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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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