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The Witcher 3 first look at PC Gamer.

Rocksteady should apologize for introducing Detective Mode to games.

Wolverine had it first.

Only game I don't like it in is Last of Us after talking up all this 'realism.' Geralt has potions and crazy eyes, so it's not surprising. Also, the medallion basically did a lot of that in 2.
 
I'm cautiously optimistic. I just hope the game isn't too ambitious. I'd rather have a game do a few things really well than many, many things halfheartedly.
 
The first Witcher game had potions that did this stuff too.

That'd be better than pressing a button and getting a screen filter.

To be fair something like it was in The Witcher 2, but then... it wasn't a "detective mode", more like a "survey area" tool. I like that better.

I wasn't a fan of that, either. If I recall correctly you occasionally had to use the medallion to interact with stuff.
 
I gotta admit, I am getting tired of detective mode in games.

As long as it doesn't have some awful hue or filter, it should be ok.
 
The 'I'm gonna protest it' mindset has been working so well though!

That's because the people that 'protest' and 'boycott' and say no end up compromising and buying it anyway. I guess they might feel silly for passing up the something like this because there's an option in it they could chose to ignore, but that just loops back around to the the can of worms.

Does CDPR deserve absolution here? Seems a question of personal standards I guess.
 
The Witcher universe already has sorceress who can create portals. And Geralt was supposed to have a horse this whole time, but the games were too small to make it work.

I know teleportation would fit in the universe, but I just prefer having a fast way of getting across the map while still having to actually travel.
 
Am I supposed to be impressed by these massive screens? Without the updated engine they're going to use on the game it just looks like a slightly less impressive Witcher 2.
 
Am I supposed to be impressed by these massive screens? Without the updated engine they're going to use on the game it just looks like a slightly less impressive Witcher 2.

You are supposed to form an opinion which you did.

And I should certainly hope the final game will look a lot better.
 
Am I supposed to be impressed by these massive screens? Without the updated engine they're going to use on the game it just looks like a slightly less impressive Witcher 2.

I believe in the GI article they stated they hadn't implemented a major part of the engine that will really beef up the visuals. Think they called it the "renderer" or something.
 
- "Witcher sense" ability similar to Arkham Aslyum/City's detective mode. Uses mode to note a splintered tree, says "Lifted, and then dropped". Ghostly specter appears to play out the "investigated" scenario.

But this we already have in The witcher series right?! I really remember use something like this in the Witcher games...
 
I know teleportation would fit in the universe, but I just prefer having a fast way of getting across the map while still having to actually travel.

For me I just like having in-game logic for it. Portals or whatever. Carriages in Skyrim and Red Dead. Taxi's in modern games. Something that makes sense. And you know, maybe you have to go to the closest town to actually initiate the fast travel. Not just whip up your map when you're in the middle of a forest and go.
 
Am I supposed to be impressed by these massive screens? Without the updated engine they're going to use on the game it just looks like a slightly less impressive Witcher 2.

They could at least take example from the Highres Screenshot Thread and enable some decent anti-aliasing.
 
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Dat beard
 
I'm more than fine with the assets/detail level in those shots, particularly in an open world game. Just needs better IQ.
 
I believe in the GI article they stated they hadn't implemented a major part of the engine that will really beef up the visuals. Think they called it the "renderer" or something.

Yeah that was something that was established in the original game informer thread. So I don't know why we keep getting huge screens that slow the thread down for a lot of people. At least wait until it's actually graphically impressive.

Can Crusher said:
Don't use fast travel, how about that? I mean you do have the option

I wish people would understand the issue further than this. What do I do when the game's quest design is built around it?
 
Booing fast travel is like old men yelling at clouds.

Don't use fast travel, how about that?
As people have explained about a billion times in various threads, fast travel being available often informs the whole design of a game. When that happens, it's not something that can be mitigated entirely by player choice.

People said the same thing when Dragon Age 2 was designed without friendly fire in mind (just play on nightmare!) and we all know how that turned out.

IMHO, the best method of fast travel in open world games is still the one introduced in Morrowind: Routes between major cities (Ships, mage guild portals, etc.) and maybe high-level spells that can be aquired later in the game to travel to/from some spots.
 
I think the screenshots would look be more impressive if they...weren't screenshots, so we could see the game and all its dynamic weather/lighting/assets in motion, and they didn't look like they were taken at a lower than native resolution then had a sharpening filter crunched over the top.
 
Lots of information we've heard before. I figure this demo was similar to Game Informer's cover story.

- Demo opened on an island alone the size of The Witcher 2.
- Dynamic encounters. Demo had Geralt stumble upon bandits celebrating a robbery. No pressure to engage, but doing so may start a new quest line.
- Similar combat to The Witcher 2, though (as originally stated) attacks are tied to single clicks. No one click = flurry of attacks. More methodical and precise. Light/heavy attacks.
- 96 motion captured attack animations, compared to The Witcher 2's 20.
- Developers note you can go anywhere, pointing to a distant silhouetted island.
- World streams seamlessly, no loading screens.
- Quest demonstrated a Jarl, requesting Geralt hunt down his son and heir to the throne, who has wandered off into "the island from which none return".
- Similarly busy towns to The Witcher 2. Geralt extracts information about the island from a tavern drunk.
- Full boat control during sailing.
- Fast travel to discovered locations.
- "Witcher sense" ability similar to Arkham Aslyum/City's detective mode. Uses mode to note a splintered tree, says "Lifted, and then dropped". Ghostly specter appears to play out the "investigated" scenario.
- Side missions the primary source of income.
- "Points of interest" scattered around the game world. Aimed at always giving players something to investigate and discover.
- The Jarl's son is trapped by a giant. Can save him him right away, or leave him for a bit. Decision will impact the son's perception of Geralt, especially when the importance of him being an heir comes into play.
- Giant fight is a boss, but the AI is dynamic. Giant can pick up a nearby anchor and use it as a weapon. Stomp to dislodge rocks.
- Monster AI influenced by the weather. Some monsters swarm at night. Werewolves increase in strength during a full moon.
- Game story divided into three acts, which will be shaped based on decisions. Entire towns may be saved or destroyed, depending on decisions you've made.
- ~80 hour adventure, three main endings.

This game will consume me.

is this their new renderer. I think they should abstain showing screenshots until new renderer.

Yeah. None of the screenshots they've released are impressive looking. If I were in charge, I would have waited. At least they're not bullshots, though. And the art has been awesome.
 
I think the screenshots would look be more impressive if they...weren't screenshots, so we could see the game and all its dynamic weather/lighting/assets in motion, and they didn't look like they were taken at a lower than native resolution then had a sharpening filter crunched over the top.

Yeah, screenshots never did TW2 justice in my opinion, you have to see it running.
 
Still can't get my head around why they release such atrociously bad looking screens...

Here's what they used for TW2 for reference, jpeg nightmare aside :

witcher2.jpg
 
Lost interest as soon as I read about fast-travel.

Don't care about these modern game design doo-hickeys one lick.

As people have explained about a billion times in various threads, fast travel being available often informs the whole design of a game. When that happens, it's not something that can be mitigated entirely by player choice.

People said the same thing when Dragon Age 2 was designed without friendly fire in mind (just play on nightmare!) and we all know how that turned out.

IMHO, the best method of fast travel in open world games is still the one introduced in Morrowind: Routes between major cities (Ships, mage guild portals, etc.) and maybe high-level spells that can be aquired later in the game to travel to/from some spots.

Yes, this, or GTA4's solution works out for me. I loved how GTA4's taxi's gave you the option of a scenic tour, rather than just teleporting you to your location. In a fantasy role playing game I need devs to learn from Rockstar. I want to be immersed in the game world, not hop around like Dr Who.
 
Game is sounding good, but...

Still can't get my head around why they release such atrociously bad looking screens...

Here's what they used for TW2 for reference, jpeg nightmare aside :

witcher2.jpg

This. TW2 looked much better.

TW3 looks relatively average visually. I don't get it.
 
Still can't get my head around why they release such atrociously bad looking screens...

Here's what they used for TW2 for reference, jpeg nightmare aside :

http://images.bit-tech.net/content_images/2010/12/the-witcher-2-interview/witcher2.jpg[IMG][/QUOTE]

That's not even the best TW2 screenshot they've released:

[QUOTE][IMG]http://www.abload.de/img/tactical_fight_againstgnur.jpg
 
Lost interest as soon as I read about fast-travel.

Don't care about these modern game design doo-hickeys one lick.

Yes, this, or GTA4's solution works out for me. I loved how GTA4's taxi's gave you the option of a scenic tour, rather than just teleporting you to your location. In a fantasy role playing game I need devs to learn from Rockstar. I want to be immersed in the game world, not hop around like Dr Who.

So walk, run or use a horse instead.
 
Read the thread, how about that? I mean, you do have the option.

I did, and the idea that the whole game will suffer from a design point is silly. Specially since you have to discover the locations first, which means the devs account for the player having to at least travel once to reach each location. That in turn means that devs have to design travel with that in consideration. Not having fast travel doesn't mean it would be any better.

Regarding the type of encounters and A.I that inhabits the space between cities, the biggest problem here will be the size of the game and not the existence of fast travel.

Quest design? Well I thought you liked walking man. So if the quest is on the other end of the map that will be great right?

What will make the quest work or not is the design and writing of the quest itself, not how far away it is from the player's location.
 
I have no objection to horses or boats to speed up travel considerably but fast travel is the work of the mainstream devil.
 
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Dat beard



Dat hair :(

I loved both TW games, both were better than the other in some areas. I hope they manage to open the world AND combine the best of both previous games. Sure, the will be new problems or things that get messed up a bit, but I will get this day one again.


Just make die poker into the glorious past time of the first game again. The fist fighting I'm not sure which one I like best.

Edit: Oh, I can't understand why people never complain about the massive clipping in the screen Corky posted. His whole shoulder lips through the shield.
 
Still can't get my head around why they release such atrociously bad looking screens...

Here's what they used for TW2 for reference, jpeg nightmare aside :

witcher2.jpg

That on the other hand looks too vaseliny.

Here for reference is the IQ from The Witcher 2 with ubersampling.



 
See but it doesn't. You can traverse the world as much as you'd like, fast travel is an option. Just pretend it doesn't even exist if you need to, use your imagination.

Re-read my post and ponder its unspoken implications. Of course nobody is forced to use fast travel, but the issue is whether or not the game strongly encourages it. One of the key points of TW3 is that CDPR is attempting to straddle that faint line between enforcement and encouragement. Skyrim is a fine example of an open-world done poorly -- aside from trivial, inconsequential side-quests, you miss out on nothing if you fast travel, and this is one glaring issue that CDPR is aiming to address. :)
 
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