Gallerani says as little under the hood was changed as possible, including leaving rougher edges that would likely be sanded off were the game made today. So how much of it was a certain color, its silhouette, how it moved? It still had to communicate the same thing." If you looked at the HD and you looked at SD, they should share the same profile. Gallerani explains the team employed a rule of 70/30, where 70 percent of what was on screen had to be there originally but they could take creative license with the rest. But adding modern levels of visual fidelity means inventing detail that never existed originally, particularly on weapons and armor, creating a balancing act between modernisation and keeping the essence of the game intact. The most striking change is the visual upscale, which walks the line between remake and remaster by updating the graphics into 3D with sleek 4K and 60fps while maintaining the original's grim, gothic aesthetic.Īnd players will have plenty of opportunity to compare the two versions, able to toggle between them at the press of a button. we're not trying to recreate the game that was, we're trying to recreate the game that people remember it was. "We're taking people's childhood and we're almost preservationists bringing it forward for a new generation. And we couldn't get that wrong," he told Newshub's Free to play Podcast. "If you look at the crown jewels of Blizzard, this is probably one of the biggest ones. It's a responsibility Diablo 2: Resurrected design lead Rob Gallerani does not take lightly.
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