![]() Steve Fawkner: Five years is a long time in terms of game design everything moves so fast. From what we've heard, you don't plan on going with a classic feel. Diablo III is the latter, it's bad even by the dubious standard by which it's fairly judged.IGNPC: So it's been a good five years since the last Seven Kingdoms game, in which time we've seen a fundamental shift away from the design model you worked with back then. Sometimes Michael Bay gives us Transformers, sometimes Transformers: Revenge of the Fallen. Jimmy, I might've forgot to mention this, but I'm probably totally gonna have to kill her. ![]() Zeratul, she's slaughtered millions of innocent people. ![]() and all this time, you had a can of ZergAway in your pants. Zeratul, that was four years BEFORE we even met! We went through hell together, teamed up to kill the Overmind, and saved Shakuras. I, uh, picked it up at a garage sale on Braxis maybe 8-10 years ago.Ĩ-10 years. I've got a can of Xel'Naga ZergAway right here. Raynor looks out the window, bottle in his hand.īut you totally can, Jim. Imagine if, instead of stepping out of the shadows with dire portents and some nifty Protoss missions, Zeratul's scene with Jim Raynor had played out like so: Longtime series fans will be left blinking in bewilderment wondering what Blizzard was thinking.Īct I closes with a strong cinematic and the story rolls along merrily enough through Act II right until the end, when a one-two unveil casually rewrites the plotline of the entire game and scarcely no one notices. The designers attempt to invoke the Worf Effect to pump up the credibility of a new villain, but the chracter isn't strong enough to sustain the role. D3 kicks off strongly with a great callback to the first game, but staggers badly in the latter half of the first Act. And there arose a war in heaven, in which celestial fought celestial, for the future of mankind
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