For Diablo II: Resurrected, that contains the game and the Lords of Destruction growth, 1 way to consider it's because rotoscope or tracing sense. Using the underlying assets and match for a way to Diablo 2 Items push the 3D layer. In addition to taking each and every part and recreating it, animating it, including textures, and light too -- that the challenge mainly derives from the nature of going 3D.
"When you have a sprite-based 2D world it's a flat thing on a flat thing. And today you have stairs with altitude, you have undulating ground that a sword has to fall onto. Even simple things like readability become a challenge, such as a Paladin's Aura. The way which you're able to see the Aura very clearly tells you you have that specific Aura. Imagine if you are walking into a grassy field as well as the aura has been obstructed by grass because that's 3D now and it's physically on the ground and growing up through the Aura.
"The backdrop could be fancy cushions, it may be piles of skulls, it could be sand dunes, but it is really only a flat picture," Rob Gallerani explains. "When you drop a sword, that is a 2D sprite. It is just a horizontal sprite and it sits on top and you will see it. As soon as we have a 3D sword resting on 3D skulls and tough things, we can not only have it be there because it would clip through all those items. So we must make sure it leaves on a pass that's in addition to these things. There's a good deal of loose ends that need to get accounted for if you are bringing a 2D sprite to a 3D world."
And it's that aspect, having the 2D world drive the 3D layer that ensures that the team preserves the game as is. Even with Buy Diablo 2 Resurrected Items adding an impressive visual makeover, control support, along with a contemporary widescreen presentation that supports 4K TVs and ultrawide PC tracks, it's the same Diablo II it has ever been.