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The Witcher 3: exciting new information from game designer

The Senior Game Designer at CD Projekt RED Damien Monnier did a long interview with GameTrailers, during which he revealed a number of interesting new information on the game. Let us see what he is talking about.

First, a note on the system of potions which, if taken in excessive amounts, can mark the face of Geralt due to their toxicity: Monnier has spietgato that the damage on the face of Geralt will also be visible during cut-scenes along with all his other aesthetic changes (beard, hair, etc) since all sequences are rendered in-engine; such damages will not be permanent, however, and can be cured by ingesting Honey white that will undo the effects of ingested potions.

Concerning the sidequests , the designer explained that in the game there are a few wheels "fetch quest", bones the missions where someone asks us to find and return an object, because the team does not loves especially. The small amount of this type present will be used to improve the profile of certain characters. for example, there is one in which we must achieve a number of locations with a character, and in the way he will tell us a lot about themselves by providing items to make a crucial choice at the end of the mission.

Regarding the IA animals that meet, however, this may vary depending on the complexity of the cases. For example, simpler ones like sheep and goats simply follow the instinct of self-preservation: If you are in the vicinity of grass or bushes which can eat, you will travel, but if they see predators that might kill them, they will try to escape from the area. Things get more complicated with the predators, constantly searching for food: e.g. If you kill a goat, this will produce an odor that will attract the predators around who appreciate that kind of meat. If anyone eats goat, however, this after some time will decompose by attracting a different kind of monsters that eat the flesh decomposed. Similarly, if an area there are herds of deer the wolves will try to drive them: if everyone will kill deer but we will see far fewer wolves turn in the area.

Another very interesting mechanism is that of the human camps : in some cases, if we will liberate an area from all monsters that haunt, we will see human insediarvici groups and took possession. But this is just one of the possible outcomes of our actions within the game: every time we come into an area, the title will check what we have and we have not done, who we have helped, whoever we killed and decisions taken during missions and dialogues: all this will help change the world and the events around us, including people who meet in the villages. It is an extremely complex mechanism due to the many variables involved, which will allow us to feel that all our actions have a real impact around us.

With regard to fighting with monsters , Monnier explained that these all have a preset level that does not fit to our abilities. For this reason, if we are at the beginning of the game and meet a very powerful monster, we will not be able to damage it, as well as after many hours of play we can sweep as flat steels the monsters at the beginning gave us by wire twist. The enemies that it is better not to deal with because of their level too high compared to our will be accompanied by the icon of a skull: this will tell us that it is better to stay away for the time being.

An interesting information has been released regarding weapons and to their level : Monnier explained that the developers wanted to avoid situations such as those where maybe we find a very powerful weapon and there is prevented from using it until we have reached a very high level, effectively forcing us to take it patiently with us without being able to use the weapons in the game will have a "range" of useso to use a very powerful weapon we should not necessarily expect to earn many levels but we could maybe use it immediately or after a few advancements of level. The arms will fit but the level at which we will use for the first time, infusing more or less damage. This is a permanent effect: use a sword to level 5 make it weaker than to use it to level 15, and will not increase with the growing power of our character. Having said that, however, the advices on increasingly powerful new weapons, so we need not fear of "wasting" a particularly interesting weapon collecting it when we have a very low level: there will be other occasions to find equally or more powerful weapons when we are up to level.

With respect to the Gwent , the card game that you can play in different locations, this is meant for games lasting a maximum of 10 minutes and that will allow us to win money, new cards or even enter tournaments with the best players from Gwent players. There are even missions related to this game.

Finally a curiosity on the topic of nudity : because in the game there will be a lot of female nudity, developers felt right also show an equal dose of male nudity going so far as to argue over whether they should show Geralt's penis; eventually it was decided that, in normal situations where naked and visible appear frontally, the protagonist always wears the pants (or their equivalent in the world of The Witcher).

The world and the mechanics of The Witcher 3: Wild Hunt are becoming more interesting as that we learn more, outlining what appears to be a must-have game for all fans of fantasy RPG. The May 19 approaches!