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Special Edition Podcast: The Witcher 3 Q&A


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02.03.2013 @ 01:52 #1

http://www.gameinfor...-witcher-3.aspx

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We answer the community's questions about The Witcher 3: Wild Hunt in this special edition podcast.

Adam Biessener and Ben Hanson, the Game Informer crew that visited CD Projekt RED's offices in Warsaw, Poland, mostly stay on task in answering questions and clarifying details about the upcoming open-world RPG coming to PC, PS4, and possibly other high-end consoles that may or may not be announced in the next few months.

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02.03.2013 @ 01:54 #2

I think I might have stumbled across you guys in the past. Will take a listen later. Hopefully it'll be a good podcast!
Tearing my hair out, trying to figure out why there aren't any non-human Witchers, or at least something equivalent to a Witcher oriented warrior.

Share your Skyrim characters here! Feel free to post pictures, tell a story, or whatever! It's all about dem adventures boios!
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02.03.2013 @ 02:32 #3

No new info. I wouldn't bother.
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02.03.2013 @ 02:38 #4

slimgrin said:

No new info. I wouldn't bother. ›››


The answer to the VATS question was interesting - they haven't decided yet?

NotUS 

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02.03.2013 @ 02:42 #5

They basically are deciding on 2 options for the so called 'Focus Mode'.

1: Vats style system where it slows time down to highlight specific areas

2: In combat seamless special moves available to Geralt if you have learnt the creatures weak spots.

In my option, option 2 is the only way to go here.
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02.03.2013 @ 02:47 #6

dragonbird said:

The answer to the VATS question was interesting - they haven't decided yet? ›››



Ok, that was the one good bit. I strongly opt for option 2. I don't want a VATS style anything, but opening up new abilities for Geralt to target makes sense.
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02.03.2013 @ 02:48 #7

NotUS said:

They basically are deciding on 2 options for the so called 'Focus Mode'.

1: Vats style system where it slows time down to highlight specific areas

2: In combat seamless special moves available to Geralt if you have learnt the creatures weak spots.

In my option, option 2 is the only way to go here. ›››


Yup, me too.


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02.03.2013 @ 02:48 #8

Anyone played Metal Gear Rising? Doesn't it have a similiar combat?
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02.03.2013 @ 02:58 #9

Kallelinski said:

Anyone played Metal Gear Rising? Doesn't it have a similiar combat? ›››


I hope not, that game looks ridiculous.



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02.03.2013 @ 03:16 #10

Kallelinski said:

Anyone played Metal Gear Rising? Doesn't it have a similiar combat? ›››

In my opinion, they have done a great deal to improve combat, increase combat animation, fine tune the targeting system etc, the natural progression would be to avoid a system that pauses or causes an interruption to the combat.

They could implement the special moves only once the monster is at certain weakness level, as more a finishing move type scenario, whereas the player without the monster research has to continue fighting in the current fashion.

The special moves could be signified by Geralt's witcher senses, with a combination of Geralt speaking 'Hmm, his left leg looks weakened and exposed'. The player could then choose to select the special move, not by a prompt on screen but by the key mapped to a special move. If the player wants to continue fighting as they are, they don't bother selecting the key mapped to the special move.

In regards to the VATS slow-mo system, I'm sure they could make this scenario work as well, but I'd prefer it if they didn't go down this path.
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02.03.2013 @ 05:30 #11

Bullet time is pretty awesome but sure does get annoying after a good amount of play time kinda like max payne, never got threw it..... it was good but annoying,
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02.03.2013 @ 05:41 #12

Kallelinski said:

Anyone played Metal Gear Rising? Doesn't it have a similiar combat? ›››


slimgrin said:

I hope not, that game looks ridiculous. ›››


Game looks ridiculous sure but the way they are executing that particular mechanics is exactly what would work in witcher 3. See some gameplay video and ignore for a moment over the top stuff.

Zoom in + time slowed + you have couple of seconds to aim + you have to determine trajectory of your blow to hit weak spot or two at the same time + you have one try, if you fail you lose your focus points. No qte involved, no cutscene involved, no choosing pictures like in vats, some reflex involved. Imo that would work even though im not fan of metal gear and never played any metal gear game.
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02.03.2013 @ 07:00 #13

Game companies should avoid making comparisons to others games, as fans will go crazy and take things way too literally. They'll take every shred of negative emotion they have towards that game and project it on your game.

"In-combat seamless special moves" sounds very impressive, but what does that mean, exactly? How are those moves triggered? Back, low punch, high kick, block? Press X to win? If they function anything like Group Finishers in TW2 then I don't want them anywhere near this game. If they come up with something novel that actually involves player skill, then this could be something really great.

There are many ways CDPR could implement a VATS-like targeting system, and it could well be done in a much more immersive fashion than in F3. This system could actually require some skill to use effectively; just as an example, the effectiveness of the following special attack could be inversely proportional to the time it takes for you to "aim". Beats "press X to win" anytime.
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02.03.2013 @ 09:12 #14

the journalist in the podcast ensures us how much he played and liked the game but cannot even remember that the 3rd act played in Loc Muinne....and the questions they picked were rather weak....so overall a disappoitment concerning gameinformer.
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02.03.2013 @ 09:43 #15

There is still time.

Time to lobby, that is.

No-no
We-don't-wanna
slo-mo!

Hell-no
Slo-mo's-got-to-go!

Seriously, special moves is the way to go. Needless to say there should always be a chance to fail, slo-mo or no slo-mo. In fact, let me stress that. There should always be a chance to fail, one which is at least marginally dependant upon character stats (since, regrettably, they won't be forsaking classical RPG mechanics altogether)
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02.03.2013 @ 10:03 #16

Heads up: if someone missed another interview with Mateusz Tomaszkiewicz. It has a lot of the same information of course but he talks a little about the new journal system etc. I have not seen being told elsewhere.

http://justpressstar...sive-interview/
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02.03.2013 @ 10:08 #17

mothra said:

the journalist in the podcast ensures us how much he played and liked the game but cannot even remember that the 3rd act played in Loc Muinne....and the questions they picked were rather weak....so overall a disappoitment concerning gameinformer. ›››


Not really.
I'm not keen on the duo's effusive style. But it's fair to assume they've extracted most of the info that could be gathered at this point in time. We're at least one year away from release. The cardinal rule of marketing is

Make them lust for it.
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02.03.2013 @ 10:10 #18

Agent Blue said:


Seriously, special moves is the way to go. Needless to say there should always be a chance to fail, slo-mo or no slo-mo. In fact, let me stress that. There should always be a chance to fail, one which is at least marginally dependant upon character stats (since, regrettably, they won't be forsaking classical RPG mechanics altogether) ›››


So, any idea how those special moves could be implemented? How do you trigger them and how do you control them?

I agree there should be a chance to fail. It should depend on the target (its capability to defend itself), your character (stats, skills etc.) and - most importantly - the player's skill.
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02.03.2013 @ 10:16 #19

Seeing all the posts on slo mo , special moves got me to thinking....dangerous territory and not always in a positive fashion .
Anyway in the first witcher there was "Blizzard" potion which slowed everything down . Maybe they can alter it so that instead of slowing everything down it would instead heighten your witcher senses showing the enemies weak spots and your reaction time .
In other words :
monster knowledge + Blizzard = special effects
monster knowledge only = regular battle with no effects

Anyway it`s just a thought .
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02.03.2013 @ 10:18 #20

Caerdon said:

I agree there should be a chance to fail. It should depend on the target (its capability to defend itself), your character (stats, skills etc.) and - most importantly - the player's skill. ›››


Completely agree with you. Fundamentally, it's dependant upon player skill. But because this is no VR simulator, some other variables should also be taken into consideration, albeit, as stated before, marginally.


Caerdon said:

So, any idea how those special moves could be implemented? How do you trigger them and how do you control them? ›››


Right off the top of my head, any strike can have one of nine angles. You would aim and choose one of those nine angles of attack.
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