• Aktualisierte Forenregeln

    Eine kleine Änderung hat es im Bereich Forenregeln unter Abschnitt 2 gegeben, wo wir nun explizit darauf verweisen, dass Forenkommentare in unserer Heftrubrik Leserbriefe landen können.

    Forenregeln


    Vielen Dank

The Witcher 3: Wild Hunt - Informationen und Diskussionen

Freut Ihr euch auf Witcher 3?


  • Anzahl der Umfrageteilnehmer
    28
Witcher 3 Ortskunde: Novigrad

Novigrad
ist eine freie und unabhängige Hafenstadt am nördlichen Meer in Redanien und zählt zu den Städten mit Handelsbeziehungen zum Kontinent. Novigrad unterhält einen eigenen Geheimdienst.

witcher3_novigrad1.jpg

Wichtige Örtlichkeiten in Novigrad:

Persönlichkeiten aus/in Novigrad:

Währung in Novigrad:

Die gültige Währung von Redanien sind die Novigrader Krone und der Kopper.


" 'Hier in Novigrad, der Hauptstadt der Welt, dem Mittelpunkt und der Wiege der Kultur. Hier kann ein heller Kopf aus voller Brust atmen!'
'Vielleicht sollten wir zum freien Atmen eine Gasse weiter gehen', schlug Geralt angesichts eines heruntergekommenen Subjekts vor, das sich, niedergehockt und mit hervorquellenden Augen, in einer Seitengasse entleerte. 'Dein ewiger Sarkasmus geht mir allmählich auf die Nerven.' Wieder verzog Rittersporn das Gesicht. 'Novigrad, sag ich dir, ist die Hauptstadt der Welt. Fast 30.000 Einwohner, Zugereiste nicht gezählt, Geralt, kannst du dir das vorstellen? Gemauerte Häuser, die Hauptstraßen gepflastert, ein Seehafen, Lagerhäuser, vier Wassermühlen, Schlachthäuser, Sägewerke, eine große Stiefelmanufaktur, dazu alle nur denkbaren Zünfte und Gewerke. Eine Wechselstube, acht Banken und 19 Leihhäuser. Ein Schloss und eine Stadtwache, dass es einem den Atem verschlägt. Und Unterhaltung – ein Schafott, ein Galgen mit Falltür, 35 Herbergen, ein Theater, eine Menagerie, zwei Märkte und zwölf Bordelle. Und Tempel, ich weiß nicht mehr, wie viele. Viele. Na, und die Frauen, Geralt, gewaschen, frisiert und parfümiert, die Atlas- Samt- und Seidenstoffe, diese Korsetts und Bänder… oh, Geralt!' " - Andrzej Sapkowski, "Das Ewige Feuer (Kurzgeschichte)"

Quelle: Novigrad – Hexer-Wiki - Charaktere, Monster, Orte, Alchemie, Kampf, Quests


witcher3_novigrad.jpg
 
Zuletzt bearbeitet:
Witcher 3 Ortskune: Die Skellige Inseln

Die Skelligen oder auch die Skellige Inseln gehören zu den nördlichen Königreichen und liegen im nördlichen Meer.
Die Skelligen sind von der Westküste von Cidaris und Verden sowie vom Nordwesten her von Cintra zu erreichen.
Auf den Skellige Inseln wird ein eigener Dialekt gesprochen.

witcher3_Skellige.png

Persönlichkeiten:

Adel und Königsfamilien:


I
nseln:

Gebäude und Einrichtungen:

Quelle: Skellige – Hexer-Wiki - Charaktere, Monster, Orte, Alchemie, Kampf, Quests


witcher3_village_in_Skellige_varies_in_population_and_architecture-offering_a_new_experience-nos.jpg
 
Zuletzt bearbeitet:
Witcher 3 Bestiarium: Wölfe

Das Jagen von Wölfen gehört normalerweise zum Aufgabengebiet des königlichen Försters, allerdings kann es natürlich auch einem herumstreifenden Hexer schon einmal passieren, dass er sich plötzlich von einem Rudel Wölfe umzingelt findet. Wölfe leben normalerweise in der Wildnis, nähern sich aber auch menschlichen Siedlungen, wenn sie ausgehungert sind.

Im Falle eines Kontakts mit diesen aggressiven Raubtieren empfiehlt es sich, geübt im Kampf mit mehreren Gegnern zu sein, da die Tiere zumeist in der Gruppe angreifen.

Wolfspelze lassen sich gut verkaufen und es soll schon Männer gegeben haben, die damit bei den Dryaden mächtig Eindruck geschunden haben ... Wolfsrudel haben meistens einen Leitwolf. Woref ist eine Wölfin und führt ihr Rudel in den Sümpfen von Vizima.

Eine besondere Art von Wolf stellt allerdings der Werwolf dar.

Immunitäten:
Keine

Anfälligkeiten:
Die meisten kritischen Effekte. Wölfe sind allein und im Rudel relativ furchtlos.

Quelle: Wolf (Tier) – Hexer-Wiki - Charaktere, Monster, Orte, Alchemie, Kampf, Quests

witcher3_A_single_wolf_might_not_be_a_problem-but_Geralt_needs_to_be_on_top_of_his_game_when_he_.jpg
 
Zuletzt bearbeitet:
Witcher 3 Bestiarium: Harpyie

Eine Harpyie (engl. Harpy) ist eine Flugkreatur, eine Kreuzung zwischen einem weiblichen Körper und einem Raubvogel. Die Schwingen der Harpyie sind zweimal so lang wie die Körpergröße, die etwa dem einen Menschen entspricht. Die Arme reichen der Harpyie bis zum Boden und enden in langen spitzen und sehr scharfen Klauen.
Weibliche Reize hat diese Kreatur keine – sie ist alles andere als hübsch: der dürre knochige Körper ist bedeckt mit einer runzeligen Haut. Am auffälligsten ist der Kopf der Harpyie. Der Schädel ist spärlich bedeckt mit strähnigen Haaren. Unter der hohen Stirn sitzen unter Augenbrauenwülsten bösartig blickende Augen. Eine Nase schein die Kreatur nicht zu haben. Der gesamte untere Teil des Gesichts besteht aus dem unsagbar hässlichen Maul, dessen Oberkiefer dem Schnabel des Raubvogels gleicht. Ober- und Unterkiefer sind mit vielen kleinen Zähnchen bespickt.

Vorkommen:
Harpyien leben weit abseits der Zivilisationen. Sie bauen ihre Nester in schwer zugänglichen Höhlen in hohen Bergen und Schluchten.

Immunitäten:

Niederschlag

Anfälligkeiten:

Harpyien-Falle
Igni

Taktiken:

Die Harpyie ist in der Lage, aus den Knochen ihrer Opfer primitive Waffen herzustellen, hat dies jedoch nicht nötig, da ihre von der Natur gegebenen Waffen effektiver sind.

Quelle: Harpyie – Hexer-Wiki - Charaktere, Monster, Orte, Alchemie, Kampf, Quests

witcher3_The_Witcher_3_E3_2013_01.jpg
 
Zuletzt bearbeitet:
Witcher 3 Hintergründe: Geralts Pferd

Im The Witcher 1 spielen Pferde keine Rolle. Sämtliche Strecken legt Geralt sowie alle anderen Charaktere zu Fuß zurück. In wenigen Ausnahmen steht ihm Teleportation zur Verfügung.

In den Romanen und Kurzgeschichten der Hexer Saga gehören Pferde als Transportmittel für lange Strecken dazu, auch wenn die Reittiere sekundär zum Einsatz kommen. Im übrigen werden Pferde als Zuchttiere gehalten und sind in der Kavallerie während der nördlichen Kriege natürlich unentbehrlich.

In den Hexer Erzählungen von Andrzej Sapkowski gibt es außerdem Einhörner.

Pferde und Reiter:

Quelle: Pferd – Hexer-Wiki - Charaktere, Monster, Orte, Alchemie, Kampf, Quests

witcher3_Riding_horseback-Geralt_can_admire_the_beautiful_vistas_of_the_morning_sun_shining_down.jpg
 
Witcher 3 Ortskunde: Redanien

Redanien gehört zu den nördlichen Königreichen und zählt zu den wohlhabenden Reichen, da es vom Handel und Landwirtschaft profitiert. Die Hauptstadt von Redanien ist Dreiberg. Novigrad und Oxenfurt zählen zu den freien Städten in Redanien. Oxenfurt hat außerdem die größte Universität. Zu den Nachbarreichen von Redanien zählen Kovir, Caingorn, Kaedwen, Aedirn und Temerien. Das Kestrel Gebirge trennt Redanien von Kaedwen sowie von Kovir und Poviss.

Viele Jahre lang befand sich Redanien mit Temerien in einer Art Handelskrieg, da Temerien der Hauptkonkurrent der Handelsgeschäfte im Nordens ist. Redanien verfügt über den besten Geheimdienst der Welt. Die Regierung wird stark beeinflusst von den Zauberern.

König Vizimir wurde Opfer eines Attentats während des Zweiten Nilfgaard Krieges. Sigismund Dijkstra, Oberhaupt des Geheimdienstes, übernahm die Regierungsgeschäfte bis ein Nachfolger für Vizimir bestimmt werden konnte.

witcher3_Places_Redania.png

Bekannte Redanier :

Herrscher:

weitere Persönlichkeiten:

Großstädte und Burgfriede:

Bezirke:

Organisationen:

Währung:

Die gültige Währung von Redanien sind die Novigrader Krone und der Kopper.

Wappen:

witcher3_120px-COA_Redania.png

Quelle: Redanien – Hexer-Wiki - Charaktere, Monster, Orte, Alchemie, Kampf, Quests

witcher3_The_changing_weather_cycle_can_turn_a_calm_sea_into_a_stormy_and_wild_mass_of_water-nos.jpg
 
Zuletzt bearbeitet:
The Witcher 3 is the end of Geralt's story, but he could reappear in future stories

The Witcher 3 will be the finale to the Geralt of Rivia trilogy, but CD Projekt Red intends to continue working in the universe novelist Andrzej Sapkowski created, co-founder and joint CEO Marcin Iwinski and executive producer John Mamais told Polygon during an E3 demo.

Iwiński told us that the universe Sapkowski created is a vast one with a lot of stories left to tell.

"With the third installment, we should wrap it up and conclude a lot of threads," Iwiński said. "We are not killing the world and walking away from it, but we will definitely want to make this game the finale in a big way."

Mamais added that Witcher fans could even see Geralt reappear in a lesser role in the future.

"We might even include Geralt in later games potentially," Mamais said. "We just need to talk about it and figure out what we're going to do next."

CD Projekt Red will also continue its consumer friendly policy of offering free DLC, though console platform holders come with certain rules.

"Sometimes you cannot just give content for free," Mamais said. "We will do our best to choose the most gamer friendly solution, and honestly speaking, should the need be — if we will be able to afford it — in many cases we will pay out of pocket for that. Please don't forget we are an independent studio, but I really believe that DLC and updates are free things."
Quelle: The Witcher 3 is the end of Geralt's story, but he could reappear in future stories | Polygon

facebook_daumen_hoch_381.png
 
Zuletzt bearbeitet:
Extern eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Weitere Informationen gibt es auf der Datenschutzseite.
 
E3 2013: The Witcher 3 Defines Next-Gen

Truly open-world, stunning to look at and groundbreaking in scope.

If there's one thing at E3 that's made me feel like we may have crossed a technological threshold this year – that soon, we're going to be able to play games that weren't possible on the current generation of hardware, games that are really different rather than just prettier – it's The Witcher 3. CD Projekt Red is one of the most talented development teams around, creating sprawling, highly intelligent, absorbing fantasy role-playing games that have consistently pushed technological boundaries. In The Witcher 3, it is creating the RPG of my dreams: open-word, sharply written, morally ambiguous and gigantic in scope, with fluid real-time sword-fighting.

The Witcher 3 opens the Witcher story on a new, blank page. The maleficent, petty kings that Geralt worked with or against in previous games are gone, their kingdoms collapsed. His quest this time is more personal, and you don't have to have played the previous two games to understand what it's about. As the former kingdoms are mired in chaos, a dark force called the Wild Hunt arises; like Game of Thrones' White Walkers, they have lain dormant for long enough to have passed into myths and nightmares.

Visually, they are more like Lord of the Ring's ringwraiths in black, spiked armour, sailing through the air in clawed ships of obsidian bone, killing and burning in their wake. The demo begins as Geralt – sporting a rugged new beard - sets out to find the lone survivor of one Wild Hunt attack, a man who lost his daughter along with every other person in his village when their ship appeared out of the night.

Each area of The Witcher 3's open world has its own visual signature, with different architecture, climates and natural beauty. The Skellige islands, where this demo takes place, have a Nordic feel to them – its countryside is rugged, its mountains snow-capped. Geralt walks through a city built on a cliffside, the sun beating down on Skyrim-like wooden houses. The inhabitants, dressed in furs and horned helmets, go about their day, out in the sunshine, chatting, swearing and complaining in Irish accents. On rainy days, they'll stay inside. NPCs have their own lives in The Witcher 3 – they gather together to travel and go hunting, working to individual schedules. If you wanted, you could follow them around.

This one island, Ard Skellig, is evidently bigger than the entirety of The Witcher 2's world. As Geralt stands on the edge of the cliff you can see far, far into the distance. He boards a pulley-powered wooden platform that takes him down the side of the mountain to the coastline below, and I saw boats leaving the harbour for the sea, oars driving through the waves, and stone buildings hewn out of the mountainside. At the harbour, fishermen are working. After walking along the harbour, Geralt boards a boat of his own and sets out for another island – when he gets out to open sea, a whale's tail emerges from the deep and slaps against the surface of the water. On a stormy day, our demonstrator says, the small craft would be dashed against the rocks, making boat travel ill-advised. All of this is totally seamless. There's no loading at all.

Out in the wilds, you'll come across things that you can choose to investigate, or not. It's not like Bethesda's world, where new locations are often mini-dungeons that you can enter; everything lives on the map itself. You can see settlements, lone buildings, ruins, forests and plenty else off the paths, feeding the impulse to explore. The Witcher 3 doesn't do quest markers, at least not right now. CD Projekt Red wants players to be driven by their own inquisitiveness. With such a huge map, it needs to be well-populated with things to do; our demonstrator explains that there will be a combination of random events and plentiful written side-stories to take part in.

Hunting is a much bigger part of The Witcher 3 than in any other game in the series. Like in Dragon's Dogma, huge boss-sized beasts roam the map. One such creature, which looks like an overgrown, carnivorous stag with towering antlers and slavering, bloodstained maw, lurks in some ruins that Geralt passes. He lures it out into the open, where there's more space to evade its charges. It's a magic beast that can hypnotise Geralt, darkening his vision

Watching this fight shows that The Witcher's combat has changed a lot. In The Witcher 2 bringing up the magic menu to select a spell interrupted real-time combat. Here, spells (or signs, as they're called), sword strikes and dodges chain and flow together – you can interrupt a series of sword strikes with an evasive roll or magic at any time. There's clearly still plenty of balancing to do before the game's release in 2014 – The Witcher's combat has never been easy, and throughout this demo the demonstrator occasionally seemed to struggle during fights.

The stag-beast retreats to its lair, giving Geralt a chance to catch his breath. At this point, our demonstrator says, you could track the beast down and finish it off, but he moves on instead, fast-travelling to a village on another island. As Geralt meditates by a campfire, we get the opportunity to see The Witcher 3's day-night and weather systems at work. The climate and lighting transform the scenery around Geralt – soon rain and wind buffet the trees and grass, and at night the forests look denser and more ominous. Weather will affect monsters, too. On a full moon, for instance, wolves will be more aggressive.

At the village ,we move on to a quest that shows off The Witcher's moral ambiguity and black humour. A village has seen several killings lately, with dead men found tangled in roots. The religious village elders believe it to be the work of a forest spirit, where Geralt (and the younger inhabitants) know it to be the work of a monster. For a price, Geralt offers to track it down – but first he must deal with the villagers' antagonism.

Heading out into the woods to find the monster, Geralt uses Witcher senses to track it down. Tracks, dead animals and other clues show up in red in the woods, and once you've found enough evidence you can figure out what the monster is and how to fight it. This isn't a cute optional extra; there are many, many monsters in The Witcher 3, and without knowing how to fight them you'll get slayed. The forest beast turns out to be a Leshen – a creature of bark and bone, like a violent Ent with the skull of a dead stag. It stands “tall as a towering man”, informs the bestiary, next to an intimidating-looking illustration of the creature.

The fight with the Leshen is pretty spectacular. As Geralt tracks it further into the woods, burning the totems from which it draws power, the wind and rain whip up and an unearthly, sinister bellowing emerges from the trees. Roots burst from the ground as the creature turns nature against Geralt. When it eventually emerges, it's a terrifying figure, melting into clouds of birds and reassembling itself to attack.

But there's always a twist in The Witcher, and there's rarely a right answer. After killing the Leshen and returning to the village, Geralt discovers that the young men have killed the elders in his absence, accusing them of colluding with the beast. As a consequence the village later descends into anarchy, and outlives the beast by only three months. In the demo we get this information in a flash-forward once the quest is complete, but in the full game you won't know the consequences of your actions until hours and hours after the fact, perhaps when you happen to return to the area again.

By this point I'm more impressed with The Witcher 3 than anything else I've seen at E3. The game was running on a PC the size of a Shetland pony, and the graphics are nowhere near final quality, but it still looks stunning. It'll be coming to Xbox One and PlayStation 4 as well when it launches next year.

On this evidence, nothing comes close in fantasy RPGs right now. The Witcher 3 incorporates the best aspects of games like Skyrim, Dragon's Dogma and even a touch of Dark Souls, as well as all the strengths of its predecessors. It's huge, stunning to look at, truly open-world and open-ended, and phenomenally detailed, with the same sharp, characterful writing that elevated the first two Witcher games above all their contemporaries. This, for me, is what next generation really means. I cannot wait to see more of it.
Quelle: E3 2013: The Witcher 3 Defines Next-Gen - IGN
 
Danke für die ganzen Updates, aber ich kann mir das nicht mehr durchlesen, weil mir dabei einfach nur das Wasser im Mund zusammenläuft. The Witcher 3 wird großartig werden :)
 
der Wolf sah grad im Video edel aus, wie sich sein Fell beim Laufen bewegt hat.


@Lord:
danke für die vielen News.
 
[.....]After the demo, Robyn and I had the pleasure of sitting down with CD Projekt Red’s Environmental Desginer, Jonas Mattsson. In our interview, we chat about the game’s overall narrative and environmental design, creative inspirations, combat, and those dangerous pointy things in caves.

KATY: I feel like many of the demos on the show floor that only allow us to get ten minutes of game time don’t really let us get a sense of the overall game. That was not the case with the demo for The Witcher 3.

JONAS: With the demo, we really wanted to work on giving context to what [The Witcher] is all about. You know, an RPG game, you can’t just go, “Here is the fighting system, get out and read the fact sheet…” You can’t do that. You have to bring the story in a bit.

KATY: How would you describe The Witcher 3 to an audience who is not very familiar with the series?

JONAS: It’s low fantasy, so it’s not like the Lord of the Rings. People who are familiar with Game of Thrones will be very comfortable with this. It is closer to reality, just with a bit of super natural stuff added to it. You’re basically a mutated and trained from birth monster-hunter named Geralt, and you hunt monsters for gold. You are despised by people, but they need you. You’re not really human, but you’re not really your own race; you’re an outcast. In The Witcher 3, you are on a personal journey. In the previous games, Geralt lost his memory, but now he has regained it and is looking for his loved ones while tracking down this mysterious dark force called the Wild Hunt.

KATY: The loss and regaining of memory… is that why it’s okay for people to come into the game who have not played the previous titles?

JONAS: Exactly, because it is all about him finding his loved ones; that is what it boils down to.

ROBYN: So, the game went from having a cult following with the first one, to being one of the most anticipated releases with The Witcher 3. I have two questions from that. What will old fans of the series find that is familiar and nostalgic for them? Also, how does it feel to suddenly go from having a cult following to having major fans?

JONAS: While we are trying to make sure that new comers can enjoy the game, there will definitely be lots of stuff for people who played the previous titles – like reappearing characters. It’s like saying, “I will give you the story, but there is a whole back story to it that will be enriched by all of the characters that will come back and central details.” There is also a saving port for PC, so if you made certain choices in The Witcher 2, they can carry over to the PC version. We want to cater to new comers – we don’t want to go, “Oh, you have to play both The Witcher and The Witcher 2,” we want to go “This is Witcher 3, and you can fully enjoy it.”

ROBYN: You mentioned that our decisions of the previous games will port over. How will that influence the story line of The Witcher 3?

JONAS: Well I don’t want to spoil too much, but certain characters will definitely be affected by actions, that is as much as I can tease. Also, to go back to the question I forgot to answer about the hype.

ROBYN: Oh yes, how does it feel to suddenly go from having a cult following to having major fans?

JONAS: Well, while we were working on this presentation and the game, sometimes you get a narrow vision. You know, you go into the office and you try to make something awesome but you’re not really sure how people will react to it. We are perfectionists. Like for the tree in the castle scene, we would go, “That tree, NO! Rotate it like this. NO! Rotate it like that. No. Rotate it like this!”

*Everyone laughs

I’m not kidding, it’s true! And it’s like, “Oh people, oh the composition with the camera, no!” It [the popularity of the title] has been overwhelming for us and really a big boost for the team because we are so down to the details. We really want to make it right and we’re extremely happy about it.

KATY: It definitely shows with the demo.

JONAS: Thank you. Thank you so much. It really works.

ROBYN: I really liked the scenic vistas. We could just look out and get the scope and feel of how large the world is.

JONAS: This is exactly how we feel with the environment team. We were trying to create this feeling of epicness. We take a lot of inspiration from films to work with tones and color – and also looked at pictures from Scotland to see details, like how a ruin connects to the landscape. Because you can create a landscape with ruin, but it can look not correct. You have to make it sit right and have to ask “Would they build it like this?” You have to apply logic to a fantasy game. (laughs) It’s really hard sometimes.

KATY: So this project is far more ambitious than the previous Witcher titles in that it is completely open world. What inspirations did you take for this open environment? Was Skyrim influential at all?

JONAS: I am a fan of Skyim, a lot of us love Skyim. But while they are doing their thing, like open world, jumping and playing around quite casually, we are doing it a little bit differently. We are heavily story driven and open world. This hasn’t really been done before and we want to prove that it can be done. So definitely there are inspirations. For example, Novigrad -- it is inspired by medieval Amsterdam, but it is like the metropolitan of the north; it is enormous. It’s in the trailer, a short clip when you are walking through it. There is a different type of conflict there, it’s more political intrigue, clock and dagger, you know. It’s rich, vibrant, and colorful, but also very corrupt.

*he points to piece of detailed concept art

This is the surrounding farm-land area. So here you have rolling hills and stuff like that – it is all very different. You also have “No Man’s Land,” which is the swamp area from the CGI trailer. It has much more influence from The Witcher 1 because it is all Slavic inspired; it’s dangerous around every corner with witches curses, etc. So we offer players lots of variety. Also, that community, if you noticed, had a north Irish accent. It’s very important for us that they have different regional accents of people to show the authenticity of the game.

KATY: Were there any consequences or sacrifices for making the game open world?

JONAS: Now the tricky part for the environment art was -- how do you bring the intensity and quality of The Witcher 2 into an open world? And for us, it was not about making compromises; it was about having better tools. So for instance, say we create a mountain… now if we want to make a forest, we have a forest tool that calculates procedurally where it would rain, where the water would gather, and where the forest would grow out of that.

KATY: That is awesome!

JONAS: So you would say, “I want these small trees, these larger trees, and some bushes,” and you just go “generate” and it goes BOOM. It has natural forest clearings and slopes, and then we go in and start handcrafting the paths and stuff, making it really unique. When you turn the corner the sun comes in through the trees; you saw in the forest how the light hits you at different angles. We really want to create those wild moments that are epic.

KATY: And the way the weather works in the game, with the wind interacting with the entire environment. That was incredible.

ROBYN: And the sun beams coming through the clouds!

JONAS: Our technical artists are like, half programmers and half artists. They work wonders.

ROBYN: So you mentioned you took inspiration for the environment from films. I’m intrigued to hear what films in particular inspired the game.

JONAS: In terms of scenery and stuff… it’s going to sound funny, but Snow White. There is this scene at the end of the film that is a battle on a beach; it is rocky and high and feels like it is real. Robin Hood, the one with Russell Crowe, we looked at a lot of that, like the homesteads and the castles. Brave Heart, actually as well, the castle interiors and exteriors, and the tone. In our office we made a huge poster with tones of color and screen shots of different films like Game of Thrones; we know what kind of tones we want. Composition and color is very important for us, to get the tone right. It adds to the cinematic experience.

KATY: Another thing I thought was rather unique in the demo was the combat. It’s not just traditional RPG combat. There is a lot more strategy involved and it’s very smooth; it’s very much like an action game.

JONAS: Exactly.

KATY: So what were the challenges of making the combat more action-based while maintaining the feel of an RPG?

JONAS: Well, in The Witcher 2 we had 20 action sequences, like cut and roll. In The Witcher 3, we have over 96. So basically when you are cutting, you can change your mind and start using a sign. It’s much more organic and fluid. We have that as the action heart of it. But also you can use signs (magic spells), you can set traps, you can use magic to shield yourself, you can tame animals with it, or calm enemies – so you have quick tactics. But then you can go deeper with effects; you can oil your sword with different poisons. It adds all of these layers depending on how you want to play it, and there is also all of the customization of armor and stuff. So it’s really up to the player, however he or she wants to play it.

KATY: I loved the fight with the Fiend, as he seemed to have very unique abilities. Does each beast in the game have a unique way of fighting?

JONAS: Oh yeah, unique special attacks and unique tracts. So, you come across something in a valley and you say, “Oh, here is one set of tracts. There is one set of tracts. I think I know these tracts and I know what kind of monster walked here.”

KATY: And that way you can address your combat strategy based on the monster?

JONAS: Exactly. You know how to prepare. Now in the demo, we weren’t really preparing for that fight [with the Fiend]. If we oiled our sword we would be better prepared and we would have killed it much quicker. However, we stumbled upon it and it was a little bit harder to lure it out, because it uses its environment against us. For instance, we have an ice giant in our game. It prefers caves, and uses the cave against us. You know stalactites? Or stalagmites? The pointy things!

KATY: The pointy things that are dangerous. (laughs)

ROBYN: Stalagmites? I think it depends on which way they go.

*everyone laughs

JONAS: The pointy things in the ceiling (laughs). He will try to stomp on the ground and bring them down, bringing the roof down on you. However, when put in a forest he will tear out trees and use them against you. So our enemies use the environment against us. Of course, the Lechen is more of a forest dwelling monster, so you won’t find it running out in the open. Certain monsters prefer certain types of environments.

KATY: The creatures in the game all appear to be very detailed. Was there any inspiration behind the design of the different beasts?

JONAS: Well, for example, the Fiend is called Bies in Polish, which means devil. It is inspired by this myth of this monster in the wild. This is really weird because I’m not from Poland, I’m from Sweden, but Poland has the myth that says, “a hunter who hunts on a Sunday and gets killed, gets cursed into a beast,” something like the Fiend. It all comes from Slavic mythology… we draw a lot of inspiration from this kind of thing.

ROBYN: You mentioned that these monsters will be using their environment against us – with the Fiend we also saw the environment used against them when it got its antlers stuck in the wall. What other ways will we be able to use the environment against the monsters?

JONAS: The Fiend, as an example, prefers to fight in a closed-in space so it can ram at you, put you in a corner, and kill you. But if you lure it into the open, it is much more vulnerable. You can go around it and use the open space against it. Wolves, not a monster, but part of the eco-system, will try and circle you… so again, using open space. It is all much more tactical; you can’t just go in a hack and slash.

KATY: It’s refreshing to see that sort of combat in an ambitious project like this. I have also heard rumors about mounted combat…. will that be included in the game at all?

JONAS: Well, we thought about it – but Geralt isn’t really a mounted character. We are still exploring the possibility, but we are thinking of minor things, like casting signs. But, as you saw in the trailer, he can dismount enemies as well, so there is some.

ROBYN: I have to ask about my favorite red-headed character…

JONAS: Trish? If she makes a reappearance?

ROBYN: Yes…

JONAS: I don’t want to spoil anything. Okay… Geralt is looking for his loved ones.

KATY: Hint, hint. (laughs)

JONAS: She might be included.

KATY: Oh, one more thing. I found the side-quest we saw in the demo to be very unique in how it so flawlessly merges with the main story.

JONAS: Side-quests often affect the main storyline. Like I said, sometimes side quests can be obviously a side-quest.

KATY: Exactly. Go find fifty of these things and then do this.

JONAS: Exactly. We don’t have FedEx quests. It’s terrible to have that, and we want to have a more organic feel.

KATY: We saw that in the ending of that particular side-quest; it was rather tragic. Will a lot of the side-quests have varying impacts like that, based on choice?

JONAS: More or less, yes. Like that quest, it could have ended very differently. For instance, if we spoke with the village elder and made sacrifices to the monster with wolf hearts to please it, which in turn would satisfy it [the Lechen’s] hunger, then the village would continue to train warriors and therefore be saved. It is unpredictable; you don’t know the consequences of anything.

ROBYN: What if you had asked them to exile Hilda? I saw that was an option.

JONAS: They would exile her. The village would still be there. But you know, when you go with the village elder and do the wolf heart sacrifice, you come back and Sven becomes angry and tries to kill you and the elders. He wants to have control of the village.
And also, when we say one hundred hours of game play, we don’t mean re-playability. We mean that your choices on the storyline are fifty hours and then we have an additional fifty hours of exploring and side-quests. We want to make people want to replay if differently.
Quelle: The Witcher 3: Wild Hunt Displays a Reactive Open World with Organic Combat


Oh my fuc.....god, das war das beste Interview über TW3, das ich bisher gelesen habe :) :) :)


Quick facts:

1) Die 100 Stunden Spielzeit beziehen sich auf EINEN Durchlauf (50 Stunden Mainquest und 50 Stunden Erforschung und Nebenquests) und nicht etwa auf unterschiedliche Handlungswege!!!!

2) So gut wie jede Nebenquest hat Einfluss auf die Spielwelt und eventuell auch auf die Hauptquest. Dabei wird es in jeder Quest mehr oder weniger große Entscheidungssituationen geben, die zu unterschiedlichen Ergebnissen führen.

3) Es wird keine Hol-dies-hol-das Quests geben (hallo, Skyrim....)

4) Die Entscheidungen aus TW2 haben definitv Einfluss auf Charakere in TW3, wenn man seinen TW2 Spielstand importiert.

5) Die Kämpfe werden taktisch und anspruchsvoll sein mit deutlich mehr Möglichkeiten und mehr Flexibilität als in TW2. Es ist definitiv kein Hack'n'Slay.

6) Als Inspiration für die Spielwelt werden neben Spiele wie Skyrim auch Filme wie Snow White, Robin Hood und Braveheart und Serien wie Game of Thrones gennant. Dabei haben sich die Entwickler auch extra Schlösser und Ruinen in Schottland live angesehen um sich ein Bild davon zu machen, wie deartige Bauten in der realen Welt aussehen, um sie möglichst realistisch in die Spielwelt von TW3 einfügen zu können.

7) Die Monster sind größtenteils von der slawischen Mythologie beeinflusst bzw. ihr entnommen (und damit ist CDPR ganz auf Linie von Sapkowski). Dabei nutzen einige Monster (ca. 80 Arten im Spiel) die Umgebung um Geralt zu schaden oder wenden spezielle Taktiken an.

8 ) Wenn die Engine nicht zu befriedigenden Ergebnissen geführt hat/führt, werden eher neue Tools geschrieben statt sich mit Kompromissen bei der Grafik usw. zufrieden zu geben.

9) Die Welt besteht aus sehr verschiedenen Gegenden: das an das mittelalterliche Amsterdam erinnernde Novigrad mit seinem bunten Treiben und politischen intrigen, ruhiges Farmland, an TW1 erinnerte Sümpfe, die gefährlich sind und viele Monster beherbergen und die rauen nordischen Skellige Inseln.

10) Es ist noch nicht entschieden, ob Geralt beritten kämpfen kann. Momentan kann er Zeichen wirken und andere Reiter vom Pferd holen aber bislang ist kein Schwertkampf auf dem Pferd geplant, obwohl das noch bei CDPR diskutiert wird.


Also irgendwie spricht schon alles dafür, dass TW3 DAS Über-RPG werden könnte. Zumindest gehen die Entwickler scheinbar keine Kompromisse ein und wollen mit TW3 wohl ihr Meisterwerk ablegen.... :X
 
Zuletzt bearbeitet:
THIS IS GREAT! :X :X :X

The Witcher 2 Full Combat Rebalance 2
One of the most prominent modders of the first Witcher, Andrzej Kwiatkowski (modding scene nickname – Flash), who’s currently working with CDPR as a Gameplay Designer, is finishing his own mod that tweaks the combat and alters some parts of gameplay of The Witcher 2. Here are just a few features that his upcoming mod will include:

- overall purpose of the mod is to increase Geralt’s responsiveness and mobility
- Geralt can parry attacks while he’s walking and running (new animations)
- Geralt reacts faster to keyboard/gamepad buttons
- active block was replaced by active Quen
- during heavy battle Geralt uses pirouettes and focus (new animations)
- difficulty levels were rebalanced
- Geralt does not “bump” away from opponent’s swords when his attacks are parried which allows quick continuation of the attack sequence
- opponents explode when particular attacks are used, e.g. Igni causes opponent explosion, just like in The Witcher 2 Enhanced Edition intro
- elixirs have negative influence
Released NOW! REDKit

Damit sollte das Kampfsystem von The Witcher 2 noch mal deutlich verbessert worden sein. Have fun! :)
 
Der meiner Meinung nach mit Abstand beste Videobeitrag (Interview + persönliche Eindrücke + Infos) zur E3 Präsentation von Witcher 3:

Extern eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Weitere Informationen gibt es auf der Datenschutzseite.
 
Hier eine komplette Audioaufzeichnung der E3 2013 Präsentation:

Extern eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Weitere Informationen gibt es auf der Datenschutzseite.
 
... du bist ein alter Witcher Fanboi! So siehts aus! :B :-D

Trotzdem sind die Informationen wirklich interessant, danke das du uns hier informierst. CD Projekt ist mir auch sehr sympathisch, allerdings hoff ich, dass sie sich hier nicht übernehmen!

Wie wärs mit ähnlichen Beiträgen zu den von dir unterstützten Spielen bei Kickstartet? ;)
 
Zuletzt bearbeitet:
Zurück