The fact that we have this huge list is awesome.” ![]() If it’s ‘hey, here's my personal preference’ well let's make sure we go through the bugs and other things first. The next thing would be if it's betraying something, if something doesn't feel like Diablo, that's important. “If something isn't communicating how to play the game, that needs to be fixed. “But when there are things we agree with, we can push them a little further.” “We do prioritise things though,” Gallerani continues. ![]() It's awesome to see them share how they feel about it.” “We can't promise that we can or will change everything,” Lead Artist Chris Amaral adds. “The community has been amazing, we have sites of people putting together surveys and PowerPoints for us. The game is still a work in progress - this was a tech alpha - so even from the design side we have a lot of thoughts about quality of life updates and ways we can make them better.” “A lot of the feedback has been specific, low level, little things across the board,” Gallerani continues. “For the most part people really liked them,” Gallerani says. The team also wanted to gauge the fanbase’s reaction to some of the small quality of life changes that had been implemented, such as automatic gold pick-up. ![]() “And you can't communicate that unless people play it.” For the team having Resurrected feel like Diablo II was the priority, and that filters through to the new visuals, the remastered score, the shot-for-shot remake treatment the cinematic sequences are getting, and of course, the gameplay. On the Technical Alpha“We wanted people to feel how it plays, and to make sure that it felt like they remember,” says Rob Gallerani, Principal Designer on Diablo II: Resurrected of the recent alpha.
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