![]() In Diablo 3 things are different, but we’re not trying to ‘fix’ Diablo 2 or progress it. With the way the system works in Diablo 2, almost any character can equip almost any kind of gear, meaning there is no one right answer on how to play and the game ends up being more about getting that one item or making that one build instead of just increasing the difficulty. Robert Gallerani: We were amazed at how incredibly strong the community of people is who still play the original game 20 years later. Overall, we wanted to remove barriers to playing the game.ĭo you think Diablo 2: Resurrected has enough to offer to keep players engaged long term? There’s also accessibility features we added like a color blindness mode, font scaling, control remapping,… And more languages have also been added. So you’ll notice bigger characters and a way to easily hit play and invite friends. The world has changed since and consoles were also something we had to keep in mind. How you get into the game, however, is something we did focus more time on. Robert Gallerani: We didn’t touch anything that would mess with the regular flow of the game, meaning any changes to balance, drop rates on monsters, resistances,… were off limits. How much did you have to tweak to turn Diablo 2 into a modern game? There was no room for error there, both from the design side and art side. ![]() What was your biggest fear going into Diablo 2 Resurrected?ĭustin King: Getting the feeling right from the beginning was important. About the development of Diablo 2: Resurrected
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