Office Blizzard edition of Game Informer made a couple dozen concept art Diablo IV – some you may have seen on the Internet previously, but others are published for the first time. Reporters also interviewed the developers about the key aspects of the game.
Art Director John Mueller (John Mueller) on a more dark style of Diablo IV:
I was very glad to have the opportunity to create a world and setting is really similar to the middle Ages. We started with a return to the basics of what makes medieval fantasy cool. While you think about demons, angels and humanity at the heart of this conflict, it is actually rooted in our own history, so we turned around and looked at the many medieval art objects, armor and weapons… We wanted to create something like a medieval masterpiece. We wanted it to look like something out of those times. It is a kind of European folklore.
Mueller about the main villain – Lilith:
I think that in the “Book of Cain” was a single picture [Lilith]. Because it is so widely represented in the new game, we have much to rethink. We wanted to make this demonic character credibility, so it’s not just a demon with red eyes. She is the Mother of sanctuary, and she’s back. We want people to want to know her story.
Muller on the relationship monsters and locations:
Now we have a family of monsters who live on the coast. Corpses crawl out of the oceans and inhabit the biome. And we can make Hazra descended from the mountains in or out of caves, so you better feel of the location. I don’t know if we have such a sense of space in the previous Diablo.
Mueller about the design world:
We showed continental map of sanctuary in the previous game, but the level of precision is now much higher. It’s almost like the version of “Google Maps”. Every place now continued another, so the depth that we add, very impressive.
Game Director Luis Barriga (Barriga Luis) on the comparisons with the previous games in the series:
Take a look at the composition of classes in Diablo II – it’s beautiful. Each Diablo can have the same composition classes and stay good. Take a look at the combat system in Diablo III – despite the fact that there are games and newer, new seasons make me return trikvel. How many years have passed since the release of the first Diablo, but I still remember many moments from there. I can’t tell you how over any other RPG of the time, but I can say about the end of the original Diablo.
Barriga about the horses:
It is an RPG with a large world. We looked at some of our favorite open world games, and they all have horses or their equivalents. We thought how to work the mounts in Diablo. One of our rules is that the game has to be Gothic, medieval and dark, so we decided that there is nothing more medieval than a horse. In my opinion, is ideal. In Diablo we follow the way of customization. For horses provides armor, capes, horseshoes and trophies. One of our trophies very cool is the demon’s head.
Barriga about the new open world:
The world was created manually in order for the sanctuary were alive and believable. We understand that one of the most important components of Diablo has always been randomized locations, so they too found a place on the map. Elements, access to which you had received through the interface and menus are now located on your map so you can see for example, boss, dungeon, enemy camp or city.