This looked awesome but I am really confused on the lore here. I hope they explain this and don’t just end up retconning everything. Lilith was the best candidate for who might have set him free but if he’s out to kill her it’s obviously not her, hence my confusion. Instead he looks like a member of the Angiris Council. How did he get out and at the head of a Nephalem host at that? He should be a shell of his former self if not a demented and malformed husk like Izual. Inarius was imprisoned in deepest recesses of Hell by Mephisto and tortured for centuries. ![]() Huh, Lilith is far from blessed =D Comment by Kerathras on T22:35:30-06:00 That trailer was sickkk! Also, it's June 6th, not december 6th Comment by PolishBunny on T22:34:46-06:00 The satisfying part of our work is developing and jamming on a location's unique visual story, pushing and pulling the art until it becomes an iconic backdrop for combat, exploration finally screams Diablo.The video says D4 launches June 6th, not December. We want to take you on a journey, hinting at a location's past or recent events. Contrast that by making your way into a hazy fire-lit tavern that instantly contrasts with the atmosphere outside, a rare place of refuge and warmth. When it rains, surfaces get wet, puddles form in ruts and hoof prints, the ground feels muddy, the atmosphere is heavy and damp. The atmosphere is almost tangible in places, with weather and lighting play a more prominent visual role in Diablo IV. It gives us a springboard to elaborate on the space visually, giving it a sense of identity we can lock onto and build around. Leaning into these characteristics adds to the richness of the world. Even the wealthiest areas in Sanctuary are challenging to exist in. ![]() In addition, regional weather conditions, varied local biomes, and a sense of history set the foundation of how an object or place should look visually in a medieval world like Sanctuary.Īfter all, Sanctuary is full of history, struggle, and conflict, giving us many opportunities to depict a diverse world full of compelling locations in a dark gothic-medieval setting. ![]() Believability comes through our use of materials and deliberate construction of architecture and artifacts you will come across as you play through dungeons and the open world. The aim is for believability, not realism. ![]() We approach creating the environments of Diablo IV through a darker and more grounded interpretation than earlier installments. However, if you're looking for any news about a release date, you're not getting one in this entry. You can read the full blog here and check out a snippet of it along with one of the videos they released below. You're getting perspectives from multiple people including Art Director Chris Ryder, Associate Art Director Brian Fletcher, Associate Lighting Director Ben Hutchings, Lead Exterior Environment Artist Matt McDaid, and Lead Props and Interactives Artist Chaz Head as they discuss making the world in which you are treading into. The primary focus of this blog is centered around environments, as they take you on a tour of several they have designed for the game, which includes some video previews of what they got cooking. Blizzard Entertainment's development team for Diablo IV has released a new blog updating us on the game's latest progress.
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