the-witcher-3-wild-hunt-preview-gamesmir-2014-1

the-witcher-3-wild-hunt-preview-gamesmir-2014-1

The Witcher 3: Wild Hunt: Preview (Gamesmir 2014)

“To be honest, it’s very difficult for me now to formulate any specific questions for the interview. In my opinion, everything is clear: you are making the best role-playing game on the planet. With a huge, living open world, an extensive role system, a large-scale plot company and the constant influence of the once adopted decisions for the future … ”-I begin. In response, the representative CD Projekt Red only laughs: “Well, yes, everything is right. We diverge?”

Prose, buttercup. Prose

To what promises Wild Hunt, Polish developers have been going on for many years. The second part was largely better than the first: it acquired a much more impressive production, a pleasant combat system, more serious nonlinearity. Now it remains to bring working mechanics to a new level, creating an RPG, comparable in scale to The Elder Scrolls. This is the main goal that the authors pursue. However, Skyrim They do not at all consider it worthy to imitate a guideline – it is supposedly not alive and repels cardboard.

Own open world (which, by the way, will be 30 times more than the territories of the sequel) began to be constructed from the ecosystem. Developed a special model of “smells”: each creature in the game reserves a trace to which others react. Predators always smell fresh meat, scaders run to the places of recent battle.

This is where not only the fauna is built, where everyone constantly hunts one after another, but also a whole layer of random events. For example, some lumberjack chose an unsuccessful place in order to gain dry logs, and ran into swamp monsters. A passing by Geralt will see the unfortunate and can help him, receiving gratitude in the form of several coins. But if the corpses do not burn, then someone else will come running to the smell.

Who specifically is a difficult https://casino-goldenbet.uk/ question, because there will be a lot of animals. The world is divided into various biomes: in the mountains there are more air, flying creatures, in swamps – ghouls and drones. Even a sea is considered a full -fledged biom, the bottom of which is detailed and dotted with objects. And it is better not to know about who lives in dungeons: the creatures met there can easily break the inexperienced player to parts, because no level auto adjustment is provided.

Local “Dange” is a separate topic for conversation. Going down, you risk finding abandoned catacombs, reveal a secret, find treasures and save someone’s princess. You can almost always reach the end of the dungeon: even high -level enemies can really defeat a weak character. You need to be a fantastically good fighter, spend a lot of time and therapeutic potions, but the authors do not put insurmountable barriers. The only thing that can really stop is the legendary monster.

A full -fledged, complex and integrated hunting system is returning to the game. In fact, this is a series of quests, in each of which it will be necessary to kill a unique creature. The animals roam the game world, and you can stumble upon them by accident. But you can not stumble – just hear about where their lair is, from a random passerby.

The first thing to do when you learned about the existence of the future trophy is to find it. According to rumors, traces, with the help of a special witch’s instinct. When the place is determined, you can go and try to cope on your own, which in most cases means guaranteed death. It is better to return to the city and re -read all available literature (literally – you will have to read intra -game texts as before). There is a clue about the vulnerabilities of the monster that must be used in battle. As an example, the authors talk about Lesha, which, if an accidental meeting, will simply be immortal. First you need to find out that there is a person infected with a curse, then find him, kill him and only then return to the creation itself.

What you can fight is not so scary

Even after many hours of research and the search for vulnerabilities from the player, serious skills will be required. The combat system moved even more towards the slasher and began to even remind something Dark Souls (70% Dark Souls and 30% Assassin’s Creed, As the authors themselves say). In order to make it as spectacular as possible, CD Projekt Red invited fencing masters for Motion Capture. Especially for Geralt, they came up with their own combat style, consisting of 96 different movements (it used to be 20).

The mechanics are based on endurance, which limits the number of attacks. It is spent on a strong/weak blow, parrying and shooting. This is supplemented by nuances: there is an equilibrium parameter that is easy to lose with a failed block. When shooting and using signs (this is a local analogue of magic, if anyone does not remember) time slows down, allowing you to aim.

Enemies behave in the most vile way: bypass from different sides, retreat if they have long -range weapons, and crush if they are attacked by a flock. Sometimes it will be possible to use the environment against them (“What video game can be without red barrels?”), You will have to change the weapon – a silver and steel sword for monsters and people, respectively.

There is especially nothing to tell about the plot connecting the battles with each other: a fifty -hour story, the same amount of more hours for additional tasks, no automatic generation of quests. The constant “give/bring” will not go anywhere, but, according to the rules of good tone, any story will lead you very far from where it began.

Searched a girl with gray hair (those who read books Sapkovsky, Surely guessed that we are talking about Ciri, the adopted daughter of Geralt)? Get curses;a meeting with the spirit that has instilled in a tree, some kind of house and terrible old women;riding a horse;battles with “bosses”;And many more interesting.

The only important change in this model is the selection system. CD Projekt frankly admits that she missed when she put the player in the second part before two options. Like, this time there will always be three options: kill, save, leave. And all this, of course, will affect the development of events. It is promised that the choice can affect the internal structure of entire zones (as you idea to turn swamps into an ice desert?).

IN The Witcher 3 There are absolutely no riddles. This is the genre that should be called the “Role Game of Your Dreams”: here you can stay for a good hundred hours, endlessly developing the hero, finding new quests, hunting for monsters, trying to cook the rarest elixirs. Everything that was good is left. All bad – improved and processed. And there is only one significant question here: well, when already?!

No Comments

Post A Comment