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Post by KostaAndreadis @ 12:18pm 08/09/21 | 0 Comments
Diablo II: Resurrected is out later this month, and it's headed to all platforms. Naturally, it's coming to PC and as per its initial reveal it will support UltraWide setups -- these being those cinematic 21:9 and 16:9 displays. Or, the amazing LG C1 48-inch 4K OLED running in a custom UltraWide resolution. But, following on from the Alpha and Beta tests Blizzard is making some changes to "honor this timeless classic".

And with that it turns out that seeing more Diablo II real-estate does alter the game in some way. As per this new post.
In the Technical Alpha, players with Ultrawide hardware saw their full 21:9 screens utilized during that test. However, during that test we identified limitations affecting those players and others. For example, the AI failed to sense the player and trigger attacks. Furthermore, players with 21:9 monitors were able to pull many more monsters into battle at a range limit beyond the original game’s intention. In a scenario where players (for example: playing a ranged class) were attacking monsters, players with 21:9 monitors could hit enemies with that extra screen space, but the monsters would not pull or react, but could still be defeated. Ultimately, the AI doesn’t register getting hit from that additional distance a 21:9 monitor provides. That’s not intended, especially if you’re sharing a game with a 16:9 user.

Which makes sense as that could be seen as something of a cheat -- going ranged on an UltraWide. And so at launch Diablo II: Resurrected's screen real-estate will top out at "19:9 (the maximum length of the in-game limitation zones) with a vignette on the sides of the game screen". Blizzard apologises for the change, though it's one we agree with on the account of Resurrected being a faithful remaster as opposed to full-blown remake.

Diablo II: Resurrected is out September 23. And you can be sure we'll be playing in the almost-UltraWide res of 19:9.

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