Witcher 3: Wild Hunt Announced nigggaaaaaa
http://gematsu.com/2013/02/the-witcher-3-wild-hunt-announcedQUOTE
The game once again stars Geralt, his memory now restored, who is done fighting for others. His new missions include everything from solving mysteries to slaying monsters. And there will be no chapters, acts, or artificial break-points to slow him down.
Wild Hunt is set in a world 20 percent bigger than that of The Elder Scrolls V: Skyrim and 40 times larger than that of The Witcher 2âone so large that it takes 30 to 40 minutes to cross on horseback. (Boat, foot, and fast-travel for previously visited locations are also travel options.)
According to the mag, Geralt can âseamlessleyâ cross the game world with no loading screens to disturb him. This is because the team felt it missed the freedom of open-world games such as Skyrim.
When traveling, points of interest will always be in sight. Players will explore dark caves, embattled villages, decaying ruins, and other areas. Based on where you are in the world, youâll come across certain mini-games, too. Skellige, for example, has a knife toss mini-game through which you can earn exclusive rewards.
The gameâs narrative is said to offer three forms:
Lowest Level: Free-form activities such as crafting, monster slaying (which seems to be more extensive in the third iteration), and going on quests. (There are over 100 hours of hand-scripted quests. These include helping villages and engineering the succession of the Skellige kings. Though, I think the latter would apply to the Next Level.)
Next Level: The political situation of the Nilfgaardian invasion is resolved through a core plot line for each area, including Skellige, Novigrad, and No Manâs Land.
Final Level: Geraltâs main storyline, his search for his loved ones, and the chase of the Wild Hunt.
Players will be tasked with making choices, and naturally, can skip things if theyâd like, but will face whatever consequences if they choose to do so.
Each land in The Witcher 3 will have its own storyline. Major events in the main storyline are said to be âgatesâ for the state of the world. For example, a village threatened by bandits might be abandoned after certain events if the player doesnât step in with a helping hand.
Weather effects are also a big part of the game. This time, theyâre dynamically generated and fully modeled as real, volumetric clouds. Theyâre not a simple paint on the skybox anymore.
On the field, monsters, bandits, traders, animals, and others will attack anyone they determine to be hostile. But enemies wonât scale to your level. Enemy AI has been completely rebuit, and scripted boss sequences are a no-go.
When monster hunting, players can gather clues to build up information. Books hold information on monsters and townsfolk can also provide insight. Potions and similar items are important when going into battle. Depending on the time of day and other conditions, monsters may appear in different areas and boast different abilities.
In combat, youâll be able to perform critical strikes on a monsterâs weak point depending on how much youâve learned about it. When fighting a vampire, for example, you can negate its poison attack by hitting its venom gland. Or, you can strike at both its hearts with a thrust attack for an instant kill.
After theyâve been defeated, monsters will drop loot such as normally unobtainable chemical and crafting materials required for unique potions, mutagens, and other forms of item crafting. These allow Geralt to gain special abilities and upgrades in the new mutation development tree. Monster kills provide income as well (orens drop?).
Crafting is a critical part of maximizing Geraltâs potential, but weapons and armor can be found in many other ways, as well. Players will be able to customize their crafted weapons with additional components like monster scales for leather in armor. Each armor piece will have a unique appearance through the gameâs new cloth simulation tech. Also in line with customization, players will have access to a barber to change Geraltâs hairstyle. But you wonât be able to dye his hair.
The âflow of combatâ and âbackward difficulty curveâ of previous games is being reworked. In comparison to The Witcher 2, which had 20 combat animations, The Witcher 3 will have 96. When fighting enemies, a new âweightingâ system will make sure the most threatening of enemies are always in the frame. These changes were made to make sure players wouldnât get locked into animations.
Players can strike enemies with a single button press, and each move takes âroughly equivalent time to execute.â You can always interrupt your attack in order to dodge or block, even when youâre out of stamina, but you will be staggered. Your attacks are very fast, though, as are your opponents. In place of the former dodge roll, Geralt has a new pivot move âthat retains its defensive utility without game-breaking mobility.â
Proper mounted combat is still in the testing stages, but at this point is not a definite part of the game. Horses are, however, as mentioned earlier, as theyâre an important tool for navigation. Itâs merely on-horse combat thatâs unconfirmed. Outside of combat, one idea is that players can access their long-term stash from their horse and at inns.
Regarding inventory management, the team understands it was frustrating in The Witcher 2 and are aiming to improve it in The Witcher 3.
The Witcher 3, which is being developed by a team double the size of the previous game, uses CD Projekt REDâs new REDengine 3 technology and will launch for PC and âall high-end platforms availableâ in 2014. A next-gen hint it is, then.
âThis is the conclusion of the trilogy.â