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 The Witcher Q&A - interview
(hx) 02:04 AM CET - Dec,08 2004
RGPCodex has posted a Q&A with Michal Kicinski, Piotr Panasewicz, and Michal Madej of CD Projekt as they talk about The Witcher, their upcoming fantasy action-RPG that uses BioWare's Aurora engine. Here is an excerpt:
Q: Why did you decide to make combat in The Witcher real-time? What are some of the most interesting things you can do during combat?

A: Combat in The Witcher is based on several factors which are important for good gameplay - we wanted to create a combat system which would be dynamic, spectacular, immersive, and at the same time would require concentration and be based on the description of the witchers in the books. Therefore preparation for fighting a monster is very important – one has to know his strong and weak points, and then use that knowledge to prepare proper combat tactics. The player's aim is setting up such sequence of special blows to, on one hand, take advantage of the weak points and, on the other, not let him use his strong ones. Perfect timing will result in fully satisfying effects. This is an element of The Witcher which depends on the player's reflexes.

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