A very nice video collection that makes you want to dive in there yourself.
Atmosphere topic
The environments feel very authentic, which is very nice. Iâve always enjoyed Titan Questâs environment as well, because it also felt very very inviting and ârightâ back then.
I feel the same way when I look at this scenery. So there you go, youâre on a good path.
Also, the cheesy and cartoony is gone, which is really like redemption. D4 is much closer to D1 in terms of atmosphere and visuals than the other two titles, and thatâs something to be commended.
The monastery of Orbei sounds like an abandoned, mystical place and promising, e.g. to build in a secret that you donât even notice on your first visit there. Only later, through decayed texts, legends and myths told by locals, you will find, for example, always parts of a stone plate that have a symbol eingraviet. If one has found all parts, one must put this ornament together again, which can function over something like the cube as in D2, which filled with further âingredientsâ and on an altar put then its work performs.
If one has now restored this âbowlâ in the form of an engraved stone, it fits perfectly into a dusty not really noteworthy indentation in the cellar of the monastery of Orbei.
Thereupon, an old, dusty, spider-webbed stone door, which was not at all recognizable as such, moves aside to reveal a spiral staircase leading down.
There, an ancient vault awaits the player. The deepest secrets of the Order and perhaps a dungeon. Here there is even an enhancement version of a spell for a certain class, and gladly visually. So that it represents a choice and also has a coolness factor.
But before you can enter the dungeon in this vault, you must first reactivate the three seals around the entrance gate. The things needed, you can find in the vault⌠But do not make a mistake in the order of the activation of the seals, otherwise in the interior of the dungeon threatens in each case other scenarios that will be very painful and punishing and that should also be implemented noticeably for the hero.
So Iâm convinced of the environment for now, at least what I could see.
Now it is still a matter of making the world a place that you live through and not rush through and everything was for the catâŚ
The hero should distinguish himself from the other heroes. He himself should also tell his story and bring. But not put on, but simply coherent with the time conveyed.
Also he could suitably also times a word to certain areas say, e.g. if one comes as a player for the first time to a certain monastery. Something that breathes life into your own hero and he grows on you.
Then itâs always important to say, take the speed out of the game.
Definitely take the feeling out of the game that youâre just working through quests. This must not determine the gameplay and be superior to the game world, but must have an accompanying effect and also feel like a reward for your own development, so rather less, but more profound, longer in the way and interesting implemented. Connected to the way the class itself works would still be important. Also how the inhabitants of the world react to the hero, depending on skill and class differently.
A druid with his wolves will quickly demand a lot of respect and this should be noticeable to the NPCs, for example.
But the wolves should also come across as the druid completely controlling them and not posing a threat unless he tells them to.
Then there also has to be a sense of not just wanting to get to the end game, that is, racing through the game. The journey is what makes it.
The development of the class associated with efforts, mission missions, guilds, orders, is just as important and must necessarily be oriented to the class and skill tree.
It is clear that a shapeshifter druid needs a completely different background than an elemental druid.
In the end, such an RPG must feel like all parts of Lord of the Rings and The Hobbit, viewed as a great adventure.
The journey and the experience, the development and the atmosphere, peppered with highlight and with tension, makes the game great.
If you can pull that off and make it a game as well and not an end-game competition, then I foresee a great D4 future that can be long-lasting as long as you keep the world in focus and expand and deepen thereâŚ
Currently, you have again collected a few plus points with what has been shown. The atmos is definitely strong and I will watch the videos a few more times. Especially when itâs dark outside, then I recognize more
All the best