Tendo City

Full Version: Diablo fuckin III!
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Ah! Well here's my opinion on that. In dungeons, it's an interesting effect. However, I'd say in fully lit areas it should, if anything, only do a "line of site" view like in Ultima and some other games. Basically, just obscure things on the other side of walls.

I hate it when games create an artificial "you can only see this far" thing in there, which makes no sense unless there's some opaque layer that obscures light bit by bit, like say a FOG. One annoying thing about Metal Gear games is the "cone of vision", at least in terms of realism. There's a guy down the hall, but that's WAAAY over there, I can't be expected to see that far... even though I can make out stars LIGHT YEARS AWAY like every other creature with working vertabrate eyes.

I've got this big monitor, let me use it.

I will say this. The guy's explanation of the rainbow as being there because "the physics of light work differently" doesn't really add up. How could any explanation of the light there be internally consistant and allow for it?

There's plenty of good explanations in a magical world for it though. For one, solid rainbows that actually exist rather than being illusions as a result of defracted light, or extra light sources within the waterfall, because there's something magic in there like a fairy... or a necromancer... or a fairy-mancer.
A Black Falcon Wrote:Oh, sure, the art style is okay... it's just identical to WC3/WoW's art style, while before Diablo was more different.

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Exactly the same!
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