Through an inordinate amount of effort and detective work, the actual gallery has been located and can thus be viewed here:Quote fromcan some one please send a link to the actual Artwork, I can't get around that site
http://www.krawall.de/web/picture/pic_id,137678/article_id,0/news_id,32363/position,137678/game_id,0/wins_id,/s,,c
One would do well to save said images should they again decide to take advantage of increased traffic and misdirect one towards the account creation page.
Of interest is this clear shot of Diablo's head. Should one increase the viewability of his darker regions, one notices interesting horn-like details:
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Thus, one concludes that the Barbarian did not lose much of his abilities. Instead he has built upon his existing skills and will now attempt to surpass them with the latest installment in the franchise, which one finds akin to surpassing level 99. Perhaps now, with a great deal of experience under his horned belt, the Barbarian may finally become a Hurricane incarnate.
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Should one then proceed with the video towards the inventory scene, one finds a lack of said rune within the confines of the Barbarians bag. Coupled with the coincidental naming scheme to that of usable attributes, one may thusly conclude with an adequate degree of certainty that such runes may in fact be consumables, similarly as what one would expect of health-potions. As to what effect such consumables such items induce upon characters, one finds that to be up to discussion at this point. Energy runes may replenish ones energy reserves, perhaps in much the same way as lethargy runes replenishes ones stamina reserves. Power runes, as one may speculate, may serve a different benefit, perhaps that of a temporary strength buff.
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Allow one to break it down upon those who are not familiar with the concept such that individuals not again become confounded nor disoriented thereby allowing oneself to inexplicably post regrettable remarks with the intention of discrediting, but which only achieves the contrary.
In the most simplest terms possible, the aforesaid is but an indirect communication exchange between artists. Initially, one recognizes and notes the specific techniques used in a piece of work through detailed analysis where such was not recognizable prior. One could of course immediately, loudly, and directly blurt out ones findings as one would expect a cure for cancer. Unfortunately such a course of action provides insufficient personal satisfaction to one. One could do better considering the level of effort placed upon said work. Thus, through a quasi-humorous and faux-understanding sort of way, one makes light of such observations towards ones counterpart. Thus, the revelation is achieved without making or allowing oneself to appear as that of an inexperienced bumpkin.
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Apparently it was originally intended as a small 'Bandit" city.
Here is another sketch for the same city, this time one finds it to be a touch over-extravagant:
And thus, the final iteration below appears more in tune to reality. A warm Middle-Eastern city:
One may remember this form a magazine of which the name escapes me. An excellent wallpaper material should one consider such:
One may grab the full uncompressed version here:
http://img381.imageshack.us/img381/3996/tristramchurchartworksz2.jpg
Another look at the shanty town known as New Tristram:
On a final note, should one observe the previous difference-layered image...:
...one notes that the trees in the background are not those of Tristram. One instead finds them to be canyon trees, adjacent to a desert waterfall:
Thus ends the third artwork update.
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Moving onwards, perhaps some have already familiarized their visual organs with the WWI discussion videos, but for those that have yet to sense the funny tingle in ones cerebral cortex, let us witness several interesting tidbits revealed in the video.
First up is a better look at the city of Caldeum:
Here is Skovos:
This is an Angels eye view of Skovos:
Various NPCs in Caldeum. Of interest is the vaguely clothed thigh-strapped female in a particularly provocative position:
Here is a wagon which one finds in a mine, perhaps a gem mine. An interesting look into possible encounters within such locals:
This is another interesting look into the possible gameplay. A skeletal spawner, one which spawns a particular type of skeleton based on glow-color.
A closer look at our large demonic friend:
Finally, one notes these two artworks from the Artwork trailer:
The geology on both artworks appear synonymous of mountainous and arid deserts. Thus, should one reason out its possible location, of which is near mountains, within a desert, and has a river crossing it, one finds this to be at or near the city of Ureh. The end.
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The second lower right-most image is not that of an Amazon however, one can but compare such to the artworks in the Media page to confirm oneself:
http://www.blizzard.com/diablo3/media/artwork.xml#5
The lower right-most image is not clear enough for one to make a definitive determination. However, it bears a slight resemblance to Cain down below. Although certainly, one will notice that the background is of a different hue:
http://www.blizzard.com/diablo3/media/artwork.xml#41
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Another excellent find. Many of the artworks have already been seen, indeed one notices the new scene of the marketplace among such. Four new artworks are apparent, and one of interest is the dock scene. Should one take note of the background environment, the distinct construction style of the ships, as well as the weather, one might be able to place this in a general location within the world-map. The large ship appears indicative of a European design style, whilst the smaller ships appear to resemble fishing or trading boats of middle-eastern origin. Thus, should one base this according to the map, one notices two locals that fit the description. Tur-Dulra and Gea Kul appear to match this conclusion. Should one then adjust the contrast to better discern the details, one notices a Kurast stepped pyramid in the backdrop. This then rules out Tur-Dulra. Gea-Kul and Kurast docks are therefore the most likely contenders due in part to their proxmity to Lut Golein.
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Perhaps the only artworks that are of interest are those under Raneman. Although upon first glance they appear to be clues for the new game, those that are familiar with the lore behind the franchise would be able to immediately recognize them as bookcover artworks.
It is indeed an excellent find nonetheless. Should one take but a closer look, one will notice health and mana potions being sold, as well as weaponry. Thus, one could come to the conclusion that this might be one of many safe-haven towns or cities. Although several of the other concept sketches appear to suggest monsters roaming such streets. One then wonders whether an initial safe-haven town for players could eventually become a hostile locale filled with monstrous beasts as one progresses in the storyline. Should such a scenario take place, one would indeed find that to be 'wicked-shat'.
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One may not be expecting of disappointment however. The developers have realized this from the onset, and thus have made changes to the rooms as a response to this slight handicap. As one notices in the gameplay video, monsters do not appear to stand or lounge around next to doors. Should one enter a room, one would be required to penetrate it deeply before one observes monsters. Since one would also not know what monsters lurk in such a room, deeply entering such may prove a risky proposition, of which such creatures may surround oneself. Thus, the unexpectedness, surprise, and risk factors are all adequately captured.
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Contentment gained through such would in fact simultaneously circumvent that of visual stimulation and directly elicit certain involuntary reflexes. One would thus be required to tame the beast of ones mind as it were, with the purpose of preventing passing onlookers from discerning certain physical protrusions. Both together are a particularly taxing, yet supremely fulfilling mental exercise.
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Perhaps another argument to support this reasoning can be offered by one of the developers himself. According to the MTV interview, the engine was not built to handle 'smart' lighting of the sort being debated by the community. One would expect that should such a system been successfully tackled, that they would not find much difficulty in implementing the 'cool' light-radius system as mentioned.
Thus, should one consider all three factors, one may find the conclusion a bit of a disappointment.
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http://www.youtube.com/watch?v=w44SmMFy5Dc
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One notes several interesting minor changes between both creatures however. The headgear has been altered from the twin short spikes on front of the head, to that of a singular spike on the front, as well as another shorter one at the back. The flappy stripes of cloth at the sides of the creatures head has also been replaced by several pieces of chin-shields. The shoulder spikes have been toned down slightly, and the wrist guard have been altered.
The height of the creature in the gameplay video did not appear to be significant compared to other humanoids, much less of the player, and certainly not to the scale of the damsel featured as comparison. Thus, taking that into consideration, one can conclude with certainty that the applicability and validity of the sketch can be disregarded when one compares it to the current state of the game.
One notes with interest however the alternate scenario this blueprint sketch may have initially served as. The gigantic proportions to that of the gameplay video does suggest it was originally intentioned as a boss-type creature. Should one find that scenario to have some basis in truth, one could theorize that the lady might also have been an initial and incomplete sketch of Ms. Pain. One wonders whether such a large creature might have proved to be a far more formidable opponent compared to the average weakling the gameplay video reveals it to be...