The sky was shrouded in heavy, dark clouds, with no sun in sight.
A crow perched atop the wall of a desolate ruin.
In the dim light, the crow's feathers took on a sickly gray-black hue.
Weathered runes were carved into the stone pillars of the ruins, and weeds stubbornly forced their way out through the cracks.
The crow lowered its head and pecked at the rotting flesh of the corpse below.
A tooth-grating tearing sound came from the speakers, accompanied by the howl of wind passing through broken brick walls.
The camera panned.
A warrior in heavy armor walked through the darkness.
The surface of his armor was not only covered in scratches; there were also dried bloodstains on the pauldrons, and it had lost the luster of metal.
The blade of his longsword had obvious nicks in it.
He held the longsword and warily scanned his surroundings.
Nameless monsters lurked in the shadows, their heavy breathing carrying a strong subwoofer-like resonance that shook the chests of the reporters in the media seats until they went numb.
The scene switched to a withered forest.
The soil in the withered forest had a strange dark-red color, and stepping on it produced a muddy squelch.
The branches were hung full of people who had been hanged; corpses swayed in the wind, and ropes scraped against tree trunks with creaking sounds.
From deep underground came the constant, shrill howls of demons.
David stopped writing and stared fixedly at the screen.
This was completely unlike Blizzard's previous art direction, with its bright colors and American cartoon style.
The entire piece was a finely arranged horror film, its loneliness, oppression, and fear of demons pressing straight through the screen.
Judged by the standards of 1996, this CG animation successfully created a Cthulhu-esque cult style