Witcher 3
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Re: Witcher 3
Going to have no load times and 36 different endings.
http://www.onlysp.com/exclusive-interview-the-witcher-3-wild-hunt-will-have-36-different-endings-no-load-times-and-more/
http://www.onlysp.com/exclusive-interview-the-witcher-3-wild-hunt-will-have-36-different-endings-no-load-times-and-more/
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Re: Witcher 3
redefining RPGs
Mr Nick09- Forum Legend
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Re: Witcher 3
My god 36 different endings, think about the replay value.
Pedram- Fan Favorite
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Re: Witcher 3
Pedram wrote:My god 36 different ending, think about the replay value.
They said the game is around 100 hours long, if you want to play a 100 hour game 36 times then more power to you
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Re: Witcher 3
playing through the second currently..seems like a generic action/rpg
why the hype
why the hype
Firenze- the Bloody-Nine
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Re: Witcher 3
Firenze wrote:playing through the second currently..seems like a generic action/rpg
why the hype
Pls go.
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Re: Witcher 3
Firenze wrote:playing through the second currently..seems like a generic action/rpg
why the hype
Story brother, story, it's a really important part of the game imo.
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Re: Witcher 3
Pedram wrote:Firenze wrote:playing through the second currently..seems like a generic action/rpg
why the hype
Story brother, story, it's a really important part of the game imo.
Enjoyed it in the end. Story kept me playing.
Looking forward to the next. Open World should be fun.
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Re: Witcher 3
GAME VISION: The sword of destiny has two edges. You are one of them.
The Witcher 3: Wild Hunt - a fantasy RPG with a character-drive, non-linear story set in an open world, featuring meaningful player choices, tactical combat, and rich, living environments.
The Witcher 3: Wild Hunt is the final installment of the highly acclaimed modern RPG saga. The CD Projekt RED team has set out to make The Witcher 3 a richer, larger, and deeper experience - a breakthrough in quality that will take the franchise to its ultimate heights. A masterwork of storytelling and gameplay, The Witcher 3 is everything an RPG fan could crave.
With The Witcher 1 and 2, CD Projekt RED has produced robust, high-quality, modern RPGs, winning broad acclaim and earning a loyal following. The Witcher 3 honours these roots, combining CD Projekt RED's storytelling flair with new game mechanics and, most notably, a vast, open, living world. A mature game cast in dark shades of grey with no divisions between good and evil, it features a non-linear story with tough choices that produce real consequences. The game's vibrant world ravaged by war plunges players into difficult dilemmas and gripping adventures. This vast universe brings a new philosophy of exploration to the Witcher series: horseback riding and sailing prove crucial to any journey, and the communities the player encounters resonate with problems, conflicts, friends and foes. Added features like Witcher Senses and Monster Hunting, improved Alchemy, magic Signs, Crafting, as well as many other innovations, make The Witcher 3 the quintessential RPG experience, a must-play for fans of the genre.
STORY: A world in turmoil, and the worst is yet to come.
The world is in chaos. The air is thick with tensions and the smoke of burned villages. The fearsome Empire of Nilfgaard has struck again, ravaging the hapless Northern Kingdoms. The once-mighty who tried to use Geralt for their own gain are now gone. In these uncertain times, no one can say what the future holds in store, who will bring peace to the world and who will cause it only misery.
But a force darker and deadlier emerges. The petty men and women commanding tin-plated armies fail to understand that their conflict is child's play compared to the Wild Hunt, the otherworldly threat which now looms. These ghastly spectral riders have plagued the world for ages, plunging it in misery and despair. Yet this time the Wild Hunt seeks one person in particular: the one bestowed upon Geralt by Destiny itself, the one soul Geralt considers kin.
Non-Linear, hand-crafted
The Witcher 3 features over 100 hours of non-linear gameplay, nearly half of which is devoted to the immersive main storyline, a narrative focusing on Geralt and htose closest to him. None of this is automatically generated - both core and side quests are handmade with meticulous care, meaningfully woven into the vibrant game universe. Forming or supporting the main and secondary storylines, they draw players into engaging, intricately-crafted adventures extending across the rich, living, world.
Non-linearity is a core feature of the game, with player choices branching the adventure from the main storyline on multiple levels, from entire sub-stories, to trivial everyday matters. Saving a miller's son from a wyvern attack may affect who will ultimately don a crown, while thwarting a plot to assassinate a noble lord could spell doom for his oppressed subjects.
Quests may be taken on in any order, completed one at a time or pursued in parallel with others. Regardless of the method, players actions will bring many consequences that change the story and affect the game world. These consequences culminate in three completely different playable epilogues set in one of twelve possible unique world states. Defined by the outcome of climactic events and the fate of key NPCs, these states provide a total of 36 different possible endings.
Choice and consequence
Choice and consequence, the former difficult and often grim, the latter delayed until key moments, is a concept CD Projekt RED devised and developed into its key contribution to the genre. The core of CD Projekt RED's RPG philosophy, this concept was the backbone of The Witcher 1 and 2. Naturally, choice features prominently in the story, as well as the game mechanics, of The Witcher 3. With the 'lesser evil' as a key concept, the story puts players before situations in which there is no clear good: do you help an alderman enchain all the village elves he claims are secretly working for the Scoia'tael, or do you stop him at the risk of enabling outsiders to storm the gates and letting outlaws into the city to massacre all the humans? Such hard choices are complemented by the interactivity of dialogue, letting players choose how they speak to other characters, how they shape their relationships, thus determining how NPCs treat them in return.
Each action impacts the story and the game world. NPCs, communities, monsters and locations all change based on player choice - you may rid a fishing village of drowners and watch its economy prosper, or kill a merchant in one town and see his trading partners in another go bankrupt for lack of goods.
A choice once made resonates, its effects both immediate and delayed. Revisit a location where an important story juncture played out, and you're sure to find it transformed by your previous actions. Similarly, a choice made in one corner of the world, pertaining to specific characters, could well breed consequences in other lands, among other populations.
OPEN WORLD: Stroll, ride, swim, sail, believe.
The setting for Geralt's greatest adventure? A vast, rich, completely open world, thirty-five times larger than that in The Witcher 2. By setting the game in this open world, CD Projekt RED has fulfilled its vision of the RPG, adding the last element needed to create complete immersion and true non-linearity.
Roam without borders
Wide open roaming across regions is unspoiled by load times. Landscapes dotted with Points of Interest tempt players to venture off beaten paths in search of possible adventures. Players explore without interruption, encountering no barriers, choosing different means of travel to reach their destination. This whole new approach to exploration means players can vault over barriers, swim through rapids, ride a horse across the dangerous No Man's Land, run through Novigrad's narrow streets, or sail under the full moon amidst the Skellige Islands. The world provides an unprecedented feeling of open space and freedom, taking 40 minutes to traverse on horseback end to end. Players can stand atop a mountain, 1200 meters above sea level, breathless as they ponder the distant abyss and wind-swept isles, their look and feel rendered flawlessly.
A continent to discover
The world of The Witcher 3 is vast and continuous, yet diverse, with each of its lands distinguishable by a unique feel inspired by different sources and cultural references:
- No Man's Land: a sparsely populated, war-ravaged territory, based on Slavic mythology. Murky swamps and dark primeval forests cover this land, where monsters lurk behind every tree and no one can be sure whether they will see another sunrise. Its fields stripped bare by passing armies, No Man's Land is a place of anarchy, where might makes right and gold buys life.
- Skellige: a wind-swept and rugged archipelago, based on Nordic and Celtic legends and sagas. In these isles, inhabited by proud and noble people, warriors seek fame by facing legendary monsters, druids guard nature's secrets, and bards sing of heroes past in torch-lit halls. Stubbornly independent, the Skelligers are rigging their longboats and sharpening their spears, ready to lay down their lives defending against the inevitable Nilfgaard invasion.
- Novigrad and its surrounds: a port city inspired by medieval Amsterdam. In this grand city, as rich and colourful as it is corrupt, players witness the persecution of mages by an all-powerful cult, while at the same time dealing with underworld figures poised to profit from the ongoing world war.
A world that lives with or without you
Player actions, whatever their apparent weight, elicit reactions. This principle extends to the new in game economic system, with the price of goods varying based on the surrounding conditions or their price of origin versus Geralt's current whereabouts in the world: the price of fish will differ depending on the distance from water, a village of trappers and hunters will have many tanneries and leather workers, affecting the price of crafting components and armour.
Left to itself, the world continues living:
- Predators hunt their prey, villages defend themselves against monsters, lovers meet by moonlight.
- Communities react to temperature changes and other phenomena, seeking shelter when it rains or warmth when the temperature drops; they migrate to fulfil their needs or flee threats, while merchant caravans fill the roads and fishermen sail in search of the best catch.
- REDengine 3 incorporates location ambience and expanded dynamic lighting, which enables a realistic, highly-detailed day and night cycles as well as diverse weather conditions - players can observe an approaching storm before experiencing its might as they navigate a rough stretch of sea.
COMBAT: Poetry in motion.
The new combat system in The Witcher 3 has been redesigned in order to combine traditional RPG elements with the speed and precision of a dedicated fighting game. Smooth and responsive, the system gives players full control of Geralt's blade, challenging them to match their reflects against those of a master swordsman. They will feel what it's like to be a true witcher, the ultimate monster slayer. Players familiar with the combat mechanics in The Witcher 2 will find that every aspect of the skirmish is now approached with a fresh perspective, expanded and polished to shine, while still retaining the spirit known from the previous game.
Players can:
- unlock new blocking moves, attacks and evasions.
- discover ways to stun foes, ignite them and control their minds with enhanced witcher Signs.
- poison their blades, set traps and blow their enemies to bits with bombs.
When combined, these attacks kill more efficiently, challenging players to experiment, think creatively and devise new tactics.
Dynamic, fluid and rooted in traditional RPG systems
Through a series of new features, players can merge their skills with Geralt's developing combat acumen:
- The number of attacks, parries and other combat moves has been greatly increased and rendered fluid with 96 new action sequences (compared to 20 in The Witcher 2).
- Three different sets of movement animations let Geralt adjust his stance to match the dangers he faces.
- Players enjoy complete control of Geralt in combat as there are no QTEs or scripted timing attacks.
- A new camera system, superior even to that utilised in the Xbox 360 version of The Witcher 2, shows fights in all their glory while keeping the focus on what the player needs to see.
- Geralt's character development visibly affects his behaviour in combat: obtaining a Swordsman skill might increase attack animation speed, while a Mage ability could turn the Igni Sign into a torrent of blue flame.
Use your brain, they'll use theirs
Combat is realistic, dynamic and rewarding, featuring smart enemies and living battlefields:
- Each of the 80 monsters Geralt can encounter has its own habitat, strengths and weaknesses.
- Improved crowd AI means enemies communicate with each other in combat, coordinating their efforts to surround Geralt or deploy combo attacks.
- Monsters and other foes do not scale with the player: beasts that crush players with a single swipe at the outset become sword fodder by the game's end.
- Enemy morale shapes with their actions: opponents flee or fight more cautiously when scared, attack recklessly when desperate, and beg for mercy on their knees when defeat is inevitable.
- The environment is a factor in combat, and Geralt can use it to his advantage: he might destroy a hive to unleash an angry swarm of hornets on a foe, or cast the Aard Sign to bury a group of thugs beneath a toppled stack of barrels.
RPG MECHANICS: The next generation RPG.
The Witcher 3 integrates a robust RPG system into the heart of gameplay. Stats, abilities and items have clear and intuitive effects, changing Geralt and shaping his encounters: a new sword might fell swarming foes en masse, while an enhanced Axii Sign could sway a merchant in negotiations. A tutorial eases players into this system, guiding them through a smooth learning curve as they master the game world.
See more than mere mortals
The new Witcher Senses system adds new depth to combat and gameplay in the Witcher 3, complementing Geralt's wolf's head medallion used to detect magic and danger in the previous games. The new Witcher Senses give players the traits of a master predator, the ability to hear like a cat, see like an eagle and kill like an enraged wyvern. Using these sharpened senses, players can act as huntsman, following the tracks left by their prey, hunting it down and striking where it is weakest. When stalking a vampire, Geralt might first use his Witcher Senses to garner evidence off a victim's corpse and from the surrounding area. Having learned about the foe he faces, he might then prepare suitable bait. Lastly, during the actual encounter, he might use his Witcher Senses again to slow combat and pierce both the vampire's hearts.
Choose your path, hone your skills, craft your fortune, brew your destiny
The new RPG mechanic binds players stats to gameplay, and does so visibly: players see their strength and dexterity alter their interactions with the game world. In addition, RPG elements such as skill trees, Alchemy and Crafting have become even more engaging and essential elements of the game:
- Players can combine skills from three specialisation path - Swordsman, Mage and Alchemist - to shape hybrid characters.
- Each ability gained has a visible and visceral impact on combat: players who unlock a precision enhancement on the Swordsman tree might then see their blows slice through opponents' jugulars with deadly regularity.
- Under the expanded Sign casting system, each of Geralt's five Signs has two different modes, broadening the creative use of magic in combat.
- Alchemy is highly intuitive, with potions used as easily as skills: players drink their brews before combat, then activate them when needed.
- Players can concoct an expanded array of potions, bombs and blade oils, including special mixtures for use against specific monster types.
- Greatly expanded Crafting allows players to create items like armour elements and weapons, significantly adding to Geralt's deadly combat arsenal.
VISUALS: Destined to amaze.
The Witcher 3 is the best-looking RPG to date. Built from the ground up for modern PC hardware and taking advantage of the power of next-generation consoles, the game makes no compromises on quality and delivers stunningly beautiful visuals. Matching the level set by games of other genres, where graphics have traditionally been superior (high-end shooters and action games), The Witcher 3 sets new visual standards for the RPG genre.
Interactive cinematic immersion
The Witcher 3 features extensive cinematic interactivity. Players can end conversations suddenly and brutally, speak in a whisper or hand items to NPCs. Spectacular cut scenes interwoven with gameplay heighten excitement while progressing the story. In-game conversations are natural and realistic thanks to cinematic camera work and varied character configurations: characters speak as they sit, walk or ride side by side. Game world presentation thus enhanced, The Witcher 3 blurs the line between game, cinema and reality.
Breakthrough in visual realism
Presentation of the game world is thoroughly realistic. Drawing on the newest available graphics technologies, the new, state-of-the-art rendered:
- produces fully dynamic light and shadow effects throughout the game world, generating superior atmosphere and ambiance.
- generates detailed, realistic looking locations through a significant increase in polygon count.
- provides a deep, role-playing experience through visually attractive, film-like presentation.
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Re: Witcher 3
Mole, being very impressed with the Witcher 3 trailer (One of the few impressive Next-Gen titles) it has inspired me to look into Witcher 2.
Now I understand Witcher 2 is two years old and may be outdated. I also understand you have recently completed the game. I ask you:
-Is it worth playing?
-Does it feel outdated?
-How are the graphics (important for me)
-How is the combat & RPG elements?
-How is the story?
-How cheesy is the supposed nudity within it?
Thanks.
Now I understand Witcher 2 is two years old and may be outdated. I also understand you have recently completed the game. I ask you:
-Is it worth playing?
-Does it feel outdated?
-How are the graphics (important for me)
-How is the combat & RPG elements?
-How is the story?
-How cheesy is the supposed nudity within it?
Thanks.
Arquitecto- World Class Contributor
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Re: Witcher 3
Yes it is worth playing.....
Graphics are still fantastic, the RPG elements are excellent varying from skill trees you use to give your character various different skills from swordsmanship, alchemy and magic obviously depending on how you upgrade your character he will excel in those parts.
As for combat it is very good; you have quick attacks, strong attacks with your sword and then magic spells as well as things like grenades.
The other thing i should mention about combat is that while you can drink potions to enhance your sword play and magic among other things you can't do it in the middle of a battle.
So fights are very strategic and you have to plan ahead what you will need for the upcoming fight.... running in like a chicken with its head cut off without planning before hand will result in lots of deaths.
The story is the best RPG i have played this generation bar none, it explores a lot of adult themes and the decisions you make will have an effect with the missions you get, the places you visit and the all in all the ending of the game. ( there are various different endings)
For this reason i'm considering playing it again and make different decisions to see what kind of different experience i got and ending.
As for the nudity i didn't find it cheesy at all personally, their was one comment without spoiling it too much which was a bit sarcastic but that's it.
If you have any other questions don't hesitate to ask
Graphics are still fantastic, the RPG elements are excellent varying from skill trees you use to give your character various different skills from swordsmanship, alchemy and magic obviously depending on how you upgrade your character he will excel in those parts.
As for combat it is very good; you have quick attacks, strong attacks with your sword and then magic spells as well as things like grenades.
The other thing i should mention about combat is that while you can drink potions to enhance your sword play and magic among other things you can't do it in the middle of a battle.
So fights are very strategic and you have to plan ahead what you will need for the upcoming fight.... running in like a chicken with its head cut off without planning before hand will result in lots of deaths.
The story is the best RPG i have played this generation bar none, it explores a lot of adult themes and the decisions you make will have an effect with the missions you get, the places you visit and the all in all the ending of the game. ( there are various different endings)
For this reason i'm considering playing it again and make different decisions to see what kind of different experience i got and ending.
As for the nudity i didn't find it cheesy at all personally, their was one comment without spoiling it too much which was a bit sarcastic but that's it.
If you have any other questions don't hesitate to ask
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Re: Witcher 3
Hey Thanks Mole!
Sounds very interesting as you've touched upon my questions perfectly!
More questions?
Well how would it compare to Skyrim as a game and graphically?
Also, what are the cons of Witcher 2?
Sounds very interesting as you've touched upon my questions perfectly!
More questions?
Well how would it compare to Skyrim as a game and graphically?
Also, what are the cons of Witcher 2?
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Re: Witcher 3
Its a much more story focused and mature experience in comparison to Skyrim its a lot more linear because of this the graphics are much better.
As far as the cons go i would say the interface is difficult to use ( you can see it was designed on PC) also the map is very limited you can only zoom in and out you can't use quick travel or mark objectives on the map.
Lastly i'd say some parts of the combat can be considered a con, while IMO at least it is a lot better than most RPGs which usually are sluggish IMO it is something which can be improved on significantly IMO to be up to the standards of most action games.
It is by no means bad in fact its very good but i do feel the story, world, missions, characters you interact with, RPG elements and decisions you make are all superior to the combat.
As far as the cons go i would say the interface is difficult to use ( you can see it was designed on PC) also the map is very limited you can only zoom in and out you can't use quick travel or mark objectives on the map.
Lastly i'd say some parts of the combat can be considered a con, while IMO at least it is a lot better than most RPGs which usually are sluggish IMO it is something which can be improved on significantly IMO to be up to the standards of most action games.
It is by no means bad in fact its very good but i do feel the story, world, missions, characters you interact with, RPG elements and decisions you make are all superior to the combat.
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Re: Witcher 3
http://www.eurogamer.net/articles/2013-08-14-game-of-thrones-actor-joins-the-witcher-3
Tom
Also the new trailer for the game that was released today... CGI however.
By far my most eagerly awaited next gen game.
Tom
Also the new trailer for the game that was released today... CGI however.
By far my most eagerly awaited next gen game.
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Re: Witcher 3
ok this look sexy... this and Dragon Age 3 are the ones I'm waiting for
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Re: Witcher 3
billy_gr wrote:ok this look sexy... this and Dragon Age 3 are the ones I'm waiting for
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Re: Witcher 3
The GOAT
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Re: Witcher 3
If you squint your eyes really hard it looks like next-gen Link travelling on Epona with Death Mountain in the distance.
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Re: Witcher 3
I hadn't even looked at this thread before, but ffs! Y u guys make me want to buy a next-gen so soon?? Stahp
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Re: Witcher 3
Its having the same impact on me Eman.... we will resist temptations
- Spoiler:
- Until Witcher 3 is released anyway
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Re: Witcher 3
ffs i want DAT LANDSCAPE!
Can't wait to sink 100 hours in this
Going to search every nook, cranny and crevice
Can't wait to sink 100 hours in this
Going to search every nook, cranny and crevice
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Re: Witcher 3
Article from Eurogamer.net
I flew to Poland to visit CD Projekt Red, home of The Witcher, recently. I've told the studio's story but that wasn't all I found out. I interviewed at least half-a-dozen people, all from different areas of The Witcher 3 team, about the new game they are making. Here's a rather large dump of all the stuff I found out.
I've tried to clump things together under headings to make finding the information that much easier.
The Witcher 3 will only be released on PC, PS4 and Xbox One - next-gen hardware. It won't be constrained by needing to work on PS3 and Xbox 360. That, CD Projekt co-founder Marcin Iwinski told me, would result in The Witcher 2.5. "It would be a different game," he said. "It wouldn't be this game." So what makes The Witcher 3 a next-gen RPG?
"We will have the new mimic system, more animations, more sophisticated dialogue, editors, and this would result in more sophisticated depictions and dialogues with subtler camera work, with sounds helping tell the story rather than just be there in the background," writer Jakub Szamalek told me.
"This is really cool for us because the Witcher, from the books, is not a very talkative guy, and there's a lot that he does by frowning, or the face or by just turning away and so on. And we couldn't use that very much in The Witcher 1, which had a rudimentary gesture and mimic system; and The Witcher 2 was an improvement from there but it still didn't allow us much freedom in that respect; whereas The Witcher 3 will have a lot of these new tools."
The result should be the ability to "elicit a wider array of emotions" from players than in previous games, he said.
"There will be some very touching moments in The Witcher 3, and you will have the time, since it's a very long game, to establish relationships with people that are close to you from the very beginning, and see the relationship grow or falter, and this might be a pretty intense experience as well."
The Witcher 3 will look better than previous instalments, too, of course.
"It didn't change that much in terms of poly-count or size of texture," lead character artist Pawel Mielniczuk told me - "it's like 30 per cent bigger than The Witcher 2, but it's nothing actually. Already there were in The Witcher 2 so many polygons on the character that you couldn't see the edges, so nobody cares about the polygons.
"The biggest change from the technical aspect of those characters, and that also impacted how we create them, is that there's a lot of things moving on the characters right now. We've got the clothing system working properly. There were some first-approaches in The Witcher 2 but it wasn't exactly successful... So the clothing, all the dangling [things] - we try to move as many things on the character as possible."
"We're having many more physics objects like little bits of cloth dangling in the wind and chains and stuff," added environment artist Jonas Mattsson. "We want to make it as alive as possible. And when the wind rolls - so you have a grass plain and you see the wind moving - you get this motion. It's much more alive. Before it was just animation."
This ties in to one of the next-gen buzzphrases: physics-based rendering.
"It's not about being physically correct," explained lead engine programmer Balázs Török, "that's something that is a misconception. People tend to think 'OK, this is how, physically, it would work'. It's not about that, it's about making it more consistent.
"We have a full day-night cycle, as we had in The Witcher 2, and in The Witcher 1, and with this it's very important that the artists don't have to make different assets for night or even check the assets in different conditions. They just make one asset and it should behave properly in all lighting conditions and in all weather conditions, because we have a new weather system which is pretty cool."
The importance of time-saving tools when building huge open-world games like The Witcher 3 cannot be understated. Jonas Mattsson told me about a forest-making tool that factors angle of terrain and likely rainfall location and then sprouts a forest. "You would get this natural-looking forest within seconds based upon the values of how rain would fall etc," he said.
Lighting, too, will react to the physical properties of an object, reflecting more realistically. All an artist need do is to pick a material and create the object - the engine computes the rest. "It's just another level of realism," said Pawel Mielniczuk. There's even next-gen fur.
"Physics-based rendering is certainly something that's making the game look much much better," concluded Jonas Mattsson. "We want to have the quality of The Witcher 2 but applied to a large scale. And it's a huge challenge."
More AI characters can be spawned now and they will move and behave more believably. Balázs Török was impressed by the big and believable crowds in Hitman: Absolution. "You didn't see puppets just standing there," he said. "More games will do things like this."
It all adds up to better immersion in a world sculpted by you. "RPG games are very similar to very good movies with good storylines which you remember after you exit from the cinema," said game director Konrad Tomaszkiewicz, "but with this difference: you're deciding what happens, and you are these characters and you feel what this character feels.
"I hope that's where all the next-gen RPGs will go, and give us these unique emotions we can achieve only playing the RPG games."
"On the PS4 it's very good to have the fast memory," said Balázs Török, "everyone is really happy about that - but the problem is the game has to function on everything.
"No we are not holding it back," he added, "it's just we are not at the stage right now to go in and optimise on each platform specifically. We want to make the game and the whole engine run on everything, with all the features and bells and whistles, and then just optimise, optimise, optimise.
"I don't see a major power difference. The memory is very different but I already said that before. Pure computation power, if you just measure that, there's no major difference."
Both new consoles are like PCs anyway, he added. It won't be until teams really delve into low-level optimisations that the true grunt of each will come out.
"The Xbox One is pretty easy to understand because not just the hardware is similar to the PC, but everything like the SDK, the API is really similar to what you would find on a PC. On PS4 this is a little bit more complicated, but I personally worked on PS3 before.
"For PS3 it was very important to have a community, to share the information in some ways, but for now it's much easier and everyone will use their PC knowledge and possible previous console knowledge to reach the limit."
Balázs Török did flag up one unusual thing about the Xbox 360 from around 2007/2008, though.
"I saw how Microsoft opened up certain parts that they hid before from developers," he said. "They opened them up, like, 'OK now you can have this back door, and it's risky but you can do this and that...' This is how developers learned a little bit more and more every step. From Microsoft it was a good way to do it to always let the developers do a little bit more."
Does he think Microsoft will do the same with Xbox One?
"I don't know because we are not at the stage where they would open up something new," he answered. "We have what we have right now, and maybe we will have some more low-level access in the future.
"It's not like they would open up new hardware or anything - there's nothing new in there. It's new ways to do something. Both companies are already using all the knowledge they have from previous products to make the API tailored to games ... so I expect that they will do something like, 'OK now you can do this; it's extremely risky - only do this if you know what you're doing! But you can do this.'
"It will happen, eventually, but right now we are preparing for it."
"We've got Kinect support but it's too early to speak about it," game director Konrad Tomaszkiewicz said. "For sure we got some specific features for Xbox One and PS4. I can't spoil much but yes we are thinking about it."
"We had a lot of discussions with platform holders about it," studio head Adam Badowski chimed in. "The feeling is simple: there are games for Move and Kinect, and there are games for standard controllers, and The Witcher [3] is definitely for standard controllers.
"We have some plans [for Kinect] but it's too early to talk about it."
What about the DualShock 4 touchpad? "It's interesting," Badowski answered, "it helps, especially in the UI."
Tomaszkiewicz also confirmed that there will be SmartGlass support in the Xbox One version of The Witcher 3. "Yes," he said, "we are planning some stuff for it, but again it's too early to really say much about it."
4K is also something that's on the table for PC, but there are UI compatibility issues to take into account. "We're trying to organise it," Badowski said.
With added realism will come added controversy when games get violent and when games get sexy. The Witcher 2 had nudity and sex scenes, and The Witcher 3 will as well.
"We got the same approach that we got in the second Witcher," said Konrad Tomaszkiewicz. "We don't want to make fakes, we want to show stuff like it is in real life. The most important for us is to achieve the huge immersion of the player in the game. Players who are playing our game are adult players, and they are waiting for the game which is real. If we fake these sex cut-scenes it will break immersion in the game.
"In the second Witcher it wasn't problem," he added, "it was very nice, and I didn't hear any complaints about it. If you compare with the first Witcher, where we've got the sex cards, there was a lot of different opinions."
"In The Witcher 3 we are keeping the eroticism but we're working really hard at making sure it's interwoven with the story," added writer Jakub Szamalek. "It's not 'just because': it serves as a tool to tell a story between characters and give another dimension to the relationship we are portraying.
"Gamers do want adult entertainment, and the way in which The Witcher 2 was received shows that this is true. We're working very hard to make sure The Witcher 3 is fun but also a game for mature players and treats them seriously."
The studio's mantra is to make 18-plus games that will cover topics not suitable for younger audiences. "This is something we are very very clear about," he said. The problem is that adult games are treated differently than adult books or films, and as a former novelist he would know.
"So even though we're trying to tell a story for adults, we are sometimes criticised for being too brutal or putting too much eroticism in our games, whereas books or movies that are addressed to the same audience, and go much further than we do, do not get the same sort of criticism. We are looked upon in a slightly different way.
"Gamers do want to treat it seriously," he said, "and do want to have certain difficult topics covered in games, and they don't want games to shy away from difficult issues."
That does not mean parading women around in their underpants, lead character artist Pawel Mielniczuk said. "Triss in The Witcher 2: she was sexy. We show her in [sex] scenes but her usual outfit was quite covered - you saw just the head and the fingers.
"The whole shape of the character of course must be quite attractive, but we don't try to show a lot of nudity on the characters. That's why we have all those sex scenes.
"Like in real life," he added. "You see a girl on the street: usually she's not naked, doesn't wear a bikini in the middle of the street. When you invite her to your apartment maybe you will see it, right? So this approach."
A sorceress like Triss must be attractive, incidentally, because that's how they're described in Andrzej Sapkowski's Witcher books.
"The look of the female characters, the sorceresses especially, it was kind of forced by the book," he explained, "because in the books it was said that they have the plastic surgeries by their magic. It was said that they were a one-hundred-and-twenty-year-old with a hunch and she's really ugly, but they are using magic to make them look like twenty-year-old sex bombs.
"It was said that the sorceresses Geralt is meeting in the books, and they also appear in the game, are quite... they're pictured in the game as twenty-year-old sex bombs - most beautiful women in the world. We can't do it a different way."
Andrzej Sapkowski's Witcher books are dark and grim and brutal, and more than a bit similar to the world of A Song of Ice and Fire - better known by the HBO television adaptation A Game of Thrones. This is a happy coincidence. Whereas The Witcher 2 launched into a world only just experiencing A Game of Thrones, The Witcher 3 will launch into a world besotted with it.
"It's encouraging us to go further with what we already did," said writer Jakub Szamalek.
"They're both fantasy universes but they don't use fantasy as an excuse for using certain clichés or doing away with psychology of characters and concentrating on dragons and magic and so on. These are worlds in which people are very believable and realistic, and they have their own aims and goals," he added, "and they can be pretty ruthless."
The Witcher 2 was a largely political story, but The Witcher 3 story will be a personal one. "In The Witcher 3 there will be more about Geralt's relationships with the people close to him, both enemies and friends," explained Szamalek. "We as writers are really excited about that, because there will be certain issues that we really want to cover and make the most of."
Konrad Tomaszkiewicz hailed it as "the best storyline we've got so far". "I'm really proud of it because it closes the story of our previous games, and also it closes the story of the books. On the other hand you can play this game without any knowledge of previous games or books; it will be fun for you and you will understand everything. It's a huge achievement because I was very afraid that it will be hard to make that game."
"The consequences in our games are not immediate," said Szamalek, "so when you do something you learn about what happened because of that later on, so that you cannot simply reload and try a different option. We definitely want players to take responsibility and feel responsible for what they do in the game."
I saw this first hand in a demo, when Geralt sided with a faction only to witness an unforeseen and significant twist later on. I'd have picked differently had I known. Will people wanting to pick a very deliberate line through the hazy-grey morals of The Witcher 3 feel this is unfair?
"You're correct that some players like to control everything," lead quest designer Mateusz Tomaszkiewicz (Konrad's brother) responded, "but because some things are unexpected you feel like this world isn't just a schematic. It's not a mechanical world where you only choose obvious things and you are always in control. People who live in it have their own motivations; factions go their own ways and things change. That is more realistic. It's just the approach we chose in our game."
Game director Konrad Tomaszkiewicz loves Dark Souls and Demon's Souls and has finished both a number of times. He likes how "you are stronger because you as the player learn how to control your character and how to play to kill these monsters". You stop thinking about how to do something and feel the fight instead. "And this is a really great thing," he believes.
"We tried in The Witcher 2 to make this high difficulty level but it was a mistake," he admitted, "because we tried to mix two different games." The Witcher fans wanted a traditional RPG with a story, not a challenge based on their dexterity.
"Dark Souls influenced me very much because I love games like this, but I understand after The Witcher 2 that we should less experiment on stuff like this but more focus on the things which people love in our games," he said.
The learning curve in The Witcher 3 will be "proper", then - not like the much lamented learning curve in The Witcher 2. There will be difficulty levels in The Witcher 3, but unlike The Witcher 2, Normal won't feel like Hard. "It wasn't a good decision," Tomaszkiewicz added. "Right now we're changing it and I believe that everyone will go in this world very smooth and we will not get problems like it was in The Witcher 2."
"No. No no no," was Adam Badowski's emphatic answer to whether The Witcher 3 will have paid DLC. "Not for small DLC or something like that.
"Maybe there's an option to have a huge expansion pack or something because of the size and scope of the game. This is the only option [for paid DLC]. But small DLC and DLC packs: it's not big enough [to charge for]."
There will be some online features because of the online nature of the platforms the game will be released on, but not multiplayer. "None. At all. We had some rumours about it but that was just a misunderstanding," Badowski said.
How about an Arena mode like The Witcher 2 had? "Arena mode was a kind of an experiment, quite cool. We don't know yet," he shrugged, "and this is true. We have other plans.
"When we are saying 'we don't know' don't get me wrong: we know, it's just that the decision is not made because the market is changing, the situation is changing. The game is set in stone but all other surroundings are fully dynamic."
All that stuff Konrad Tomaszkiewicz said about Skyrim, about how the quests and story were "generic" - that was a "misunderstanding", he told me.
He wanted to say that he loved Skyrim but it wasn't a game about story. "This is the game about the exploring of the world, about finding the items, upgrading my character." There is a story that's "quite entertaining" but short. "They don't even try to make these characters very memorable ... It was some simple story."
He mentioned it to highlight how CD Projekt Red is doing something different - taking a different tack.
Consider Grand Theft Auto 5, he said. "It's good to compare these two games. GTA is not RPG, but if you took the storyline, which is movie-like in GTA, compare it with the world of Skyrim and the open-world game where you've got a lot of things to do - you've got character development, you can kill the monsters and so on - and add to this choices and consequences: this is what I want to achieve with The Witcher 3. That was my point.
"It wasn't my intention to say that Skyrim was a poor game," he added, "because it's not. It's a great game; it's got different advantages than The Witcher. That's all."
I flew to Poland to visit CD Projekt Red, home of The Witcher, recently. I've told the studio's story but that wasn't all I found out. I interviewed at least half-a-dozen people, all from different areas of The Witcher 3 team, about the new game they are making. Here's a rather large dump of all the stuff I found out.
I've tried to clump things together under headings to make finding the information that much easier.
A new generation of RPGs
The Witcher 3 will only be released on PC, PS4 and Xbox One - next-gen hardware. It won't be constrained by needing to work on PS3 and Xbox 360. That, CD Projekt co-founder Marcin Iwinski told me, would result in The Witcher 2.5. "It would be a different game," he said. "It wouldn't be this game." So what makes The Witcher 3 a next-gen RPG?
"We will have the new mimic system, more animations, more sophisticated dialogue, editors, and this would result in more sophisticated depictions and dialogues with subtler camera work, with sounds helping tell the story rather than just be there in the background," writer Jakub Szamalek told me.
"This is really cool for us because the Witcher, from the books, is not a very talkative guy, and there's a lot that he does by frowning, or the face or by just turning away and so on. And we couldn't use that very much in The Witcher 1, which had a rudimentary gesture and mimic system; and The Witcher 2 was an improvement from there but it still didn't allow us much freedom in that respect; whereas The Witcher 3 will have a lot of these new tools."
The result should be the ability to "elicit a wider array of emotions" from players than in previous games, he said.
"There will be some very touching moments in The Witcher 3, and you will have the time, since it's a very long game, to establish relationships with people that are close to you from the very beginning, and see the relationship grow or falter, and this might be a pretty intense experience as well."
The Witcher 3 will look better than previous instalments, too, of course.
"It didn't change that much in terms of poly-count or size of texture," lead character artist Pawel Mielniczuk told me - "it's like 30 per cent bigger than The Witcher 2, but it's nothing actually. Already there were in The Witcher 2 so many polygons on the character that you couldn't see the edges, so nobody cares about the polygons.
"The biggest change from the technical aspect of those characters, and that also impacted how we create them, is that there's a lot of things moving on the characters right now. We've got the clothing system working properly. There were some first-approaches in The Witcher 2 but it wasn't exactly successful... So the clothing, all the dangling [things] - we try to move as many things on the character as possible."
"We're having many more physics objects like little bits of cloth dangling in the wind and chains and stuff," added environment artist Jonas Mattsson. "We want to make it as alive as possible. And when the wind rolls - so you have a grass plain and you see the wind moving - you get this motion. It's much more alive. Before it was just animation."
This ties in to one of the next-gen buzzphrases: physics-based rendering.
"It's not about being physically correct," explained lead engine programmer Balázs Török, "that's something that is a misconception. People tend to think 'OK, this is how, physically, it would work'. It's not about that, it's about making it more consistent.
"We have a full day-night cycle, as we had in The Witcher 2, and in The Witcher 1, and with this it's very important that the artists don't have to make different assets for night or even check the assets in different conditions. They just make one asset and it should behave properly in all lighting conditions and in all weather conditions, because we have a new weather system which is pretty cool."
The importance of time-saving tools when building huge open-world games like The Witcher 3 cannot be understated. Jonas Mattsson told me about a forest-making tool that factors angle of terrain and likely rainfall location and then sprouts a forest. "You would get this natural-looking forest within seconds based upon the values of how rain would fall etc," he said.
Lighting, too, will react to the physical properties of an object, reflecting more realistically. All an artist need do is to pick a material and create the object - the engine computes the rest. "It's just another level of realism," said Pawel Mielniczuk. There's even next-gen fur.
"Physics-based rendering is certainly something that's making the game look much much better," concluded Jonas Mattsson. "We want to have the quality of The Witcher 2 but applied to a large scale. And it's a huge challenge."
More AI characters can be spawned now and they will move and behave more believably. Balázs Török was impressed by the big and believable crowds in Hitman: Absolution. "You didn't see puppets just standing there," he said. "More games will do things like this."
It all adds up to better immersion in a world sculpted by you. "RPG games are very similar to very good movies with good storylines which you remember after you exit from the cinema," said game director Konrad Tomaszkiewicz, "but with this difference: you're deciding what happens, and you are these characters and you feel what this character feels.
"I hope that's where all the next-gen RPGs will go, and give us these unique emotions we can achieve only playing the RPG games."
The new consoles
"On the PS4 it's very good to have the fast memory," said Balázs Török, "everyone is really happy about that - but the problem is the game has to function on everything.
"No we are not holding it back," he added, "it's just we are not at the stage right now to go in and optimise on each platform specifically. We want to make the game and the whole engine run on everything, with all the features and bells and whistles, and then just optimise, optimise, optimise.
"I don't see a major power difference. The memory is very different but I already said that before. Pure computation power, if you just measure that, there's no major difference."
Both new consoles are like PCs anyway, he added. It won't be until teams really delve into low-level optimisations that the true grunt of each will come out.
"The Xbox One is pretty easy to understand because not just the hardware is similar to the PC, but everything like the SDK, the API is really similar to what you would find on a PC. On PS4 this is a little bit more complicated, but I personally worked on PS3 before.
"For PS3 it was very important to have a community, to share the information in some ways, but for now it's much easier and everyone will use their PC knowledge and possible previous console knowledge to reach the limit."
Balázs Török did flag up one unusual thing about the Xbox 360 from around 2007/2008, though.
"I saw how Microsoft opened up certain parts that they hid before from developers," he said. "They opened them up, like, 'OK now you can have this back door, and it's risky but you can do this and that...' This is how developers learned a little bit more and more every step. From Microsoft it was a good way to do it to always let the developers do a little bit more."
Does he think Microsoft will do the same with Xbox One?
"I don't know because we are not at the stage where they would open up something new," he answered. "We have what we have right now, and maybe we will have some more low-level access in the future.
"It's not like they would open up new hardware or anything - there's nothing new in there. It's new ways to do something. Both companies are already using all the knowledge they have from previous products to make the API tailored to games ... so I expect that they will do something like, 'OK now you can do this; it's extremely risky - only do this if you know what you're doing! But you can do this.'
"It will happen, eventually, but right now we are preparing for it."
Kinect and Move
"We've got Kinect support but it's too early to speak about it," game director Konrad Tomaszkiewicz said. "For sure we got some specific features for Xbox One and PS4. I can't spoil much but yes we are thinking about it."
"We had a lot of discussions with platform holders about it," studio head Adam Badowski chimed in. "The feeling is simple: there are games for Move and Kinect, and there are games for standard controllers, and The Witcher [3] is definitely for standard controllers.
"We have some plans [for Kinect] but it's too early to talk about it."
What about the DualShock 4 touchpad? "It's interesting," Badowski answered, "it helps, especially in the UI."
Tomaszkiewicz also confirmed that there will be SmartGlass support in the Xbox One version of The Witcher 3. "Yes," he said, "we are planning some stuff for it, but again it's too early to really say much about it."
4K is also something that's on the table for PC, but there are UI compatibility issues to take into account. "We're trying to organise it," Badowski said.
Sex and maturity
With added realism will come added controversy when games get violent and when games get sexy. The Witcher 2 had nudity and sex scenes, and The Witcher 3 will as well.
"We got the same approach that we got in the second Witcher," said Konrad Tomaszkiewicz. "We don't want to make fakes, we want to show stuff like it is in real life. The most important for us is to achieve the huge immersion of the player in the game. Players who are playing our game are adult players, and they are waiting for the game which is real. If we fake these sex cut-scenes it will break immersion in the game.
"In the second Witcher it wasn't problem," he added, "it was very nice, and I didn't hear any complaints about it. If you compare with the first Witcher, where we've got the sex cards, there was a lot of different opinions."
"In The Witcher 3 we are keeping the eroticism but we're working really hard at making sure it's interwoven with the story," added writer Jakub Szamalek. "It's not 'just because': it serves as a tool to tell a story between characters and give another dimension to the relationship we are portraying.
"Gamers do want adult entertainment, and the way in which The Witcher 2 was received shows that this is true. We're working very hard to make sure The Witcher 3 is fun but also a game for mature players and treats them seriously."
The studio's mantra is to make 18-plus games that will cover topics not suitable for younger audiences. "This is something we are very very clear about," he said. The problem is that adult games are treated differently than adult books or films, and as a former novelist he would know.
"So even though we're trying to tell a story for adults, we are sometimes criticised for being too brutal or putting too much eroticism in our games, whereas books or movies that are addressed to the same audience, and go much further than we do, do not get the same sort of criticism. We are looked upon in a slightly different way.
"Gamers do want to treat it seriously," he said, "and do want to have certain difficult topics covered in games, and they don't want games to shy away from difficult issues."
That does not mean parading women around in their underpants, lead character artist Pawel Mielniczuk said. "Triss in The Witcher 2: she was sexy. We show her in [sex] scenes but her usual outfit was quite covered - you saw just the head and the fingers.
"The whole shape of the character of course must be quite attractive, but we don't try to show a lot of nudity on the characters. That's why we have all those sex scenes.
"Like in real life," he added. "You see a girl on the street: usually she's not naked, doesn't wear a bikini in the middle of the street. When you invite her to your apartment maybe you will see it, right? So this approach."
A sorceress like Triss must be attractive, incidentally, because that's how they're described in Andrzej Sapkowski's Witcher books.
"The look of the female characters, the sorceresses especially, it was kind of forced by the book," he explained, "because in the books it was said that they have the plastic surgeries by their magic. It was said that they were a one-hundred-and-twenty-year-old with a hunch and she's really ugly, but they are using magic to make them look like twenty-year-old sex bombs.
"It was said that the sorceresses Geralt is meeting in the books, and they also appear in the game, are quite... they're pictured in the game as twenty-year-old sex bombs - most beautiful women in the world. We can't do it a different way."
A Game of Thrones
Andrzej Sapkowski's Witcher books are dark and grim and brutal, and more than a bit similar to the world of A Song of Ice and Fire - better known by the HBO television adaptation A Game of Thrones. This is a happy coincidence. Whereas The Witcher 2 launched into a world only just experiencing A Game of Thrones, The Witcher 3 will launch into a world besotted with it.
"It's encouraging us to go further with what we already did," said writer Jakub Szamalek.
"They're both fantasy universes but they don't use fantasy as an excuse for using certain clichés or doing away with psychology of characters and concentrating on dragons and magic and so on. These are worlds in which people are very believable and realistic, and they have their own aims and goals," he added, "and they can be pretty ruthless."
The Witcher 2 was a largely political story, but The Witcher 3 story will be a personal one. "In The Witcher 3 there will be more about Geralt's relationships with the people close to him, both enemies and friends," explained Szamalek. "We as writers are really excited about that, because there will be certain issues that we really want to cover and make the most of."
Konrad Tomaszkiewicz hailed it as "the best storyline we've got so far". "I'm really proud of it because it closes the story of our previous games, and also it closes the story of the books. On the other hand you can play this game without any knowledge of previous games or books; it will be fun for you and you will understand everything. It's a huge achievement because I was very afraid that it will be hard to make that game."
Quests and hidden consequences
"The consequences in our games are not immediate," said Szamalek, "so when you do something you learn about what happened because of that later on, so that you cannot simply reload and try a different option. We definitely want players to take responsibility and feel responsible for what they do in the game."
I saw this first hand in a demo, when Geralt sided with a faction only to witness an unforeseen and significant twist later on. I'd have picked differently had I known. Will people wanting to pick a very deliberate line through the hazy-grey morals of The Witcher 3 feel this is unfair?
"You're correct that some players like to control everything," lead quest designer Mateusz Tomaszkiewicz (Konrad's brother) responded, "but because some things are unexpected you feel like this world isn't just a schematic. It's not a mechanical world where you only choose obvious things and you are always in control. People who live in it have their own motivations; factions go their own ways and things change. That is more realistic. It's just the approach we chose in our game."
As difficult as Dark Souls?
Game director Konrad Tomaszkiewicz loves Dark Souls and Demon's Souls and has finished both a number of times. He likes how "you are stronger because you as the player learn how to control your character and how to play to kill these monsters". You stop thinking about how to do something and feel the fight instead. "And this is a really great thing," he believes.
"We tried in The Witcher 2 to make this high difficulty level but it was a mistake," he admitted, "because we tried to mix two different games." The Witcher fans wanted a traditional RPG with a story, not a challenge based on their dexterity.
"Dark Souls influenced me very much because I love games like this, but I understand after The Witcher 2 that we should less experiment on stuff like this but more focus on the things which people love in our games," he said.
The learning curve in The Witcher 3 will be "proper", then - not like the much lamented learning curve in The Witcher 2. There will be difficulty levels in The Witcher 3, but unlike The Witcher 2, Normal won't feel like Hard. "It wasn't a good decision," Tomaszkiewicz added. "Right now we're changing it and I believe that everyone will go in this world very smooth and we will not get problems like it was in The Witcher 2."
No paid DLC, no multiplayer, maybe an Arena
"No. No no no," was Adam Badowski's emphatic answer to whether The Witcher 3 will have paid DLC. "Not for small DLC or something like that.
"Maybe there's an option to have a huge expansion pack or something because of the size and scope of the game. This is the only option [for paid DLC]. But small DLC and DLC packs: it's not big enough [to charge for]."
There will be some online features because of the online nature of the platforms the game will be released on, but not multiplayer. "None. At all. We had some rumours about it but that was just a misunderstanding," Badowski said.
How about an Arena mode like The Witcher 2 had? "Arena mode was a kind of an experiment, quite cool. We don't know yet," he shrugged, "and this is true. We have other plans.
"When we are saying 'we don't know' don't get me wrong: we know, it's just that the decision is not made because the market is changing, the situation is changing. The game is set in stone but all other surroundings are fully dynamic."
The Skyrim comparison
All that stuff Konrad Tomaszkiewicz said about Skyrim, about how the quests and story were "generic" - that was a "misunderstanding", he told me.
He wanted to say that he loved Skyrim but it wasn't a game about story. "This is the game about the exploring of the world, about finding the items, upgrading my character." There is a story that's "quite entertaining" but short. "They don't even try to make these characters very memorable ... It was some simple story."
He mentioned it to highlight how CD Projekt Red is doing something different - taking a different tack.
Consider Grand Theft Auto 5, he said. "It's good to compare these two games. GTA is not RPG, but if you took the storyline, which is movie-like in GTA, compare it with the world of Skyrim and the open-world game where you've got a lot of things to do - you've got character development, you can kill the monsters and so on - and add to this choices and consequences: this is what I want to achieve with The Witcher 3. That was my point.
"It wasn't my intention to say that Skyrim was a poor game," he added, "because it's not. It's a great game; it's got different advantages than The Witcher. That's all."
Pedram- Fan Favorite
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Re: Witcher 3
PC will always be the logical choice if you have the PC powerful enough to run it in full specifications.
But i don't think anyone has a clue what those specs are yet.
It's going to look amazing either way though.
But i don't think anyone has a clue what those specs are yet.
It's going to look amazing either way though.
Great Leader Sprucenuce- Forum Legend
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Wed Nov 20, 2024 5:09 pm by Harmonica
» Mbappe signs for Real Madrid.
Wed Nov 20, 2024 6:33 am by Turok_TTZ