Video Games

Diablo 4’s Gothic Art Style Finally Reclaims The Series’ Identity

The internet lost its collective when Diablo 3 first came out in 2008.thousands of fans signed petition He then opposed the game and demanded changes from Blizzard. why? Because Diablo 3 looked more like a “cartoon” than its predecessor.

Before Diablo 3, Blizzard’s action RPG series had a distinctive gothic visual palette. The stone surrounding the dungeons in Diablo 1 and 2 was dark, and the shadows in the crevices were even darker. Light created by flickering flames and magical lightning illuminates the majestic fantasy world with realistic textures. Well, at least he’s as real as a late 1990s PC can render. But Diablo 3 looked like a horror fantasy comic. The world glowed with eerie saturated colors. The character was made with exaggerated angles and oversized shoulders. Its textures were hand-painted reimagining the natural world.

A battle between wizards and skeleton warriors in Diablo 3.

“It’s a stylized feeling, very much like Blizzard’s philosophy in that sense,” said lead producer Keith Lee. MTV interview Back in those days.And that was the problem with Diablo 3 – it was that too Blizzard. Or, to be specific, it was too World of Warcraft. The two games definitely spoke similar visual languages. fans lamented Blizzard’s wildly popular MMO behemoth is clearly eating into the gothic menace of its stable of companions. His two fantasy settings in the studio began to seem like companions rather than separate worlds. However, despite protests, Blizzard refused to change its design goals. When Diablo 3 launched in his 2012, it also featured a secret level filled with rainbows and unicorns. Wimshishaas a way of making fun of the critics.

Just over a decade later, the fourth Diablo game is about to launch. In a side-by-side comparison with its predecessor, one thing is immediately clear. That said, grimdark gothic is back. Diablo 4 has returned to its artistic roots and reclaimed its menacing identity.

In the years-long road to release, Blizzard decided to highlight a revived art style. “The pillars of Return to Darkness embody the idea that Sanctuary is a dangerous, dark, medieval Gothic world, with piercing lines through everything from dungeons to lighting.” Art Director Chris Rider said: last year.

That darkness is evident from the moment Diablo 4 begins. Rendered in cinematic quality by Blizzard’s excellent animation team, the opening CGI cinematic features a blood sacrifice that summons a visceral Lilith. It’s very different from the Diablo 3 movies, which used shadows and fire instead of gore to depict demons. There is an obvious change in aesthetics. Whereas Diablo 3 embraced Dark’s fantasy, Diablo 4 focuses more on gruesome horror.

Without a World of Warcraft-like lens, Sanctuary seems a more oppressive and hostile world. It’s painted in a style that’s somewhere between Game of Thrones’ most endowed regions and Dark Souls’ gothic grandeur, with a grungy authenticity. Towns and villages seem barely connected, and the catacombs beneath them feel as if the walls themselves reach out and try to strangle you. The humans who suffer in this world look devastated and exhausted, as if spending another day here would break their souls. The gnarled monsters that afflict them, from wolves to tree wraiths, make journeys to Khyovashad and beyond always dangerous and unsettling.

Blizzard once again infused Diablo with learnings from another game, but this time used it to enhance rather than dilute its solemn flavor.


As in the original two games, the world makes heavy use of shadows and muted tones. Dungeons and cellars are moderately shaded, and above ground the sun is kept at an appropriate height, giving the feel of twilight at all times. This canvas makes Diablo’s fantasy side really pop. The sorcerer’s magical elemental effects illuminate the darkness, rivers of blood form pentagrams that stand majestically in stone, and the glow of evil forces guides you down the darkest passages.

But what really strikes me is the way the camera captures this returning art style. For the most part, Diablo 4 is played in the series’ traditional isometric perspective with a stationary, non-rotating camera. But in moments of dialogue, or when you arrive at a key location, the camera comes down from its perch and zooms in on the action. And when that action really counts, the camera completely descends into the world to show off beautifully crafted cutscenes. Seeing characters and places from this new immersive perspective is like being able to shrink yourself and walk through a model city that was previously only visible from a towering height. From this new angle, you can appreciate all the details that were previously hidden by distance.

Blizzard said the stylization of Diablo 3 is part of the studio’s philosophy. Diablo 4 did away with that particular approach to art, instead leveraging ideas established in one of the developer’s other games. The multiple perspectives offered – isometric gameplay, detailed cutscenes, and cinematic CGI cinematics – are reminiscent of the excellent presentation used in StarCraft 2’s campaign. As a real-time strategy, StarCraft 2 largely unfolds from the genre’s traditional isometric perspective. However, between missions, he spends time at his faction’s base (Terran Hyperion, Zerg his Leviathan, Protoss Arcship). There, the camera will be lowered to human height, allowing you to capture detailed cutscenes. From this point of view, you can get to know the characters more deeply. One of his reasons is that the character’s visual model is much more detailed than the small model of the battlefield. You can see what that means to a character by the way they wrinkle their brows or chew their cigars. And when the story reaches its biggest moment, we see his CGI cinematic that turns StarCraft 2 into a Hollywood movie and highlights the stakes.

So Diablo 4 is not only a return to the original art style of the series, but also the return of StarCraft 2’s multi-view camera. And Blizzard is able to emphasize horror by adapting and advancing directorial techniques established in another series. . Close-ups of cracked skulls, mad eyes, and swirling blood are captured. So Blizzard once again infused Diablo with what it learned from another game, but this time used it to enhance rather than dilute its solemn flavor.

Diablo 4 has regained its Gothic identity and is more gruesome than ever. It took over a decade, but fans’ wishes since 2008 have finally been granted.

Matt Purslow is IGN’s UK News and Features Editor.

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