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http://www.penny-arcade.com/comic/2011/8/8/sound-and-fury/
(For the record, I strongly disagree with the idea of a constant internet connection to play simply because of poor residental QOS that exists in the US -- but its not stopping me from buying it).
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1) Texture design. I don't find the large single colored, low detailed, surfaces to be very appealing for the Diablo world. Everything is shaded rather than shadowed as well. Bottom line, this is the 'cartoony' argument where the expectation of Diablo is more of a sense of realism, not a flat surfaced, low detailed representative world like World of Warcraft is.
2) Spells effects. First the follow the same simplistic design that the general world textures follow. They are flat, single colored and lack detail. Their coloring also makes little sense. I'm not sure why arrows being shot need a bright pink tracer from one skill then the next skill its using the same tracer effect but now its colored bright green. I'm not necessary against the use of color but they need to be more restrictive of the palette per class and some thought in what the spell actually does needs to be applied. There's no reason for necromancy death magic to be colored bright orange for example. Necromancy spells should be restricted into the realm of greens, blacks, grays and maybe violets so they are proper visual representations of their effects.
3) Character design. http://www.mydiablo3news.com/wp-content/uploads/2011/04/Diablo-3-Level-Cap.jpg . They just don't look good and looked ported directly from WoW. This is straight up an argument of "I don't want Diablo III to look like WoW." But all of the character and enemy designs are near exact model ports of WoW models. I don't have much more justification on this one other than this isn't Diablo 'closer-to-realism' styling in my opinion.
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