Monday, 7 March 2016

The Witcher Gameplay





The Witcher (Polish: Wiedźmin) is a computer role-playing game for the PC by CD Projekt RED. Based on the book series of the same name by Polish author Andrzej Sapkowski, the game utilizes BioWare's proprietary Aurora Engine and was released in October 2007. An enhanced edition of the game, containing among other things the editor and two new adventures "The Price of Neutrality" and "Side Effects", was released in September 2008. In the first 10 months since release, the game has sold 800,000 copies worldwide. A console version using an entirely new engine and combat system, titled The Witcher: Rise of the White Wolf, was planned for release in Fall 2009, but development was suspended indefinitely on May 6th, 2009.



The Witcher follows the story of Geralt of Rivia, a mutant "Witcher" — a travelling monster hunter for hire, gifted with unnatural powers. Taking place in a fictional medieval world, the game implements detailed visuals. The natural light during various phases of the day is realistically altered, and the day and night transitions serve to enrich the game's ambience. The weather can dynamically change from a light drizzle to a dark, stormy downpour accompanied by thunder and lightning, and the NPCs react to the rain by hiding under roofs trying to get out of the rain.



The game is centred on Geralt the witcher, also known as "the White Wolf", who at the beginning of the game suffers from amnesia. He gradually learns that he was a very renowned witcher, and that he had friends and enemies almost everywhere, who remember him but whom he does not remember. Through the player's actions, he will redefine those relationships and choose his path in the political intrigue that surrounds him.



Story motivations

The developers have often said that their main goal with the game's storyline was to give choices to the player where there was no clear good or evil, and where the player would have to choose the lesser of two (or more) evils.[1]



Also, the story was designed so that the consequences of the player's choices are often not immediately visible, and may only become apparent a few chapters later. This was done to prevent the "save, choose, reload" type of gameplay that is often used in similar computer role-playing games



https://youtu.be/vh3q1U_l6NM

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