Wednesday 26th November 2014,


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The Witcher 3: Wild Hunt Confirmed, Bigger than Skyrim and TW2

By admin

About a month ago I wrote that CD Projekt Red almost confirmed The Witcher 3 and promised to announce something interesting on February 5. Well, February 5 is finally here, and – YAY!!! – the third The Witcher called Wild Hunt is finally announced! It seems like the game will be released in 2014, but it seems to be so far away now!

Unfortunately, not so many details are available at the moment. We only know that the new Witcher’s world is going to be HUGE – 30 times bigger than the previous game, The Witcher 2, and even bigger than Skyrim. They say you’ll need about 30-40 minutes to cross the game world on a horse. It’s built on the new REDengine 3 (the same engine is used on Cyberpunk 2077), and there are no load screens there, which is great news (I still remember how the first Witcher loaded… it took the game hours to load, and it was terrible!).the-witcher_3

On the cover image above we can see Geralt (who has a… beard!) riding a horse, and a mysterious hooded companion next to him (maybe it’s Triss? Or Ciri?). So Geralt will have a beard (I personally hope I’ll be able to shave him), and there will be mounts introduced in the game. We can also see a burning city down there, perhaps it has something to do with the war mentioned in the end of The Witcher 2.

Here’s a small video trailer of the game, GameInformer’s video coverage:

Here are some other images of The Witcher 3: Wild Hunt (let’s thank GameInformer for them):


So there’s definitely a horse in the game!


This looks like a tavern from The Witcher 2, doesn’t it?


Mmm, intriguing! Scouting to find out more about enemies?


This location seems to be well designed, too.

And here’s the list of The Witcher 3: Wild Hunt details provided by GamingEverything:

- 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
– 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
– 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 ingredients needed for making of unique items, potions, mutagens
– 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
– Reworking 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 press mapped to a single strike
– Each move takes a roughly equivalent time to perform
– 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”
– “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
– Other two trees are based on swordsmanship and alchemy
– Swordfighting: can unlock new strikes and boosts such as improved stamina and parrying
– Alchemy: mutation mechanic moved off to a separate development path, independent of the level-up process
– Alchemy specialization is based more on potions
– Improvements available for the horse and boat
– These aspects are still in development
– One idea: players could access their long-term storage stash from their horse as well as from inns
– Team knows about frustrating inventory management in Witcher 2
– Crafting still important for enhancing Geralt’s capabilities
– Can customize crafted items
– Some components are can be substituted for similar things
– Ex: monster scales instead of leather in a piece of armor
– This affects the properties of the final item
– Can find unique components as part of monster hunts or questlines
– Combine these with special recipes to make artifacts of immense power
– Each armor piece has a unique appearance
– Armor has improved presentation and new cloth simulation
– Can visit a barber to change Geralt’s hairstyle

I guess this is all we know about The Witcher 3: Wild Hunt at the moment. I can only add that I really hope that CD Projekt Red have created an interesting story (I don’t doubt that though) and bright characters. I would also like to learn what happened to some of the characters we saw in the first two games (namely Iorveth, Saskia and some others).

Finally, as I’ve already mentioned, The Witcher 3: Wild Hunt is most likely coming in 2014. There will definitely be a PC version, and some “high-end” platforms (whatever they mean) will get the game, too. I guess it means that The Witcher 3 won’t come to the Wii U, the Ouya and other platforms like that, while Sony and Microsoft will get it for their systems.

Source 1, source 2

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