In-Development – Class Skill Videos, Continued

8:00 AM / Comments (0) / by Diablo-III-Reviews

 
 

Our series of blogs covering Diablo III’s class skills continues this week. Much like the last two updates, we’ll show off videos of core class skills, unmodified by runes, and then add them to the skills page on the Diablo III website.

Doing battle with the Burning Hells means fighting fire with fire, and this week’s videos are all about destruction. We’ve got skills to tear through demonic invaders with summoned zombies and locusts, pepper them with knives and arrows, warp their minds, blow their bodies apart, and more.

Watch, enjoy, and remember: heroes use every tool at their disposal in the pursuit of victory.

We’ll return with more videos soon.


Barbarian

Demon Hunter

Monk

Witch Doctor

Wizard

 

FROM: https://us.battle.net/

Diablo III: Designing a Demon

8:00 AM / Comments (0) / by Diablo-III-Reviews

Blizzard shows off the evolution of its action-RPG's most dangerous foes.

 

You don't get a lot of time to appreciate monster design in Diablo. Usually around a second or so, just enough to notice a skeleton's laborious shuffle or a zombie's limp before you drive an axe through their neck and collect your reward. You'll wind up fighting a lot of the same monster types, but you're more likely to remember their attack patterns, sound effects and death animations than the detail on their armor. The only time you actually look directly at a monster is when you're targeting it, and at that point it's usually only a few moments away from being shattered by ice magic or eaten by a Witch Doctor's giant toad.


Bosses are a different story. They don't die after a few hits. They're huge. And in the case of bosses like Duriel in Diablo II, they can kill you in one or two swipes and cause you to reevaluate your entire character build. Because fights against bosses are more memorable, Blizzard put more time into making sure the boss character models really stood out.


You can find more art than what's highlighted in this article on IGN's Diablo III image gallery.

                          Diablo III's Black Soulstone Cinematic

Azmodan

For Azmodan, the Lord of Sin you see in Diablo III's Black Soulstone cinematic, Blizzard wanted to convey a sense vanity, which would eventually take the form of jewelry and ornate armor.


The early concepts showed off the shell-like armor that would eventually influence the final design, but Blizzard wasn't satisfied just yet. "It just really wasn't as impressive or as imposing as we were hoping for," said Blizzard's Christian Lichtner.


So the design evolved, to the point where Azmodan was designed so he would attack by bending over backwards and slice at players with a crab claw. "This was really cool, but it was a little too abstract. It was pushing things a little too far," said Lichtner. But what the team did like was the idea of Azmodan's crab-like lower half and the crown-like protrusions around his head.


Because Blizzard knew they would have a close-up of Azmodan in the Black Soulstone cinematic, the team worked to create a unique facial structure for the demon. "We needed to have an interesting facial silhouette. I'm not talking about the outside of the face, necessarily, but the interior," said Lichtner. "The placement of the eyes and mouth. We wanted to push it outside the norm a little bit more." The main issue with this version of Azmodan was that his skirt, which though detailed, obscured the demon's legs.


That led to the creation of the final version you can see above, keeping the crab-like features and ornamentation (the rings, bracelets and detailed armor) without covering up too much of the model in the process.

 

Diablo

When designing any major boss or character, Lichtner said Blizzard would go through easily 50 or 60 concepts per character to work on a new design.


To come up with a new Diablo design, the bulk of the art team was roped into the process. Like in Diablo II, the Lord of Terror started off very bulky and spiky, as you can see above, with mouths set in his shoulders.


After a few iterations, the team hit on the idea of slimming down Diablo a bit. "This is probably something we should explore further. Much more sinewy, still very aggressive, the strong sharp shapes that are associated with him," said Lichtner. "We pushed that concept a little further."


"It's not quite what you expect, but still very true to Diablo," said Lichtner of this near final concept. "You can see a lot of spikes, very sharp shapes. It has a Giger-esque quality to it. It's still very beastly and demonic. Ultimately this one led to our last and final version."


"We actually kept the mouths on the shoulders," said Lichtner of the finalized Diablo design. "We felt that adds an extra creepy sort of vibe. We made sure it had a very iconic look, a very iconic silhouette."

 

Armor Sets

Why are you bothering to fight all these demons in the first place? Probably to save the world or something like that, but really it's so you can take their stuff, sell it or equip it to feel more god-like.

Hey Witch Doctor, would you please stand up straight?


"Visual progressions for armor sets, this is another key component," said Lichtner. "You want to make sure the feeling of progression comes across as you're leveling up your character. We made sure that all our paper dolls had actual icons for the armor so it felt like a real thing." For the later armor sets, Blizzard wanted to make sure that they not only conformed to a class-specific style, but also "look really, really awesome," as Lichtner said, which makes wearing the armor feel more satisfying.

MY GOD


To showcase the type of armor variety you'll see in Diablo III's higher levels, check out some of the Witch Doctor sets.


FROM: http://pc.ign.com/

Blizzard Insider #43 -- May 15: Evil is Back

7:00 AM / Comments (0) / by Diablo-III-Reviews


by Blizzard Entertainment

The End of Days approaches as Diablo III is set to launch on May 15. To better prepare you for the defense of the mortal realms, the Blizzard Film Department recently unveiled the game’s intro cinematic at the Spike Video Games Award Show. The opening cinematic depicts the Eternal Conflict -- the ongoing struggle between the angels of the High Heavens and the demons of the Burning Hells -- and sets the stage for your arrival in Act I of Diablo III.

 

To get an inside look at the development process behind this newest cinematic footage, Blizzard Insider recently sat down with Vice President of Art and Cinematic Development Nick Carpenter and 2D Art Director Chris Thunig. If you haven’t seen the Diablo III intro cinematic yet, watch it now, and then read on to get the behind-the-scenes details and exclusive developer’s commentary on the Blizzard Film Department’s latest creation.

 

Insider: When you begin creating a new cinematic, where do the storyline and script come from?


Nick Carpenter: We have a fairly standard process in place. It starts when the game teams and the story leads meet to discuss everyone’s basic expectations, as well as the main themes and motifs of the game.  We often go into this meeting knowing the major ‘tent poles’ of the storyline, and can start building out the other story details from there. In the case of Diablo III, we knew how the game would begin -- with the falling star crashing into the cathedral at New Tristram -- and we also knew how the game would eventually end [but we won’t talk about that just yet].  So we began by setting up the story with the intro and outro in mind, and those early meetings were really about creating the middle of the story which would connect the two end points. 


Chris Thunig: Even after the initial story has taken shape, creating the cinematics remains a very fluid process.  Good ideas can come from anywhere at any time, even very late in production, so we’re always on the lookout for ways to tweak things for the better. I don’t want to spoil the story, so I won’t go into too much detail, but I will say that we revisited the Act IV cinematic when the animators had some ideas about the way in which one of the characters performed a certain action, and how it needed a greater sense of defiance and heroism. We all agreed and decided to make changes to the action, even though we had progressed far into production at that point.


 
Once you have a rough idea of the story, how do you set about turning that idea into a cinematic?


Nick Carpenter: In addition to storyboarding all our ideas, we also focus a lot of time on the ‘animatics’ -- moving 2D storyboards that give a sense of timing and pacing. We also like to score our animatics with music from other movies to enhance the sense of the mood at atmosphere that we’re ultimately aiming for. As Blizzard gets bigger, it becomes more and more important to avoid what we call the ‘grand reveal,’ which is keeping your work to yourself until it’s almost 100% done. By that point, it’s far too late to incorporate feedback, and there’s always plenty of valuable feedback. A much better approach comes from building rough versions of the footage early and sharing with as many teams as possible as soon as possible. Animatics are very effective in that regard.  We can build them quickly and still convey a lot of the elements and emotions we hope to capture in the final footage. 

 


Insider: How does the 2D animatic evolve into 3D footage?


Chris Thunig: Once we have the animatic in a place where we like it, we start blocking things out in 3D and layering in sound. Animators and artists start with simple skeletons and rough backgrounds to flesh out the space. The first 3D animatic is often called the ‘slap comp’ and from it we get a sense for how the cinematic is evolving into 3D space. The slap comp goes out to many teams for feedback, and another round of iteration begins in which we start layering in more features, piece by piece. Details begin to emerge through rendering and painting, and eventually we start doing very subtle things, like supporting facial animations with muscle movement. These later stages can be very time consuming, which is why the earlier rounds of feedback are so vital. It’s important to start building all the meticulous details on top of a foundation that works.


 
How do you go about bringing specific characters to life?  Where do all the details come from?


Chris Thunig: We use lots of real world reference. Early in the process various members of the team will act out the cinematic scenes on camera. This process works a lot like shooting live action, where actors take cues from directors and we get tons of takes. We even use props, as things like football shoulder pads can give actors a sense for the weight and bulk of angelic armor. People tend to move differently with costumes on, and you see this in their gestures and body language. All this footage goes to the artists and animators to use as reference.


When it comes time to create and animate the characters for the cinematic it’s a matter of getting the software to live up to the artistry. To aid the process we will sometimes look for reference to realize even seemingly trivial things. I remember we found a Blizzard employee with a haircut similar to Leah’s and we put her in front of a fan so the artists could study how her hair moves in the wind. Long render hours and many iterations later we head into the final polishing stage where a lot of tweaking and detailing takes place, and we try and give it that extra push that makes it a Blizzard-quality piece.
 


Were there any ideas for the intro cinematic that didn’t make the cut?


Nick Carpenter: Earlier versions of the cinematic were much more focused on the characters talking back and forth, mostly about the Eternal Conflict. We ultimately decided it was better to ‘show not tell,’ so we moved away from this direction and instead came up with the idea of establishing the Eternal Conflict by flashing back to it. We loved the concept of angels pouring  down from the sky like a waterfall of diamonds into an ocean of demons, but there was no way we could create such sequences and still ship the game on time; it was essentially like adding another entire cinematic relatively late in the schedule.


That’s where the idea of the 2D animations originated. Here, we could show the same backstory in the context of a macabre, living storybook where the images come to life on the page. Through the constraint of time, we came up with the unique ‘storybook’ look for which I think the Diablo III cinematics will be remembered. This storybook grounds the sequence as a flashback -- without explicitly explaining that it’s a flashback -- and it even gives the viewer the sense that they are witnessing events with the weight of an epic, almost mythological past.
 


What technologies were used to create the intro cinematic?


Nick Carpenter: We use Pixar’s RenderMan as our primary rendering tool. It’s very good at displacing surfaces and adding both realistic motion blur and depth of field. During the development of StarCraft II’s cinematics it felt at times as though RenderMan was leading us, but for Diablo III we were able to apply what we learned during StarCraft II and get back in the driver’s seat. We also used VRay for matte painting passes, which is the modern equivalent of how 2D painters used to draw environment layers on sheets of glass to create a sense of depth.


Also, if you look closely at the 2D storybook sections of the Diablo III intro cinematic, you’ll notice that we took the fibers in the parchment and separated them at different z-depths in AfterEffects to create a 3D effect, almost like a star field.
 


Insider: How does creating cinematics for games differ from creating other forms of animation?


Chris Thunig: Much like animation studios, we are also focused on telling a story through moving artwork, but we differ in that we’re also building the story alongside a game development team. Most animation studios don’t have that dynamic, and staying in synch with the game team can be a creative process that works in both directions. For example, the Cinematics team first built Azmodan for the Black Soulstone cinematic. We then sent his model over to the game team to be designed for gameplay.  On another occasion, the Dev team sent us the environment that will serve as the setting of Act IV, and we used those assets to build the set pieces for the Act IV cinematic. Some ideas come from us and some ideas come from them, but ultimately we’re both building the same story arc, and it’s important everything fits together just right.
 


Insider: Do you think we’ll ever see a full-length theatrical movie from Blizzard Cinematics?


Nick Carpenter: If you look at the way Blizzard’s cinematics have evolved over the years, it’s a good guess that we’re likely headed in that direction. We get this question a lot, and it’s too early to tip our hands on anything specific, but, for now, I can say that we definitely hear you.

 


Thanks for your time.  Is there anything else you’d like to share before you go?


Nick Carpenter/Chris Thunig: I just want to thank everyone involved! Diablo III was one of our biggest challenges yet. It was a labor of love and we can’t wait for everyone to see the story unfold in the final game.

FROM: https://us.battle.net/d3/

While We Waited for Diablo III

8:00 AM / Comments (0) / by Diablo-III-Reviews

Putting the long wait for Blizzard's action-RPG in context.

Photobucket
FRPM: http://pc.ign.com/

 

Diablo III Finally Gets a Release Date

8:00 AM / Comments (0) / by Diablo-III-Reviews

Blizzard's long-awaited action-RPG will be available in May 2012.

March 15, 2012

 

Blizzard has announced Diablo III will launch on May 15, 2012. You can pre-purchase the game now through Battle.net.


Diablo III is one of two products expected from Blizzard in 2012. The developer is also working on Heart of the Swarm, the next version of StarCraft II, and Mists of Pandaria, an expansion to its popular MMO World of Warcraft, and has not clarified which will launch in 2012.
In recent months Blizzard has announced that a few features had to be trimmed to make this launch date, including the PvP mode and Mystic artisan. Blizzard's current plan is to patch the PvP mode in at a later date.


Diablo III will launch in the United States, Canada, Europe, South Korea, Southest Asia, Australia, New Zealand and parts of Taiwan, Hong Kong and Macau at retail locations. The game will be download-only in Mexico, Argentina, Chile, and Brazil on March 15. On June 7, Diablo III will be made available digitally in Russia.


If you want the standard verison of Diablo III, it will cost $59.99 to download and at retail. A Collector's Edition can also be ordered for $99, which includes quite a bit of bonus content. If you want to play the minute Diablo III launches, however, you're probably going to want the digital version. If you order a boxed copy, you have to wait for it to arrive before you can redeem the activation code.


Blizzard is also running a World of Warcraft-related promotion for Diablo III, called World of Warcraft Annual Pass. By signing up to pay for World of Warcraft for one year, you get Diablo III for free, as well as a few other WoW bonuses.


For a lot more on Diablo III, including plenty of coverage of its ongoing closed beta test, you can check out IGN's previous articles and videos.

 

 

 

 

Diablo III Launching May 15 – Digital Pre-Sales NOW OPEN

7:00 AM / Comments (0) / by Diablo-III-Reviews

by Blizzard Entertainment

 

The End of Days approaches…. Diablo III will be unleashed from the Burning Hells on May 15, 2012, and you can be ready to play the minute the servers go live by pre-purchasing the game digitally on Battle.net today.

 

Beginning May 15, players around the world will be able to return to Tristram to discover the dark secrets of a fallen star and begin their quest to save Sanctuary from the impending demonic invasion. To secure your place as a barbarian, monk, demon hunter, witch doctor, or wizard right now, simply log in to your Battle.net account, and then purchase and download* Diablo III, and you’ll be ready to play when the game launches.

World of Warcraft players interested in getting Diablo III for free can still get in on the World of Warcraft Annual Pass, but the promotion will be ending at 12:01 a.m. PDT on May 1, 2012. When you sign up for the Annual Pass and make a 1-year commitment to World of Warcraft, you’ll receive a free digital copy of Diablo III, an exclusive World of Warcraft in-game mount (Tyrael’s Charger), as well as access to the upcoming World of Warcraft: Mists of Pandaria beta test. Learn more at the Annual Pass signup page.

 

For more details on the May 15 release of Diablo III, be sure to hit the official press release, or head to our new Diablo III game page to learn more about the game and pre-purchase your digital copy.

 

*When you pre-purchase Diablo III, you will be able to download an encrypted version of the game that will be unlocked upon release on May 15.

FROM: https://us.battle.net/

In-Development – Class Skill Videos, Continued

4:00 AM / Comments (0) / by Diablo-III-Reviews

by Blizzard Entertainment

 

The darkness is rising, but you have many, many tools to fight it. As promised in the previous skills blog, we are revealing more videos highlighting Diablo III’s powerful class skills.

Some of these skills are previously unseen; others are familiar abilities that we’ve presented before; still others have been slightly tweaked from their original function. The videos listed below show skills that are unmodified by skill runes; they’re all depicted in their ‘basic’ form.

These videos will also find their way to the skills page. Expect more updates in the weeks to come.

Barbarian

Demon Hunter

Monk

Witch Doctor

Wizard

FROM: https://us.battle.net/

Diablo III PvP Update

4:00 AM / Comments (0) / by Diablo-III-Reviews

Diablo III's player-versus-player is getting cut -- at least for launch. Stating that "the PvP game and systems aren't yet living up to our standards," Diablo III Game Director Jay Wilson says the plan is "to hold back the PvP Arena system and release it in a patch following the game's launch."


"We ultimately felt that delaying the whole game purely for PvP would just be punishing to everyone who's waiting to enjoy the campaign and core solo/co-op content," writes Wilson, adding that all of the game's content is "just about complete."


The PVP patch will include "Arena maps with themed locations and layouts, PVP-centric achievements, and a matchmaking system."


While this is obviously disheartening news for the many fans out there who are eagerly awaiting to even hear an official release date, Wilson hopes "you'll find some consolation in the fact that soon, you'll be having a blast leveling characters, finding items, learning the classes, and perfecting builds…and that when the Arenas do arrive, you'll be all the better prepared for battle."

FROM: http://pc.ign.com/

Diablo 3 v.0.7.0.8610 (2011/ENG/Beta)

3:15 AM / Comments (0) / by Diablo-III-Reviews

Diablo 3 v.0.7.0.8610 (2011/ENG/Beta)
Diablo 3 v.0.7.0.8610 (2011/ENG/Beta)
PC | ENG | Developer: Blizzard | Publisher: Blizzard | 2011 | 9.38 GB
Genre: RPG (Rogue / Action) / 3D / 3rd Person

Two decades have passed since the demon lords: Diablo, Mephisto and Baal - swept through the Sanctuary at the head of the ruthless armies. But those who fought against an ancient evil is still stored in the memory of those terrible events.

In search of knowledge, which can overcome new forms of evil, Deckard Cain returned to the ruins of the cathedral Tristramskogo. At that moment, from the sky, flames, went the herald of the Apocalypse: blow came in the very place where in the world of Diablo penetrated. Heaven is a flame re-awakened an ancient evil. Today, the heroes of Sanctuary to defend the mortal world are designed by the raging forces of Hell.

System requirements:
- OS: Windows Vista / Windows 7
- Processor: Intel Pentium Core 2 Duo 2,4 Ghz / AMD Athlon 64 X2 5600 + 2.8 Ghz
- Memory: 2 GB
- Graphics Card: NVIDIA GeForce 260 / ATI Radeon HD 4870
- 12 gigabytes of free hard disk space
- Internet connection

Features:
- Explore the Sanctuary - a realistic three-dimensional world of Diablo III in the style of Gothic fantasy.
- Fight with an army of evil spirits from the Underworld: at your disposal not only converted the classes familiar from previous games - such as the mighty barbarian - but also completely new (naprime, sorcerer).
- Obrushte his anger at the monsters and use against the enemies of the world: arrange the ingenious traps, throw objects at enemies, hide from retaliatory attacks for the trees.
- Play in Diablo III with your friends! Thanks to the modernization of the platform Battle.net multiplayer game became even more energetic and more saturated, and the connection - more stable.

Diablo 3 v.0.7.0.8610 (2011/ENG/Beta)
Diablo 3 v.0.7.0.8610 (2011/ENG/Beta)
Diablo 3 v.0.7.0.8610 (2011/ENG/Beta)


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Diablo 3 Release Date Leak

9:00 AM / Comments (0) / by Diablo-III-Reviews

According to "MMORPG Italy", the Italian branch of Blizzard Entertainment have just revealed the Release Date and Price of the game. (Thanks for the heads up Anonymous.)
The game will be releasing on Tuesday, April 17 and the prices are €54.90 for the Standard Edition and €89.90 for the CE.


Interestingly, this wasn't the usual retailer estimation, but rather it allegedly came from Blizzard directly and it was sent to several large retailers prematurely. It also came along with their price structure which was something that never accompanied any of the other retailer Release Date "leaks", but it's something that has always accompanied a game's Release Date announcement. (That's the part I found most interesting.)


The release of this new information seems awfully close to the predicted (by Incgamers and some other whispers) March 5th release date announcement, but the release would be only 1 month away which would be quite unusual for Blizzard given their past minimum 2 months. It's something I've discussed in the past (a compressed timeline), so I'll have more to say on the subject if this Release Date ends up being true.

FROM: http://daeity.blogspot.com/