[QUOTE="PuRe_CaNaDiaN_"][QUOTE="zebruter"] i watched the 20 minute trailer last week and i was impressed most by the somewhat destructible environment and using it to help destroy enemies. while this thread has mainly focused on the color scheme, my concern is with something else.
in particular, the siegebeast thing was absolutely HUGE! and this was just a mini-boss? i realize that some of the enemies and creatures in diablo and diablo II were pretty fantastic, but there was nothing 100 times the size of your character. sure, diablo towered over even the barbarian, but that was as it should be; defeating him was difficult and a major event in the game and his size demonstrated that. but when a mini-boss's toenail is larger than your character, how can you fight it and make the game feel even somewhat believable? diablo isn't meant to be a realistic game, but that siegebeast kind of puts it over the top. i'll wait to judge the game after more has been shown by blizzard, but i'm a little concerned about the corniness factor more than the colors at this point.
z
fireandcloud
I think I'm going to start ignoring TeamR, as I don't think he reads beyond the concern and takes it as a big whine. But, what I think zebruter is getting at is that within the context of the Diablo universe, large massive beings seem out of place. If say in LOTR books Tolkien suddenly added a monster truck, while a fantasy universe it would feel out of context to the reader. He's just arguing the same principle but of something not as extreme.
Anyhow, interesting point. Still, I think Andariel and Duriel were both of fair size and would consider them more of mini bosses (read: not the prime evils). So, as long as we're not fighting 20 of those at a time, I can understand them being in the Diablo universe.
With all that said, I have a little doubt Diablo 3 will be a great game, but is it wrong to just wish that the game would be tailored to my preferences?
hmm... i dunno, z. i think it was mainly the limitation of technology that didn't allow for them to make big monsters. by looking at the design of the butcher in diablo and diablo in diablo 2, it seemed to me that they wanted something physically menacing, but they just couldn't make them any bigger, because - well, if they did, they'd take up the whole screen. plus, just because there HASN'T BEEN a big enemy in the past doesn't mean that there can't be.
fnc, i'm okay if blizzard wants to make a big boss for say the end battle. it just seems that for a mini-boss to takeup 3/4 of the screen seems too much. thinking of the bosses that i have faced that were big, i come up with typhon from TQ and the pit monster thing and nihilanth from HL. typhon was tough, but he was the final boss of the game; he wasn't a mini-boss. the same goes for nihilanth. and while the pit monster was what you could call a mini-boss, you couldn't use ordinary weapons to kill it. you had to essentially launch a rocket right above it. it just seems too crazy to think that i'm going to kill a siegebreaker with what amounts to a couple of toothpicks. i guess my point is that the boss doesn't need to fill the screen to make it tough. diablo and bhaal were tough SOBs in D2 without being excessively huge.
perhaps blizzard just wants to show off what they can do with larger models. i haven't played WoW and maybe that's part of my thinking in what i was expecting for D3.
z
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