CD Projekt RED has provided the screenshots you see here from its current in-game assets running on its Internal PC development hardware. However, the renderer - the part of the engine that translates the game files into what you ultimately see on screen - is still in development and will boast significant improvements by the time The Witcher 3 ships. "Right now you see the game in the old renderer, but it's going to be taken to a truly next level," says gameplay producer Marek ZSiemak. In particular, the developers tell us that skin shaders and the dynamic lighting model will be markedly more advanced in the final version.
Ok wow, the text is small. I don't want to miss anything good. Here's a small few things I got that I loved.
World supposedly 20% bigger than Skyrim's, says development team. [Tentative, obviously]
30-40 minutes to cross world on Horseback
New streaming technology (CDRED Engine 3)
Geralt's Memory is restored
Dude is fucking DONE fighting for everyone else
Everything from solving MYSTERIES to slaying monsters
Coming out on "all top-of-the-line" consoles - I'd say that confirms next-gen is in.
I'll be back with more.
Next big update:
So it's saying that they had to change up their design philosophy when developing TW3, due to the open world structure. So NARRATIVE comes in three forms:
Lowest level = free form activities like crafting, monster slaying (seems to be much more extensive this time around) and questing.
Next level = Political situation of Nilfgaardian invastion is resolved through a core plotline for each area. These areas? -> Skellige, Novigrad and No Mans Land!
Final level = Geralt's main plot line, his search for his loved ones, and the chase of the Wild Hunt.
Sounds like a lot of interwoven plotlines, decision making. You can skip things if you really want, but there will be consequences to your actions if you do so.
So more about the monster hunting:
Clues build up information (like a Bestiary perhaps?)
Books garner information about monsters
Townsfolk provide information
Potions and such are important
Time of day and other conditions affect where monsters appear, and their abilities
[Some combat info]
Critical strikes in areas that matter depending on how much you learn about said monster
You can disable a vampires poisoning attack by hitting its venom gland (Vampires are poisonous?) or skewer BOTH ITS HEARTS with a thrust attack (instant kill)
Monsters drop loot like unobtainable alchemical and crafting ingredients for unique potion, mutagen and item crafting.
Provides income as well
Enemy AI completely rebuilt, scripted bosses out
Environmental combat 'contributions' (a dozen types of interactive objects)
---> Wasp hive irritated using Aard
Magical signs retooled
Igni = new flamethrower effect
The magic tree advancement allows secondary sign forms = ie. Igni and a 360-degree blast
Yrden = small trap can be modified into a larger field that slows any enemy
Other trees, Swordsmanship and Alchemy
New strikes under Swordsmanship, boosts like improved stamina and parrying
Mutation mechanic under a different development path
Not much information given about Alchemy path, other than it being based on potions
Horse could be used to access long term stash, as well as Inns
Team aware of frustrations of inventory management in The Witcher
Committed to a less tedious process
Crafting critical to maximize Geralts potential, but weapons and armor can be found in many ways
Players can customize their crafted weapons with some components, ie, monster scales for leather in armor
Each armor piece has unique appearance, new cloth simulation tech.
Barber is in from the get go. Dyeing hair is OUT OF QUESTION, White Wolf.