Yes PC only. They did show it in PC gameplay videos.
Looks fantastic and it applies to many assets (characters, monsters).
BTW what games used Hairworks? I can only remember FC4 and CoD Ghosts in very limited capacity...anything else ?
BTW what games used Hairworks? I can only remember FC4 and CoD Ghosts in very limited capacity...anything else ?
I feel like the dialogue about the quests in this game is getting a bit weird. I get a general sense that people are expecting something fresh here, but what we've seen isn't really indicative of anything all that revolutionary. It's still "Talk to this person, initiate some dialogue with other NPC's, eventually kill a monster". There's a general tendency for people to bemoan fetch-quests and champion the fact that the game doesn't have it, but in a way, it still does: You'll have to gather materials to craft weapons and upgrades for your equipment.
I'm confident the game will be great and I'm excited to see the writing in the game, as it was pretty great in the last two. But I'm not really seeing where this game deviates all that much from the norm in terms of quests. Perhaps from different Dragon Age, but it seems to fall in line with say, New Vegas, in terms of how the quests shake out. That's perfectly fine, I love NV after all, but I don't think they're reinventing the wheel.
It certainly *could* be used on consoles but the performance hit might be unreasonable. The technology is apparently very scalable but uses tessellation, some will say to deliberately punish AMD hardware.oh thanks for the info. I thought since TressFX was on consoles this will be too.
I don't remember it being used for hair until now. Needless to be a genius to predict this is going to be very demanding in some situation.yeah only Witcher, COD and FC4 so far.
http://www.geforce.com/hardware/technology/hairworks/games
but Witcher 3 will be the first to use it for human characters/hair and beards (Ghosts and FC4 just used it for fur iirc)
The Witcher 3 Quest Design: How To Not Drown, by lead quest designer
Webs of variables and branches in our games have always been very complicated, posing a huge challenge for quest designers to control and keep track of. This becomes even more visible in The Witcher 3, since we introduced the possibility to play big chunks of storylines, connected logically with each other, in different order. This has generated the necessity of referring to events from these different storylines in quest dialogues, in order to keep character believability and player immersion with the game world.
As for how do we approach this problem were using a tool set very similar to tool set from The Witcher. We have a system called facts database, which is basically a list of variables that can be modified or checked by conditions from quest or dialogue level. This list is filled dynamically in real-time as the player goes through the game, so we cant really see all the facts from within the editor. We do have a debugger, that allows us to easily check what facts have already been added to the database, but it can be used only in-game.
Getting lost
That being said, it needs to be highlighted that we do not posses any miraculous system solution to the problem of designers getting lost in that web we maintain control over quests logic by using good pipelines, organizing our work properly, and keeping our documentation up-to-date. For example, we keep track of most important facts that are being used and checked in quests, by keeping regularly updated fact lists in our documentation, which can be used by other designers later on. It takes a lot of self-discipline from designers to do it on regular basis, but in my opinion its necessary in order to avoid confusion and maintain control over ever growing variables list.
Story department
As a lead quest designer, its my job to provide the team with detailed diagrams, showing order of quests and connections between them, as well as explaining it to everyone and keeping track of its integrity. Another thing that is a key to containing that variable chaos is proper communication quest designers are sitting in one room, so they can consult each other on different matters, such as variables or branches, at any point, as well as inform everyone about changes that may impact other peoples quests. We also do our best to keep communicating with the story department, so the writing of our dialogues is always up-to-date with quest changes.
Solving many, many bugs
Having all that in mind, one thing needs to be said if youre making such a complicated game as ours, with so many variables and connections between quests, you will find many logical bugs during production process. And by many I mean tons of them. Theres no avoiding it there is no person that can foresee every single logical issue before it is implemented in the game. But its crucial to focus on finding and solving these issues as soon as the game is in playable state.
The absolute worst kind of video:
https://www.youtube.com/watch?v=0uFiZAKD_GQ#t=182
Young Ciri can be seen and some snippets of gameplay, but most time is taken by admiring the freaking hardware
Both yes.Have you guys seen this before?
Also young Ciri?
Have you guys seen this before?
Also young Ciri?
Man, i cannot wait for this.
Only 1 1/2 months left and i still haven't decided if i should get the PS4 or PC version.
If your PC is strong enough,you should definitely play the PC version.
This is a kind of game that is best played with keyboard + mouse.
Based on some impressions I read this game felt the best when played with a controllerIf your PC is strong enough,you should definitely play the PC version.
This is a kind of game that is best played with keyboard + mouse.
If your PC is strong enough,you should definitely play the PC version.
This is a kind of game that is best played with keyboard + mouse.
This is a kind of game that is best played with keyboard + mouse.
I'll play the game on PC with a controller.
Were those guys just testing the game?
They don't look like they're enjoying the game.
Were those guys just testing the game?
They don't look like they're enjoying the game.
Were those guys just testing the game?
They don't look like they're enjoying the game.
That's obviously because they are forced to play it with a controller
QA's job is not to enjoy the games,I doubt you can enjoy when you have test every portion of the game and document every little finding
Yes. But it was an older version and if, enjoy. There is another video but is in Spanish and am unable to translate all
I can only say that it seems that demo is outstanding in all aspects
I think that's the spain preview event. What would you expect them to look like?
Never did play Witcher 1/2 due to playstation being my primary gaming device since 2008. Always wanted to play this series since it looks fun as hell and the general response to the series is very good. Any tip on how to catch up on the storyline from 1 and 2?
Yeah, that's pretty much what I guessed.
They've played through the game so many times while having to find bugs. I wouldn't enjoy it as well, tbh.
Eh, I thought he Witcher 2 is also available on Playstation 3.
You can read the story recap on their website (at the bottom) or watch this video from Gamepressure.
It never was released on PS3 unfortunately. Cheers for the links!
Man, i cannot wait for this.
Only 1 1/2 months left and i still haven't decided if i should get the PS4 or PC version.
For someone with a Baldur's Gate avatar, you should be playing this game on PC, my brother, PC!
I like that difficulty affects enemy skill, and not health. I'm definitely playing on Dark.
Those arent testers those are press people.
Well, that's a personal decision, of course, but I, too, have a PC and a PS4 and I'm definitely going for the PC version.
My main reasons are:
1. Best graphics and performance for the game.
2. My saves from The Witcher 2 carry over and affect TW3 in some ways.
3. Mods. 'Nuff said.
I see.
They just don't look focused on the game.
Regarding that save import.
Will there be some kind of save editor or dragon age keep-like feature for consoles?
Regarding that save import.
Will there be some kind of save editor or dragon age keep-like feature for consoles?
Regarding that save import.
Will there be some kind of save editor or dragon age keep-like feature for consoles?
Apparently this game is 200 hours long :0
http://www.ign.com/articles/2015/03/31/the-witcher-3-is-200-hours-long
Is it actually 200 hours long of meaningful or at least interesting content? Or is it 200 hours long like Dragon age padded with uninteresting fetch quests and minimap icon hunting?
200 hours probably includes exploring every dungeon, town and point of interest. If they are as frequent and boring as Skyrim's points of interest the number 200 is not very impressive but somehow I doubt it will be like that. Witcher games have always been more focussed around a number of interesting points with a real history to them. Not the random dungeon #234 the TES games seem to feature.Is it actually 200 hours long of meaningful or at least interesting content? Or is it 200 hours long like Dragon age padded with uninteresting fetch quests and minimap icon hunting?
It's a dialogue with a barber, actually.I think the way they set it up is dandelion will sing a song and you will korrekt him with the choices of witcher 2 you want to pick.
Is it actually 200 hours long of meaningful or at least interesting content? Or is it 200 hours long like Dragon age padded with uninteresting fetch quests and minimap icon hunting?
I know i know. I shamefully abandoned PC back in the day when i went to the university, just simply couldn't afford it or had room for it. Now i've got a really well paying job i am buying a kickass PC. Primarily to play PoE, divinity etc since the RPG scene on the console is seriously lacking.
Edit: AND Baldur's gate of course
And there is still no legit PS4 footage? Kinda scary...
On topic, I would love if the quests can be solved (or unsolved) in multiple ways, much like PoE. I especially love the way the conclusion was left ambiguous on some of the quests. Was I really helping people? Or just profiteering from human misery.
That 200 hours is likely full of collectibles or multiple playthroughs to see "everything". The 50-100hours that they've quoted most frequently is likely more accurate.