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Diablo II: Resurrected Developer Interview - New Content Isn't Being Ruled Out
vor 27 tagen
Two of the visionaries from
overseeing Diablo II: Resurrected spoke to
in a group media interview about the upcoming release of the classic Blizzard game. Studio Design Director Rob Gallerani and Project Lead Michael Bukowski discuss post-launch plans, classic bugs, and keeping the core game intact.
Diablo II: Resurrected
releases on September 23rd
, with enhanced graphics in up to 4K resolution!
The full interview is absolutely worth reading, as the pair answer a number of great questions about retaining the original Diablo 2 experience and explain some of the quirks behind bugs with the original game, but the most interesting part is that the developers
aren't ruling out the addition of new content to Diablo II: Resurrected
We wanted to build a really strong foundation before we started talking about the third and fourth floors on this building. If we misstepped on what the core game was, anything else we were doing would have been kind of meaningless. We definitely have lots of ideas, but right now we're waiting to make sure that we get the core game right. We'll have to see once the game goes live what we do about new runewords, new items, rebalancing, things like that.
Now this is a sensitive subject with widespread implications. Rebalancing and new items which enable underutilized builds would be a fantastic addition, but there's even potential for expanding the end-game with brand new content, or even addressing some of the quirkier design aspects of the game -
defense while running
, or the
reliance on Teleport
are but a few examples. On the other hand, purists may not be so fond of changes, especially if they lead to messing one of the features which helped create the game's long-term appeal. D2:R seems to be all about choice though, with even minor new additions such as updated graphics and auto-gold pickup being toggleable in order to retain the original design, so if the developers
to add new content, it seems likely that it would exist as a separate game mode alongside the original versions.
Enemies block the way in, mercenaries block the way out. Minion AI is another common complaint within the original game.
This is only a
for the future however, and will likely depend greatly on player reception and whether D2:R retains the same long-term appeal which has built-up such a dedicated fan base. In the meantime though, Resurrected is the same game fans loved 20 years ago, updated for a modern era.
Diablo 2: Resurrected is not an iteration on the franchise. It's the game we all remember, brought into the current era where we're no longer worried about someone else using the phone line while we play with friends.
Though that doesn't mean the game can't end up iterating on itself if it proves successful. We know that the official ladder isn't starting with release on September 23rd, but will be delayed in order to make sure everything is working properly so that the competitive aspect is not compromised. However, that shouldn't stop players from accomplishing things either, as all previously ladder-only items, runewords, and events will be available in both on and offline play in D2: Resurrected - the ladder will be strictly for the sake of resetting the economy and competition. Other Resurrected changes are more subtle, and were even scaled back during the design phase in order to retain the original feel of Diablo II.
When asked about modernizing the visuals of the game and some of the issues it created elsewhere in the game, Bukowski said the art team had a rule that kept 70% of the original feel with 30% leeway to make changes. There was a struggle to balance the darkness of the game with modern realism and global illumination. Bukowski explains:
There was one point in time where we went even further from a lighting standpoint. The graphics team really wanted to look at how to do some really sophisticated global illumination, for example. And it was clear that if we enabled that, light was going to bounce in too many places, and we were going to end up with a game where the visibility was going to be different from the original. And that's something we absolutely could not have.
Gallerani then chimed in to explain that the team never wanted the player to have more or less information when toggling the graphics.
While it's clear that Blizzard and Vicarious Visions have put a great deal of care into Diablo II: Resurrected, there are some serious concerns with the game's longevity, and the news that we could see new content may be exactly what is needed to keep the game alive beyond the honeymoon phase. Although there are a lot of fans of the original game, modding has been the only thing keeping it alive for many more, and the announcement that
TCP/IP support was being removed
has been a huge setback to those looking forward to another 20 years of Diablo 2. While this change doesn't entirely stop modders from working their magic, at best they would be single player only - BrotherLaz of MedianXL explained briefly on the official forums why this means
it's unlikely that the bigger mods will make their way into Diablo II: Resurrected
. Although it may be a great remaster, it is still the same game, and so there's some question of how long new graphics and minor improvements will hold widespread attention.
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