This is the feedback I can give concerning artstyle, I think some problems are major, others are bearable. Of course I can do mistakes and the list is probably far from complete.
At this Blizzcon, I have to say I first and foremost liked seeing you being honest and open to criticism. Then, yes Iāve been blown away by the fidelity of the models, of the scenes, of the environment, and of the lighting. The game is still far from destination but you proved you worked hard so far, so Iām glad to give my sincere and detailed feedback. I hope other members will discuss my points and add more to the list.
(please close the images after watching them or the server is flooded)
Cinematic
Not enough subtle and undertone. One does not need to show every monster or everyoneās face attitude. Stop making sure every child understands. Too much talks. I feel like the tomb runners behave and talk like people from our times, more than from the middle age. Their hairstyle look too modern. Otherwise, it is superb, itās creative and visually striking and sets the tone.
Gameplay video
The way the narrator speaks is misplaced āOld friend, Hell is coming Brother, hell is comingā sounds too modern and recent. (ādude, bro, manā).
Historical timeline
Renaissance references must be removed, it is too recent. Renaissance starts in the XVth century along with the rise of powder weapons. Castles and architecture become more decorative, Arts come back to its Roman roots: sculpture, fashion, sciences, architecture, philosophy. After the fall of the Roman empire at the 5th century, most arts and techniques were lost across Europe (this is why diablo1ās church has very thick walls and small openings. Because people could not build as well as the romans). Itās the start of the medieval times until Renaissance (re-birth) which goes back to Roman art.
Diablo is medieval. Medieval art must NOT be busy, itās rather non decorative, functional and modest. (Gothic being the transition between Middle age and Renaissance). Baroque style is even more recent and this is the mistake every RPG always make. https://i.ibb.co/5xSXXKb/baroque-style2.jpg
I understand Renaissance paintings served well to communicate ideas among designers, but they should not be taken at face value.
- In this Renaissance painting, this type of cloth is from the Antique Roman time, And should not be used in Diablo.
https://i.ibb.co/gv1mTJL/d4-renaissance.jpg
- This statue must be removed (huge mistake)
https://i.ibb.co/t8Cqv20/diablo4-statue2.jpg
. This is Renaissance or Roman. Rome had no influence in north celtic shores. A huge bell over a cave is unrealistic. - donāt exaggerate size of statues and of objects. Size make the game more impressive at the expense of being less realistic, it alters credibility and immersion. (makes it look like Stormwind or lord of the rings gates of argonath)
https://ibb.co/dQHrJ5m
- Big monsters like this pacific rim world boss, canāt fit a medieval theme. Bigness is a problem taken from WOW to d3. Once you are level 40, a level 15 world boss is ridiculous. Bigger = Stronger is BAD design. What will happen for the extension Diablo IV Cataclysm? Independence Day movie? Start clean and classic. (In the middle age, evil is small, hidden, vicious, because people fear deceases, architecture does not allow much light to get in and it increases insalubrity)
- Treasure goblins belong to high fantasy and must be removed. Key dungeons replace them. Goblins alone are fine.
World
Staged mini encounters are not convincing, repetitive and unmemorable. :
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These ghosts look cartoony must be removedā¦ The humor of the scene suit children, comparable to āMeat, goodā
https://ibb.co/Hg1cWXX
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āHelp meā stay in the middle of the road, 30 meters of town, the woman can literally run to town but stay in the middle
https://ibb.co/stLX1NW
. Too staged. -
Cutscenes are not convincing (character crawling). A game needs Structure. Diablo has a classic isometric the way to contrast been has been cinematics. Cutscenes camera angles are uninspiring. Custenes look like half baked cinematics and become very repetitive. Cutscenes never render well, and instead of seing high poly, we see how pixelated it looks.
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Zooming loading screen does not bring much. In movies, most classic scenes have fixed cameras. Moving cameras fit action and sport movies. The loading screen must contrast with combat and look solemn.
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Static maps destroys exploration. Outdoors should be randomly generated to encourage replayability. There is no immersion when people rush from A to B. In the demo people know exactly where to go without knowing any quest.
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Both worldmap and local map look cartoony
https://ibb.co/68k8LQF
. Itās a copy of wow and d3 and it has to be fully reworked to feel more authentic. Green arrow must go, colors must go, -
The yellow arrow working as a GPS must be removed. It defeats the purpose to read quests. Time must STOP in town.
None of the demo streamers have red the quests. NONE. They all skipped the quests and followed the arrows. it defeats the purpose to be on our own in this world.
Itās more satisfying to do a quest when you understand what itās about, then must work and THINK by yourself .
Just like working in real life: you appreciate your salary when you understand and know the goal of your task.
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Showing the World map of the world is very questionable, it kills immersion. Maps in the middle age were rather inaccurate, expensive, and very incomplete (many parts of the world were unknown) Only people of power could afford getting maps. Maps were not designed for an effective travel. (I am not expert in this, but I feel like itās more a conquest and political instrument)
http://a54.idata.over-blog.com/0/11/17/04/patrimoine/carte-colomb.jpg
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The auto map should look like a simple path, it must look like a mere idea or sketch, like if the adventurer were taking notes of his itinerary. It is NOT a world map he is drawing. It adds to the sense of being lost.
https://ibb.co/4ZVFCwQ
Inventory
- Inventory and items are still looking like d3 with this useless color wallpaper. Bake 3d models and apply the right lighting just like in d2 ( at least some items)
https://ibb.co/7K8kCNW
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potions look cartoony, Runes look fine
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Icons look cartoony, gold icon looks too modern. Perhaps one should simply display text without icons.
https://ibb.co/m8XqWp5
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The interface must look and feel like mechanical shifting elements. Like a stone or a metal toolbox D2ui
https://ibb.co/r6tjr8r
. Paper is not convincing in its current iteration and too western medieval connotated. Close button: look for d2 and add a hover version of it if possible. -
The image of the character must be removed, one is enough.
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The image of the item must not be repeated. Items description need more solemnity and less color text.
(a very modest proposal of direction with less colors:https://ibb.co/k1M69Cm
)
UI , Labels
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The labels and windows on the screen are positioned on too many different spots. Again, keep it structured and simple and look for d2 always left or right.
https://ibb.co/99kgMpN
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The dialog box of the npc must always be the same one. The text must unroll as the npc speaks, to slow the pace of the game in town. Because the texts unrolls, you can now right MORE Text in the dialog box
https://ibb.co/NVKJQJR
. Town must have purposes, the players must read the quests to actually play and understand the quest without GPS yellow arrow. ITās the only way to enjoy and understand the game. The player must be imbued by the gravity of the quest. -
Label names over the other characters should be off by default, and activated on hover just like any unit. (Or On on both by default)
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Clock must be removed. The interface should be clean and immersive. Movies donāt include the clock. Diablo is not a utility software. /time is enough.
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This label is too clean, too smooth. Keep it simple and remove the gradient, keep one or 2 fonts for the game.
*Times font from the Roman or Renaissance. Again itās simply wrong. Roman art and techniques were lost and rejected after the fall of the empire.https://ibb.co/MydQxzJ
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Rework the flashlight when a unit takes damage, blood bleeding instead. Red halos around selected units donāt feel natural
https://ibb.co/M2M1BF6
. They should be highlighted hover just like in the firecamp selection screen. -
Quests must not reward exp and money like in wow. Why would saving someoneās life provide money?
https://ibb.co/TLPPWWb
Why would saving the world give money? Each quest must be unique to provide diversity, not kill 12/12 zombies. Quests must serve diverse aspect of the game and not just leveling up. -
In the character screen selection, the background must be defined, there are multiple background with undefined shapes.(Landscape photography). The foreground is right, excellent.
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The cartoony barbarian icons must be removed. Nobody drew these type of icons 1000 years ago.
https://ibb.co/KhPKnFw
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d4 logo looks too modern. The shape of the font is too sporty and the material too shiny. This could be the logo for the movie Saw IV, or āMurder in the shopping mallā.
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Orb decorations donāt seem to match any historical artstyle
https://ibb.co/KXPDSRb
Overall, the game needs more solemnity and structure. I hope you will find some of my points helpful, and hope other members will discuss some of them further