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  1. #81
    Ridill
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    I really am hoping for better combat, I just couldnt get into the second one because I didnt enjoy the combat.

  2. #82
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    I just finished the second today. Compared to the first game the combat was way better! It wasn't phenomenal by any means but it got the job done. Twas very watered down for consoles/gamepad compared to first game though. I'd like to see the combat more fleshed out too.

    I am very excited for this title now. The series has superb writing and screenplay.

  3. #83

    Sweaty Dick Punching Enthusiast

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    Only problem with 2 was the balancing being completely thrown aside by some of the trait choices. First portion of the game was hard as fuck iirc, before tapering off once you jacked up. Hopefully they learned something and can stretch the challenge the entire way.

  4. #84
    Mr. Bananagrabber
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    There was mods for the PC version to keep the game balanced because as your gear/talents improved the game definitely became very easy by comparison to first part (that cave full of nekkers in act 1 coming to mind if you weren't ready for it).

  5. #85
    BG's worst Rangers fan
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    Quote Originally Posted by Krandor View Post
    There was mods for the PC version to keep the game balanced because as your gear/talents improved the game definitely became very easy by comparison to first part (that cave full of nekkers in act 1 coming to mind if you weren't ready for it).
    I just had a vietnam flashback. Thanks asshole.

  6. #86
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    Quote Originally Posted by Kyo View Post
    I really am hoping for better combat, I just couldnt get into the second one because I didnt enjoy the combat.
    How did you get through the first game? lol

    Maybe it was just because the combat in the first one sucked ass, playing Witcher 2 right after didn't make me have too many issues with the combat.

  7. #87
    Sea Torques
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    lol that fucking Nekker cave man. Anyone posted this? (found on neogaf)

    http://forums.cdprojektred.com/threa...?p=928#post928

    I may just check this out and do another playthrough.

  8. #88
    Impossiblu
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    hoping that the mod is released soon ):

  9. #89
    The Anti Miz
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    oh shit that sounds awesome. igni was my jam, i look forward to sploding guys

  10. #90
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    Finally, a next gen only multi plat.

  11. #91
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  12. #92
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  13. #93
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    Those are some ballsy claims at the end of that video lol. I hope they live up to it.

  14. #94
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    Witcher 2 file save will impact your playthrough
    The PC version of The Witcher 3 will pull a BioWare in importing data from your save files, and CD Projket RED is hoping to do something similar with consoles.

    Having a save file from The Witcher 2: Assassin’s f Kings witll “definitely impact your playthrough in The Witcher 3″, executive producer John Mamais told VideoGamer.

    Players will be able to choose their save file when they start a new game – as long as they’re playing on PC.

    “We’re not sure how it’s going to work on the consoles yet, but we might try to create some kind of game state even if you haven’t played,” Mamais added.

    “Obviously we didn’t make the game for the Playstation 3, so we might try to deliver something for the PS4 that could create some kind of profile for those players.”

    The Witcher 3 is the last story starring Geralt CD Projekt RED plans to produce, although he may appear in other games.
    http://www.vg247.com/2013/06/13/the-...r-2-save-file/
    http://www.videogamer.com/ps4/the_wi...witcher_2.html

  15. #95
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    CD Projekt RED dislikes XB1's DRM, but loves money
    The Witcher 3: Wild Hunt developer CD Projekt RED has always steered clear and slammed the use of DRM In its games, but after the studio’s open world RPG was announced for Xbox One it received a hefty dose of flack. The team has now responded to fan concerns on the matter.

    Speaking with Eurogamer, studio co-founder and Joint CEO Marcin Iwiński responded to the complaints of fans, and said, “We couldn’t simply not release The Witcher 3 on Xbox One. We want to make sure that every single player will have access to our game and thus decided to deliver for PC, PS4 and Xbox One.

    “There are people who don’t mind the DRM protection and will pick Xbox One as their platform of choice. We can’t punish them. Again, we always stress the fact that we’re against DRM, but in the market system it’s the clients who make the final decision. As developers, we need to create best content we can and make it available for as many players as possible.”
    http://www.vg247.com/2013/06/13/witc...-drm-backlash/
    http://www.eurogamer.net/articles/20...olicy-concerns

  16. #96

  17. #97
    Han Cholo
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    Holy shit, can't believe no one else has commented on how fucking amazing those visuals look, I assume these are all new and actual in game shots?

  18. #98

    ^yup

  19. #99

  20. #100
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    Fact Sheet
    Spoiler: show
    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.

    ● 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.

    Conclusion

    In brief, The Witcher 3 will be CD Projekt RED's crowning achievement: jaw-dropping, captivating and unforgettable. Concluding the trilogy with a riveting story set in a completely open world, the studio will once again break new ground... and redefine the RPG.

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