lot of good horror elements in the Blizzcon Demo, but whether the team can (or should even try) keep that up throughout the whole game is a topic worth discussing. Click through to view the evidence and join the debate.

On the Drawing Board #10: Horror Elements in Diablo

One of the elements of Diablo 1 that so many fans still remember fondly, and one that Diablo II did not improve upon, was the atmosphere of horror. Diablo wasn’t marketed as a horror title, and the game wasn’t filled with cheesy shock or scare elements, but many players still felt genuinely uneasy playing it. In a good way!

The Butcher is the most cited example, and his “Ahh, fresh meat!” cry as he bursts out of his bloody cell is still a classic, even 13 years later. (Go 2:20 to hear it, or watch the whole thing for the full Butcher lore experience.) And he was scary even without his short cinematic introduction, which was not activated in the final game though it was left on the CD. (Apparently the Butcher was going to have his own sublevel, like the Skeleton King and Lazarus do in single player, and this movie would have played before a player entered it.)


The Butcher wasn’t the only scary thing in the game, of course. Various other monsters were unsettling and dangerously menacing, but it wasn’t anything specific that made Diablo I creepy. The overall atmosphere and mood of the game was much darker and more foreboding than in Diablo II. The dungeons were cramped and ominous, the famous Tristram theme was filled with despair, the NPCs seemed resigned to their fate, the monsters squealed horribly and died with real emotion, etc.

Ironically, Diablo is not thought of as a horror game. There are 174 games listed in the horror video games category on Wikipedia, and Diablo’s not among them. True, the Wikipedia list is debatable, since it’s comprised almost entirely of games that were self-assigned into the “horror” genre (whether they’re actually scary, or any good, is another question) or FPS titles with non-human enemies. Apparently any game is scary if it’s got a first person view and zombie-dinosaurs that jump out from behind crates from the side of the screen? In a strange way, being snubbed provides Diablo with an accolade. After all, look at what most “horror” games do to live up to their genre? Lots of cheap thrills, gruesome and noisy creatures rushing at the screen, gory, highly-realistic visuals, etc. That Diablo was much more memorably unsettling, with an isometric view and tiny, pixely graphics, just testifies to how effective it was at evoking an ominous tone and mood.


Diablo II was made by the same designers, it didn’t change the setting, and I doubt they tried not to be scary, yet I’ve never heard anyone refer to Diablo II as a horror game. Certainly not in comparison to Diablo I. Diablo II had a lot of the same elements, and with much better graphics it could show more gruesome scenes. Yet the game just does not have the same mood of despair and gloom, and the atmosphere never feels creepy or oppressive. Why not?

I think there are two main reasons. First, the variety of settings makes for fun gameplay, but makes it impossible to sustain a creepy mood. Open grassy surface areas in Act One with animal-like monsters, the bright desert of Act Two, the non-threatening jungle of Act Three, and the frozen tundra of Act Five were simply not very atmospheric. They were enjoyable areas, but they had zero gloom and doom. Second and more important, the gameplay was not conducive to maintaining a horrific mood. Diablo II plays so much more quickly than Diablo I, thanks to all of the multi-target skills, much faster combat, and the ability for players to run, that the horror elements are largely defused. After all, what’s scary in a horror movie? Usually it’s the hero or heroine on foot, alone, in unfamiliar territory, with unknown monsters (human or otherwise) all around. If the hero could simply outrun the enemies, or beat them up, or take numerous hits without slowing down, it wouldn’t be much of a horror movie. (It would be an action movie, or a superhero movie, which is a fairly accurate analogy to Diablo II.)

The D3 Team has talked about returning Diablo III to the horror vibe that was absent from Diablo II, and from what I saw in my play time at Blizzcon, they’re on the right track with the design, the graphics, the visuals, and more. Let’s take a moment to consider Diablo III‘s horror elements.  We’ve only seen a few areas of the game so far in gameplay movies; a generic dungeon and a generic surface area. Neither of those distinguished themselves overmuch, but the New Tristram area that Blizzcon attendees got to explore was just chock full of horror elements.  I described some of these in a gameplay report posted shortly after Blizzcon.

New players started off in a tiny encampment with just two NPCs. One of them was a talkative soldier, but the other was a silent meat wagon driver who spent his time endlessly shuffling between a wagon stacked high with bodies, from which he kept pulling corpses that he carried over and dumped onto a burning pyre. The animation was great, and the bodies were very well drawn as well. They looked like corpses, bloody and murdered ones.

The mood continued as soon as a player moved out into the ruins of Tristram. The scenery was dark and oppressive, and no, the screenshots don’t at all do it justice. The floating, partially transparent mist looks so much better in the game than in the screenshots, where it just makes things look smudged and blurry. The black, gnarled trees, clusters of crows that flew away when the player got close enough to trigger them, dozens of ruined, blasted houses you could run through, bodies lying here and there, and small bunches of zombies to rout gave the area a great, creepy, doomed atmosphere.

There were a number of nice set pieces elsewhere in Tristram that added to the mood. A human hand is seen at one point, clawing at the earth, before being yanked down into a dark cellar from which come horrible screams and a fountain of blood. Ghosts wander the streets, sobbing quietly and pathetically. Zombies are seen gnawing on corpses, and their moans and groans are very horror movie appropriate. The gruesome mood isn’t continued into the dungeon, but the design and graphics of the dungeon areas were very effective. They weren’t trying to be scary, but the monsters are so well animated and formed that they are threatening and very real. You want to destroy them, and even though the zombies you find early on are basically just walking experience pots, they’re loathsome and a little bit scary. I was again reminded of Diablo I, where even the weakest starting monsters were somewhat threatening, emotionally, if not from a survival standpoint.

So far, the horror elements of Diablo III look promising. Whether the team will be able to keep them up throughout the whole game remains to be seen. We know from the concept art that Diablo III will take players all across the world, through a wide variety of environments, as Diablo II did. Can open, surface areas be atmospheric and retain elements of horror? Or function as a palette cleanser between scary dungeon levels? We’ll have to see.

The other issue is the gameplay, and that might be more troublesome. It’s certain that Diablo III’‘s gameplay will be as (or more) action-packed and fast-paced than it was in Diablo II. Will that dispel the horror elements? Can you really find the game creepy when your Barbarian can leap across the entire screen and hit ten monsters at once? Or your Wizard can teleport, or cast spells that slow every enemy and enemy projectile to a crawl? Or is that irrelevant? Did the feeling of horror in Diablo I come more from the difficulty and pressure, rather than the ability to move quickly? After all, every character in Diablo I could teleport anywhere, instantly, just as the Sorceress can in Diablo II.

What do you guys think? Do you want a feeling of horror in Diablo III? Did you miss it in Diablo II? Do you think Diablo III can maintain an eerie, brooding atmosphere even with faster paced gameplay and wide open surface areas? Or is this irrelevant to you, and you just want a fun action game, and things like story, mood, theme, atmosphere, etc are entirely beside the point?



On the Drawing Board is written by Flux. These articles examine crucial game design issues and decisions in Diablo 3 by explaining the issue and presenting arguments for and against. On the Drawing Board aims to spur debate and further the conversation, rather than converting readers to one side or the other. Conversation and disagreement is encouraged. Have your say in the comments, or contact the author directly. Suggestions for future column topics are welcomed.




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Whiggles
Posted 12, Feb 2009 07:58 PM
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I definitely missed the horror vibe in Diablo II - in fact, my single overriding criticism of that game (which, don’t get me wrong, I liked very much and still play to this day) was that it had no real atmosphere, either horror or otherwise.

As for the question as to what precisely led to this lack of a horror feel, one thing’s for sure, I don’t think it really had anything to do with how overpowered the character is. I’ve tried all sorts of crazy builds in my time - Beyond Naked Mages, one-skill wonders and the like - and no matter how much I stacked the odds against myself, it didn’t make the game any more scary. Therefore, I don’t think we have anything to worry about with Diablo III - I’m sure that, if they really want to, they can pull off that creepy vibe and let us create all sorts of insane, uber-powerful builds.

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Tannen
Posted 12, Feb 2009 07:59 PM
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<< Did you play Diablo I? >>
Yes.

<< Did you enjoy the horror elements of it, and miss them in Diablo II? >>
Yes.

<< The D3 Team has talked about their desire to make Diablo III a more
moody, atmospheric, creepy, horror-filled game than Diablo II was. Do you like this approach? Do you think they can pull it off? >>
I like they approach. They have the ABILITY to pull it off. I DOUBT that they WILL pull it off.

<< Diablo II had a lot of the same elements, and with much better graphics it could show more gruesome scenes. Yet the game just does not have the same mood of despair and gloom, and the atmosphere never feels creepy or
oppressive. Why not? >>
Like it or not, color had a lot to do with it. How can anything feel like a horror game when you have a sorceress dressed in PURPLE running around with (literally) an AURA around her? If there was a horror-like mood set, that would instantly break the immersion. Running around brings up another point…you were able to run around, meaning the environment was more open.

Diablo I was claustrophobic - the environment was closed and you really had no (good) way to escape it. You either go up to town where everyone is depressed (and isolated) or you go further DOWN. There are no other exits or options. In Diablo II, you can move between acts and environments as you please. Diablo I “trapped” you somewhat… one “act” and one direction: down.

Diablo I had “serious” character & item designs. The shape of the items (in inventory and on your character) was more “realistic” to the mood set. No frills, just straight steel & wood. Thus it enhanced the mood, rather than taking away from it. Like it or not, realism has a place even in games that are fiction and not realistic at all. The weapons especially looked more similar to weapons found throughout our own (as in…civilization’s) history, than Diablo II’s did. Diablo I, for the most part, followed this trend, while Diablo II was much more mixed (history vs. fantasy). The way your character looked in armor was appropriate for the setting - Diablo II made it extravagant, thus breaking the horror-like mood.

From what I’ve seen, Diablo III looks like a mesh of Diablo I and Diablo II. A little bit of claustrophobia, some appropriate colors, some extravagant character looks, and some colors that are out of place for a horror title. However, color alone wouldn’t matter much. It is the combination of the other Diablo II elements that, together with color, will (most likely) kill the horror feel. Diablo III has open environments. The items look extravagant, and aren’t as “realistic” to the game they were in Diablo I. The physical shape of the armor (regardless of the color - it could all be black and white, or use Diablo I’s color palette even) makes the characters look unrealistic. It really doesn’t matter that games don’t have to be realistic. What matters is that Diablo I mimicked items found at certain periods of history, and it WORKED to set the mood. So no, games don’t NEED to be realistic. However, sometimes that realism can WORK to help the game establish a horror-esque mood.

So, elements present in Diablo II which dispelled the mood of horror:
-open environment (many options to leave)
-extravagant look of items (glowing, auras, huge size, etc.)
-unfit colors (purple, lush green, bright blue…)

Which of the above are present in Diablo III? All of them. So it doesn’t matter if Diablo III DOES set a nice horror mood to start. It will be broken by the above. It won’t be any one of the above ALONE that breaks the mood. Color might be a topic that people have developed a gag reflex for, but that doesn’t invalidate its effect. It certainly isn’t the single most important factor, but it contributes (actually, the most important factor, imo, are the physical designs of the armor and weapons).

<< Do you want a feeling of horror in Diablo III? >>
Yes.

<< Did you miss it in Diablo II? >>
Yes.

<< Do you think Diablo III can maintain an eerie, brooding atmosphere even with faster paced gameplay and wide open surface areas? >>
No.

<< Or is this irrelevant to you, and you just want a fun action game, and things like story, mood, theme, atmosphere, etc are entirely beside the point? >>
If they were beside the point, I wouldn’t keep going back to Diablo I. It is still one of the best games, ever. It invented a genre - the only time Blizzard really invented a genre. It was a magnificent success.

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Tannen
Posted 12, Feb 2009 08:00 PM
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I guess two more things: yes I agree fast-paced gameplay breaks the horror feel. The feeling of “excess” and being able to just run through everything doesn’t really scare players. In Diablo I, until a certain level, players actually may have had to run from monsters, depending on the situation. Also, Diablo I was “minimalistic” compared to Diablo II. Not just in the extravagant designs, but also in what appears on screen. Less monsters, less special effects, less elaborate designs. It added to the feeling of isolation, and it was simple. Diablo II was anything but. Items lying everywhere, spell effects that overwhelm the rest of the scene, etc.

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Turin">Turin
Posted 12, Feb 2009 09:25 PM
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Did the feeling of horror in Diablo I come more from the difficulty and pressure, rather than the ability to move quickly?

Absolutely. One of my biggest criticisms on Diablo 2 is that it is to easy (except the very few glorious days we had Patch 1.07 ^^). That does not mean that you can run through Hell with a messed up char and kill everything - but well - if you are in Hell, whats the matter anyway? It’s normal mode that starts creating the mood - and there Diablo 2 just offers absolutely no challenge.

How that differs from Diablo 1. Remember how you tried to use the environment to your advantage? Ah there, some grids and a door, perfect to pull monsters to it to kill them one by one. When did you ever did this in Diablo 2?

Another point - which is already adressed by Blizzard - is the fact that you are NEVER ever trapped in the dungeon/game world in Diablo 2. Inventory full? Town Portal. To much monsters? Town Portal. In seconds you are back to safety.

In Diablo 1, you had of course also the Town Portal-Spell. But not so fast and it helped far less. In the beginning you were just dead grateful for everything you found, be it a health/mana potion, identify scroll or tp-scroll. But even later in the game, as you had a TP to your proposal at anytime - what help did it provide? Nearly nothing. If there are to much to strong monsters near you, you simply will not make it. You can only try to find a way around, find area-advantages you can use to separate the monsters - long story short - the opponents were a real threat. No chain-potting -> TP -> new potions buying -> back -> chain-potting. Like it was said in one of the blue posts: you are literally immortal in Diablo 2, if you just play careful enough. That was never possible in Diablo 1 and therefore you felt much more exposed, threatened.

Another very good point was named by Tannen about the level design. Just one way, very claustrophobic, even in the the levels 9-12. If you wanna proceed, you have to enter more and more dangerous areas and you hardly survived the one you just went through.

Ok, enough of that, I feel the need to play Diablo 1 again to strong already :D

PS: For feedback to the “On the Drawing board”-article - not one of your better, Flux, tbh. More than a third of it is just a quote from an older news and there is less speculating than in the others. But better than nothing :D wink

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Kunzaito
Posted 12, Feb 2009 10:48 PM
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I’ll chime in with the chorus of “yeses.” The indefinably creepy feeling to Diablo 1 was my favorite part of it, and the element that I missed most in D2. I noticed it right away, the first time I played the game even in Act 1, which was most similar to the original.

Now for the reasons. I agree with pretty much everything that has already been suggested. I have one more addition that I think comes into play, and one which the Diablo team is powerless to circumvent - the unknown.

When Diablo came out, we knew nothing about the world of Sanctuary. Our entire exposure was filtered through one decrepit medieval outpost, first glimpsed grey and decaying in the opening cinematic, and the vague hints of its inhabitants. Every new comment by an NPC was a factoid you didn’t know about and you had to try to figure out where it happened and how it fit in with what else you knew. And you filled in the corners with your own imagination.

By D2, the world was bigger. You were shown more of it, you could walk through more of it. The novels were coming out. The web was much bigger and more people surely tracked the game’s development and what Blizz had to say pre-release. You brought to the game the store of knowledge about Sanctuary that you built up in the original. Simply put, the more familiar something is, the smaller the possibility for it to truly unnerve you.

D3 cannot circumvent this issue. It’s also unavoidable that the world and playable environs will be too vast and varied to sustain the kind of mood that characterised D1. And information is simply too easily available to bring everyone up to speed on every detail. That’s not to say that there aren’t things they can do to improve on D2’s shortcomings:

1. Make sure at least some areas have the desired claustrophobic gloom and foreboding. It looks like they will have addressed this nicely with New Tristram. And it *should* come early in the game, when you’re still happy to find a cracked boot and that band of skeletons just might be the death of you.

2. Difficult but achievable goals. The mantra of any life coach. D1 succeeded because even at the very late game, taking more than a few steps at a time was asking for death. There was no plowing ahead, and you truly felt a little relief when you saw the stairs. And each level could be rewarding , so there was replay value and the pace didn’t feel boring - no need to rush until perhaps the very end game.

3. Pay close attention to the sound effects and music. At least for the areas that are meant to suggest Diablo 1. To that end, I think all orchestral music is a bad idea. It was fine for D2X and Harrogath, the grand strings and booming sounds. But D1 was a jagged cacophany of moans, exhalations, odd thumps, soft winds, and vague longing guitar melodies. The new “theme” is totally off.

4. Newer is not always better. The first levels of Diablo had skeletons, zombies, imps, and crawling demons. Classic stuff that people know and know to be scared of. Who’s scared of a Quill Rat? A big cartoony Yeti? What exactly is a Corrupted Rogue? Fail.

5. Introduce inconvenience. Waving your mouse around looking for items and treasure chests may have been a pain, but it certainly mimicked the fumbling in the dark you actually would have to do if you were a dungeon crawler. Now, I certainly don’t expect D3 to reintroduce this “feature,” but my point is that minimalism can help immersion greatly.

6. Give items weight. Not literal weight, conceptual weight. Everything was valuable in D1. There was a big difference, upgrading from Leather Armor to your first Ring Mail. You felt more protected when you finally got full plate mail and your graphics showed a fully-armored knight. Things felt physical and real. I think that speaks to the other person’s point about disproportionate or unrealistic items. I know these things are here to stay, but items in D2 became so much trash littering the ground. In D1 you could relate better to the properties, I think. I hope in D3 they are able to better balance drop frequency with item value.

Anyway, that’s what I think on the matter.

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AkumaSlayer
Posted 13, Feb 2009 12:21 AM
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The horror in D1 is made up of lots of little things, like the music, sounds, saturation and the slow pace.

The music in D2 was definitely good, but it wasn’t as creepy as D1. Also, I think the shading and saturation was a lot brighter in D2 (compare the grass/dirt in old Tristram and new Tristram, for example).

I can’t really explain how the dungeon levels lost the horror vibe, but again, it’s probably to do with the music, sound effects and the game pace. The graphical horror was still evident in the dungeons, but you usually just ran through not really noticing it.

I believe Blizzard is going in the right direction by bringing the horror feel back. The new Tristram is near perfect with all the mist and the desaturated grass. Can’t wait to hear all the ambient sound effects and the music to go with it.

PS. Thanks for sharing the short Butcher video, I’ve never seen it before.

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Knight_Wolf
Posted 13, Feb 2009 03:37 AM
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Sigh ... my opinion might not please many D1 enthusiasts but whatever, i’ll say it any way ^_^

Asking for D3 to be exactly like D1 is not right, D1 was the way it is mainly due to technical limitations (limited colors, .. etc etc) and due to its limited playing area (one town and one huge dungeon), so asking D3 as a whole to be limited to a single eerie atmosphere or limited colors just to create a horror vibe doesn’t make any sense, it was never meant to be a horror genre or series, just because D1 had that “theme” doesn’t mean that the rest of the sequels must have the same exact “theme”.

Diablo first and froemost is an action/RPG .. and it happened that its first outing D1 had a horror theme .. fine ... D2 had a different main theme than D1 ... so it is natural that D3 will have a main theme of its own as well (not necessarily horror) It is ok ... and if the developers wanted D3 to have the theme of “EPIC HERO fighting the hordes of hell minions bent on invading Sanctuary” then horror can’t be it’s main theme anymore .... but if “some” areas in D3 has that horror vibe, no big deal, but certainly many other areas will be varied and have different atmospheres, because variety makes things more interesting, making D3 as a whole (which is way larger than D1) eerie or dark will simply ruin it and make it boring.


————————————————————————————————

From the many comments i read it seems many people are still treating D3 as some sort of D1 or D2 expansion and are still stuck in their D1,D2 mentalities wanting more of the exact same thing those two games offered ... but the truth is that’s not going to happen .. if anyone has been into gamin he/she will know very well that it is NATURAL for many game series to change directions midways to give a fresh new experience.

And what better example than the inventors of the survivial horror genre itself and their game “RESIDENT EVIL” *cue creepy voice saying the name* ... everyone who played and liked the game know how tense and eerie were the first three RE games (just like D1 was) .. but gone all that with RE4 .. it took a completely different direction and still was a very BIG HIT and an enjoyable game (which is very similar to the case of D3) .. was RE4 a horror game .. not completely .. it was closer to an action game than to a horror one .. but still it still had some horror moments in it ... and it worked just fine ... games evolve ... so learn to deal with it.

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AkumaSlayer
Posted 13, Feb 2009 05:49 AM
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Well we know that they are trying to incorporate horror elements into D3 (the corpse wagon, crows, etc.) It’s also obvious that the whole game isn’t going to be like that, judging from some of the more colorful outdoor settings. This is perfect.

All of D1 was creepy - some parts of D2 were supposed to be creepy but they didn’t pull it of as well as they did in D1. I assume D3 will be similar to D2 in this regard, except this time it should work better.

I don’t think anyone here is demanding that Blizzard should scratch the game and create a remake of D1.

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Flux
Posted 13, Feb 2009 06:58 AM
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Good comments so far. I thought about mentioning the “d2 too colorful” issue, but didn’t quite get to it. It’s ironic, after all the early complaints about D3’s color palette, but as I was looking through D2 screenshots to find some gory examples for this article, I was surprised how many bright, crayon-box spills there are in the screenshots.

Champions and bosses especially; neon purple, orange, yellow, green, etc.  Those and the fisher price colored glowing weapons are probably a bad thing in terms of immersion and gritty realism.  There were very few brightly colored monsters in D1 (and zero brightly colored char equipment), but the bright ones in D1 really stood out. Black Deaths were like walking warning cones, and for good reason.
http://diablo2.diablowiki.net/D1_Zombie

I think a lot of it is character mobility, but more over it’s the difficulty and how easy it is to die in D1. You really can’t take on more than 2 or 3 monsters at a time, no matter how powerful your character is. Even the mightiest rogue or sorcerer, capable of slaughtering hordes from a distance, will die if 2 or 3 Acid Dogs start melee’ing them at once. And that’s not at all an uncommon scenario to find yourself trapped in.

Also:

“PS: For feedback to the “On the Drawing board”-article - not one of your better, Flux, tbh. More than a third of it is just a quote from an older news and there is less speculating than in the others. But better than nothing”

I appreciate feedback on this and have been consciously experimenting with the length and style of these articles. The last couple didn’t get that many comments, and some of the comments basically repeated points I’d elaborated on in the article. I figured that meant I was making the articles too long and too explicit in their arguments. I’m not writing these to sway opinion in any one direction, but to stir debate, and if I expand on every point in the article, or make it so long that most people get TLDR issues, I think it’s an unsuccessful column.

As we’re getting the columns section going again and working out the formatting and presentation issues, we’re going to be posting guest articles again, and we’d like to have some editorials/argumentative pieces. People writing about issues like the ones in this column, but taking a firm stand on one side or the other. We might even have a column for that, if someone wants to volunteer to write, “why I’m right!” or something like that. The approach I’m taking in these is in no way mandated for all site columns.

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AkumaSlayer
Posted 13, Feb 2009 04:37 PM
(0)
 

I never really liked the neon colored bosses.. I mean sure they were noticeable, but that’s the only good thing about them. In terms of graphics they were ugly and distracting. Some of the weapons were also pretty ugly, but I do remember a cool sword I used with my barb at one stage.. it was bright red. :D

They’ve fixed the weapon graphics in D3 (instead of a bright blue sword it will have an icy sheen around it, for example) and I’m sure they will do a good job making nicer textures for regular bosses.

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