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Tags: CD Projekt; The Witcher 3: Wild Hunt
PC Gamer's Tom Senior was given the opportunity to play a demo version of The Witcher 3: Wild Hunt and wrote about his experience in a three page article, written in a narrative format. The article is utterly saturated with hype, but it does convey a snapshot of what the game will be like that previous features haven't really been able to. Here's an excerpt:
OMG exciting.
PC Gamer's Tom Senior was given the opportunity to play a demo version of The Witcher 3: Wild Hunt and wrote about his experience in a three page article, written in a narrative format. The article is utterly saturated with hype, but it does convey a snapshot of what the game will be like that previous features haven't really been able to. Here's an excerpt:
We’re in the giant’s lair. The beast is curled up in a corner, safely asleep, but a man is shouting loudly, apparently unconcerned about waking the thing. It’s Crach’s son, trapped in a cage. I’m starting to suspect he may be some sort of idiot.
Geralt can choose to free him right away, or let him rot for a while. The choice will alter how the Jarl’s son perceives him later in the game, and will have significant consequences when the question of the Jarl’s successor eventually arises. In The Witcher 2, the repercussions of your choices dramatically shaped its three insular acts. Badowski suggests that consequences in the Witcher 3 will be more localised, but just as significant. Geralt will cross the battle lines of the burgeoning war often during his travels, and Badowski hints that entire towns could be razed, or saved, depending on Geralt’s actions. Over the course of the 80-hour adventure, your choices will build towards one of three different endings.
Lukasz chooses to free the Jarl’s son, who charges across the cave screaming and kicks the giant in the head. Oh good, he’s a maniac. Geralt reaches wearily for one of his blades. Silver for monsters.
The giant fights with the lumbering, graceless enthusiasm you’d expect from a barely intelligent creature with arms longer than his legs. Geralt spins and rolls around the towering clod, dodging lanky blows and striking back with the occasional flash of the sword. The giant stamps to dislodge some ceiling rocks. Then he tears the anchor off a nearby boat and starts wielding it like a huge flail. This is a prescribed boss fight, but these behaviours are dynamic AI decisions. If you run across a giant in the wild, he’ll start looking for ways to use the environment against you. Monster behaviour is even affected by the dynamic weather system. Certain creatures will swarm at night, and werewolves grow in strength beneath a full moon.
The anchor does little to improve the giant’s chances. Geralt cuts the creature down with a few vigorous stabs, and with a deep, sad gurgling noise, the giant expires. The screen goes dark. It’s over.
But there’s so much more to see. The snowy Nordic environments of the Skellige islands will draw justifiable comparisons to Skyrim, but that’s just a portion of The Witcher 3’s world. There are haunted badlands brimming with creatures inspired by Slavic folk tales. There’s a huge city called Novigrad, packed with enough assassins and scheming politicians to fill a Game of Thrones novel.
OMG exciting.