The End of the Art Controversy?

Posted 11th Sep 2008 02:59 PM by Flux

Thanks to the heroic video editing efforts of a guy calling himself Sozou, we may have reached the end of the D3 “too colorful” art controversy. The end, one way or the other. Sozou has taken the WWI gameplay movie, and reprocessed the entire dungeon section (the first 12 minutes) so it looks like those gritty, grainy screenshots players were turning out shortly after D3’s announcement. Darker, desaturated, no greens and blues, etc. The file is high quality, it plays at the full frame rate, and it switches between the original version and the desaturated, modified version regularly, so it’s ideal to compare the different visual styles..

Since the initial outcry, Blizzard’s designers have explained that the colorful, green/blue tinted D3 we see today is the third or fourth version of the art direction. They say they initially tried it in a darker, desaturated style, and found it unplayable. Monsters and other characters were hard to distinguish, the game became visually monotonous, and when they went back to more closely examine D2, they realized it was much more colorful in actuality than in their memories.

You may agree or not, but this is probably as close as we’re going get to seeing what D3 looked like in the earlier versions. Read more to see the video embedded, and with direct download links. We also conducted a short interview with the video’s creator… 

Also on Sozou’s site, you can also check out a big page of desaturated stills from the movie, and a short, super high quality video comparison. It’s a 64meg .mov file with 10 seconds of action. The same 5 second clip is shown twice; once in the original color, and once in the desaturated style. He’s also posted the full movie on rapidshare.

Sozou’s official explanation, from his page:

I believe the Diablo team will make the best game of the year when it is released despite the color discussions at this early stage of the first released gameplay footage.

I like others want to tone down the colors. Basically;

  • Desaturated Environment
  • Colorful Interactions, spells & skills.

To get more of his thoughts, we conducted a quick interview with the video’s creator:

Diii.net: How did you do it? (graphical tools, applied filters, etc)
Sozou: I used After Effects. Getting into what effects and such is going to take a while, but basically I desaturated different channels and added grain and vignette effect which gets more heavily darker and grainier to the edges than in the middle.

Diii.net: Have you followed the arguments Jay Wilson and other D3 teamsters have made, about why they rejected that dark, gritty look on early versions of the game? Agree/disagree?
Sozou: Well as of for the discussions that is going on; To get something clear, despite the outcome, the gameplay will be most important. that said, my thoughts of the early released footage from d3 team has been mixed feelings. I’m in no position to say whats right and wrong, i have big respect to the D3 team. But as fanboy to the Diablo world, I felt, like many others, that the colors were presented didn’t apply to that universe. specifically it’s the environment in the dungeon, Tone down the colors environment colors, I’m not saying make it gray or black. But keep the colors in character interactions, spells & skills. different dungeon environment should have a majority color applied. Cold = blue, warm = red etc, sewers=green.

Diii.net: One of the D3 team’s main arguments was that it was hard to tell the monsters from the characters from the background. I get that feeling on your version, especially at the beginning where the gray ghouls are hard to pick out against the dark gray stone. Your thoughts?
Sozou: Your char is the light. I believe the characters that are further away from the screen should be a bit harder to spot out. It adds a mystery feel to it, until you have the classic mouseover highlight effect. The ghouls at the beginning are almost the same color scheme as the environment. It enhances the dramatics of their appearance at that specific stage. I don’t feel it’s necessary to make the monsters more colorful contrast to the environment.

Another thought is that now we are in HD gaming, i often see games to digital perfect when they shouldn’t be. Grain it out make it more dirty, more rougher edges.

All this is pointing out how Diablo has been for two titles and I’m absolutely positive that the D3 team knows all of this , talked about it, and thought that it’s time to move to a more colorful Diablo dungeons, who knows. nevertheless, im excited as many others.

Diii.net: Did you try this technique on the second half of the movie, when they go outside? Or you don’t mind the colors and such when it’s outdoors?
Sozou: I haven’t color priority the second half, I feel that it works as it is. All my thoughts have been in the underground, dungeons, whatever you want to call it.

Thanks to Sozou for creating such an interesting conversation piece, and taking the time to answer our questions.




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Comments

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CaptainDingo
Posted 11, Sep 2008 06:34 PM
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Can’t see a damn thing when it switches to his """enhanced""" version. Blugh. Some people just don’t get it. All that wonderful environmental art goes to complete waste.

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SoulSpectrum
Posted 11, Sep 2008 06:56 PM
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Looks great… what if….. a big "what if"...... they added a color filter option to the graphic options just to filter out those blue and greens.

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AxlStrife
Posted 11, Sep 2008 07:54 PM
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I’m in the same boat as Asteria on this one. The lack of color gives the game less mood and feeling than desired, not to mention fading out the subtle textures of the background that make the lighter version actuary feel more real and in essence more dangerous and gloomy. what I do like about the darker version is the emphasis on light radius.

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sozou
Posted 11, Sep 2008 08:04 PM
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I was worried this would happen, the poor quality encoding will obviously make it hard to see anything. I’m sure noone will play this game at this resolution nor encoded for that matter.

I got a HD version on my site with a mirror link if the movie on the site doesnt work.

http://deriss.net/diablo3/
http://rapidshare.com/files/144363212/d3_cc-desktop.m4v.html
http://rapidshare.com/files/144376555/01.zip.html

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bondball7
Posted 11, Sep 2008 08:18 PM
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I don’t think that the light gives it a more real or dangerous than the dark version, it feels more ‘poppy’ and happy.  That is not what I want in Diablo.  Does anyone remember the anxiety they felt when they were walking around the crypts, sewers, Act III, and many others parts of DII.  I can even remember being scared when I played DI because I was 12 and it was dark and creepy.

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Paalt
Posted 11, Sep 2008 08:19 PM
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I’m pretty sure blizzard will add a Hue/Saturation slider in the graphics options. Would be wierd if they don’t.

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Frostraven
Posted 11, Sep 2008 09:18 PM
(0)
 

Was that video supposed to be evidence that if the developers go from color to gritty… they’re also forced to go from somewhat lighting to none at all?
How about… some ambient lighting? Lights with the evil/cold colors; violet, red, blue?

How about more colored monsters—especially demons and ghosts—who use robes and colorful shields?
How about characters lighting up the environment and light-sources on the character beeing a must indoors?

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Risingred
Posted 11, Sep 2008 09:21 PM
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I still think it’s horrible-looking, and I’ve seen the high-quality version. It’s for all the same reasons Blizzard has mentioned, and you lose so much character and environment detail. No point in making monsters look different if you can’t see any of them. It worked for Diablo, and to a greater degree in Diablo II, but it is highly inappropriate in 3D. I’d think Mythos was a good indication of that after seeing the blobby, fugly light radius.

One thing though - the cleave and spell effects look a bit better with that level of contrast. In the original video, they’re not overly spectacular because they blend into the environment, but who knows what the rest of the game looks like?

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xibbog
Posted 11, Sep 2008 10:45 PM
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What is this strange video compilation of World of Warcraft and what appears to be Diablo 3?

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Hodl Pu
Posted 11, Sep 2008 11:09 PM
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Personally, I think this is beautiful.  I am a fine of dark games, but I am also a fan of blizzard games.  Combined together, I am a very pleased customer.  Therefore, when people say, "too dark, no one is going to like it," I say, "so dark, holy crap!  Where’d that guy come from?! whoa!!" The idea of not being able to see through the whole screen is called light radius, it was implemented in D1 and DII.  I am a huge fan of the light radius concept and am pleased to see it in this video.  Want to see more beyond your tiny circle?  get better items!  Sacrifice defense for sight, that was my gameplay.  The low quality video makes it hard to see, but if you search the comments, there is an HD version and it looks phenomenal to me.  Not saying blizzard did a bad job, but blizzard just missed some concepts that made my diablo experience.  Good job to both Blizzard for making the game ans Sozuo giving us the visuals of a darker version.

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