We were confident enough at this point to open up DF2 to a select group   of beta testers and put feelers out to those we knew would take an   interest in a multiplayer procedurally generated kick ass fantasy   world. It was one of these, Randy Pitchford who was ultimately   responsible for the radical change in direction of the visuals for DF2.   Randy was concerned that the look of DF2 was 'too shit brown': mostly   because he kept locking the doors to the washroom in the fortresses he   built, so his dwarves would work overtime. We brainstormed this over   Skype - and during the chat, it was almost like a light bulb went off   above both our heads at the same time. There was a power cut in my   house, and Randy was turning off the lights to save on power bill costs   since the light from the monitors was enough to keep his developers   awake while they worked overtime. When we reconnected, we were both   babbling 'how about red and blue'. I made Randy promise that we'd get to   use the look we discussed for our game, not his, and started revising   the engine.
What you see in the open beta of DF2 is the original  engine  ultra-realistic graphics, which are then rotoscoped and painted  using  another algorithm Chris came up with. Overall, the look was well   received by our beta testers, except Eskil Steenberg, who suffers from  a  rare visual condition that means everything he sees looks like an   impressionist painting and who found the new appearance 'derivative'.   I'm telling you this story now, ahead of you playing the game, so you   don't blame Chris for cartoon like appearance.
I would love to beta this one. ;)
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