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 Diablo 3 Color Controversy Revisited - briefly
(hx) 01:37 AM CEST - Sep,12 2008
Reigniting the "Diablo III is too colorful" controversy, DIII.Net and fan Sozou bring us a Diablo III gameplay trailer meant to show what Blizzard's anticipated PC RPG would look like, in motion, under a desaturated art style - 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.
DIII.Net also 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.

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