- “You don’t run – in the Witcher 2 you were running constantly. You walk, but your attacks are very fast. Your opponents also walk but they have charges and things like that.” - Geralt’s dodge roll replaced by a pivot move - It retains its defensive utility without game-breaking mobility - Attacks faster than in The Witcher 2 - Enemy AI completely rebuilt - No scripted boss encounters - One boss: ice giant - Roughly a dozen types of interactive objects - Ex: Can irritate a wasp with the telekinetic Aard sign to make a damaging distraction for his foes and disperse the swarm with the fiery Igni sign once the wasp swarm becomes a problem - Magical signs are retooled - Each of the five signs has a basic form such as Igni’s new flamethrower effect - If the player advances down the magic tree as Geralt levels up, can unlock a second form of the sign - For Igni, would unlock a 360-degree blast that immolates anything close - Yrdren’s small trap can be changed into a bigger field that slows enemies - Player retains the use of the basic form
- These allow Geralt to gain special powers and upgrades in the new mutation development tree - These kills serve as the witcher’s primary method of income - Moving more toward romance and away from shallow sexual encounters - “We want to treat it maturely like we did in The Witcher 2. We are not bringing sex cards back.” - Witcher 3 doesn’t have completely different environments based on singular choices due to the open world, but there are similarly impactful decisions - You’ll be involved with mutually exclusive storylines and situations based on certain momentous choices - Won’t be on the same level as Witcher 2, however - Game mechanics based on previous games, but the team is revisiting many details - Backward difficulty curve being addressed - Rewroking the flow of combat - 96 animations for Geralt’s combat moves (last game had 20) - Game has a “weighting” system for the camera to help keep the biggest threats in frame at all times - Combat system: three big changes to solve the problem of being locked into long animations - Every button prss mapped to a single strike - Each move takes a roughly equivalent time to perforom - Can always interrupt your current action to immediately dodge or block - Can block/dodge when out of stamina, but you’ll be staggered - Team wants to make the combat “more intimate”
- Multiple branches of narratives that feed into each other - Don’t have to do anything outside the main storyline to beat the game - Could have help in a main-line encounter from an ally you gained in the Skellige archipelago if you’ve completed certain quests in certain ways - Major events in the main storyline are “gates” for the state of the world - Ex: village threatened by bandits might be abandoned after certain events if the player doesn’t help - Weather effects are dynamically generated and fully modeled as real volumetric clouds rather than being simply painted on the skybox - In contrast to the last game, Geralt encounters communities and individuals with monster-related problems that need solving - There aren’t contract-like assignments this time - Press the left trigger to turn on Geralt’s witcher senses - Can glean information from a crime scene upon discovering it - Within range of a scene of interest, the mechanic conveys clues to the player through the witcher muttering to himself and/or visual depictions of past events that represent Geralt’s reasoning - Time of day and other conditions determine where monsters appear and their abilities - Can strike critical areas in combat based on how much you learn about monster anatomy and tactics - The team is deciding between using a handful of in-combat special moves for particular attacks and a slow-motion quick-time event style - Monsters you defeat leave otherwise unobtainable alchemical and crafting ingrediants needed for making of unique items, potions, mutagens
- Quests: help villagers, engineer the succession of the Skellige kings, etc. - Use monster hunting for adventure, incoming, and unique rewards - There are mini-games based on the area of the world - Ex: Skellige has knife-throwing - Gain exclusive rewards from mini-games - Don’t have to complete mini-games to proceed in the story - Monsters, bandits, traders, animals, and more will attack anyone they deem hostile - Enemies don’t scale to the player’s level - Slaying monsters, fighting hostile humans in the different forms they come in, collecting items, leveling up are in the game - World 40 times larger than the last game - Three different aspects to narration - Lowest level: free-form activities like monster hunting, crafting, individual standalone quests - Second step: political situation and Nilfgaardian invasion is resolved through the core plotline of the major areas (Skellige, Novigrad, No Man’s Land) - Each land has its own storyline - Can abandon the storyline, but will have repercussions later - Not doing a plotline is a choice the player has - Main narrative: search for Geralt’s loved ones and conflict with the Wild Hunt
Full info,who are interested .(allot reading) pt.1
The team felt it missed the huge freedom of open-world games like Skyrim - Proper mounted combat still being tested - Currently not a definite part of the game - Horses will be in, though, since they’re important for navigation - Ships float on the water in true physics interactions - Team has doubled in size - No chapters, acts, or any artificial break-points - Geralt can seamlessly cross from one end of the world to the other thanks to REDengine 3 - No loading screens while traveling in the open world - Can explore on foot, by horseback, and via boat - Pursue yor long-lost love, play the game of empires on behalf of the northern kingdoms that still claim independence, and thwart the nefarious Wild Hunt - Fast travel: instantly revisit any discovered location - Director Konrad Tomaszkiewicz: “A huge goal is to keep the high quality o four quests, with all the cinematics and impressive events and moments.” - Point of interest will always be in sight - Players will be beckoned to explore dank caves, embattled villages, decaying ruins, etc. - Over 100 hours of hand-scripted quests
What if I'm every type by little and none of them at the same time?I mean sometimes i feel like to explore game lore's every tiny bit of peace, complete everything in game like i do in Far Cry 3 so completionist?Sometimes just run trough game like i did in Assassin's Creed 1 so ,speed runner?Sometimes to take on waves of enemies by killing them is satisfying,so am i exterminator,So who I'm ?
Answer - Me ,and the gamer type of myself.
Yes i do understand the purpose of the video,and pretty much i could say i know friends who are exterminators and speed runners,But it depends allot on game you play to!.And how you can approach in game.
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