Posts Tagged ‘CD Projekt’

Mod It All: The Witcher 2 Receiving ‘Combat Rebalance’

This may look like a blog post but it’s actually a combination of confessional booth and news stand. Gather round and confess the mistakes of your past as I do the same, then pick up the evening papers on the way out. As the headline suggests, my sin relates to The Witcher 2. I’ve never finished it. Or started it for that matter. The reason I haven’t started it is because I haven’t finished the first Witcher game, so I should probably do that. But what’s this? A small leaflet on the news stand informs us that Andrzej ‘Flash’ Kwiatkowski, an ex-modder and now ‘Gameplay Designer’ at CD Projekt, has returned to modding in an effort to rebalance the combat in Witcher 2. The file size is currently 8 gigabytes, which is too many floppy disks to consider, but should be smaller by release. Which should be very soon. Details below.

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The Witch Is Dead: Witcher 3 Multiplayer Off The Table

Player one: Geralt, player two: his horse. Greatest co-op mode of all time.

Once upon a time, CD Projekt studio manager Adam Badowski announced that he was strongly mulling the possibility of giving Geralt’s one-man show a multiplayer makeover. That was, of course, met with the gnashing of teeth and braying of donkeys, as very few people have picked up The Witcher and said, “Gee, I sure would love to see this sprawling story chopped up into a series of generic deathmatch modes.” And even fewer donkeys. Fortunately, when I spoke with CDP during GDC, it sounded like they were having some very strong second thoughts. And now, sure enough, The Witcher 3‘s proposed multiplayer mode is no more.

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CD Projekt: The Witcher 3 Multiplayer Hardly Set In Stone

'Oh god, multiplayer's a terrible fit. Divert all resources to more super dorky goat helmets!'

If you think about it, Geralt’s basically a bunch of super cool dudes packed into one hyper-dude, by which all other dudes are judged. I mean, he wields two swords, has lived multiple lives between his various states of memory having-ness, and is approximately 22 million times lustier than the average bear. Also, his newfound beard is considered an above average bear by most leading ecologists and bear raters. So basically, he doesn’t need multiplayer. He’s more than multifaceted enough all by his lonesome. Red flags were raised, then, when CD Projekt studio manager Adam Badowski strongly hinted that multiplayer’s in the works for The Witcher 3. During GDC, however, I had the opportunity to clarify the issue, and – whether the traditionally single-player epic sprouts a mound of hydra-like new heads or not – CDP insists that it has no intention of giving fans reason to worry.

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CDP On Role Of Combat, Sex, And Choice In Witcher 3

Geralt has a beard now. We know this much for certain. Oh, and I suppose he’s also got that whole open-world thing going on. But adding a new number to your title’s a big responsibility, and a simple promise that you’ll feed it, water it, and add boats for some reason (because year of the bow is over; hopefully year of the boat will be a worthy successor) doesn’t always cut it. So what else is going into The Witcher trilogy’s 50-100-hour swan song? To hear CD Projekt tell it, pretty much everything they could think of. The Witcher 3’s scope is beyond ambitious, but that doesn’t mean the Polish powerhouse is skimping on details. Read on to see senior quest designer Jakub Rokosz and marketing mastermind Michał Platkow-Gilewski discuss revamped combat, managing difficulty/learning curve, how big of an impact choices can have, using sex for the benefit – not detriment – of story, and what multiplatform development from the get-go means for the PC version. It’s all after the break.

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CD Projekt On The Witcher 3’s Open World, Beards

Good news! Better news. Best news. Geralt is back, and he’s realized that he’s capable of doing more than just moving ever-onward in a straight line. The Witcher 3: Wild Hunt sees gaming’s favorite silver-haired sourpuss return with a heart full of purpose, a beard ripe from mighty mutant brooding, and – most excitingly – a fully open world teeming with possibilities. But why? What does the beard mean? Can we talk to it? Oh, and also the open world, I guess. How’s that work? I got in touch with CD Projekt senior quest designer Jakub Rokosz and (thankfully un-assassinated) marketing king Michał Platkow-Gilewski to find out everything. Or, well, most things – for instance, how Witcher 3’s world will stack up to Skyrim‘s, where traditional Witcher storytelling fits into that, how far-reaching the impacts of our choices will be, what sorts of people and locations we’ll encounter, and heaps more.

Make a break for the break. Otherwise, this intro will never end. (Warning: Beware of minor Witcher 2 ending spoilers.)

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Here’s An Interesting Idea: Multiple Languages In Cyberpunk

If that dove-coated mech doesn't speak in authentic mechanese, I'm out.

The absolute most surefire way to kill my in-game immersion isn’t graphical glitches or frustration or a trench-coat-clad man who grimly grumbles, “But maybe your entire life is a videogame.” It’s accents. Seriously, if I’m in some crazy fantasy land or multicultural space civilization, I refuse to buy the notion that everyone sounds like a bored 30-something American man. Refuse. Jade Empire, for instance, very nearly drove me mad. Mass Effect too, actually. But it’s not just BioWare. I honestly can’t think of many developers who’ve gotten it honestly, truly right. However, if nothing else, CD Projekt’s at least trying with Cyberpunk 2077.

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Behold! The Witcher 3: The Wild Hunt Gallery


CDP sent over a bunch of images from the forthcoming The Witcher 3: The Wild Hunt. I suspect you are going to want to look at these. Holy shit. You can see where they’re going with that “thirty times larger than The Witcher 2″ stuff.

Click for full size. (I would suggest right click -> new tab.)
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Mike Pondsmith Talks Reinventing Cyberpunk

Mike Pondsmith is a busy man. So busy, admittedly, that he was only able to exchange words via the cold, unfeeling cyber-pigeon communication medium that is email. Which, I suppose, is kind of fitting given the subject matter, but I generally try to avoid it. Still though, I was able to at least extract some details about Pondsmith’s place in CD Projekt’s massive Cyberpunk 2077 puzzle, especially in regards to world development and what makes a videogame “cyberpunk” to begin with. For example, Deus Ex? Not cyberpunk, says Pondsmith. All that and more after the break.

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Witcher 3: Open World, Non-Linear, Beard

You know a developer’s really made it when they arrange an exclusive cover feature with GameStop’s loyalty card-flogging magazine Game Informer. CD Projekt RED are the latest to do the whole de facto scoop thing, revealing the already-teased The Witcher 3: Wild Hunt. Aka, 2014’s most exciting RPG, it rather sounds like.

AND GERALT HAS A BEARD NOW.
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CDP On Cyberpunk’s Trailer, Social Commentary In Games

CD Projekt’s been quite busy as of late. Most recently, it teased some whizzbang, probably Witcher-3-related engine tech, but potentially even more intriguing is Cyberpunk 2077,  a whole new world full of intrigue, transhuman tech, and deranged Scyther ladies. However, while a recent CG trailer gave us a tantalizing glimpse of Night City’s corruption-twisted guts, it didn’t leave us with too terribly much to go on. Also, it had some elements that could be considered problematic – at least, from an imagery standpoint. if not entirely on an intentional level. So I got in touch with Project Lead Mateusz Kanik to discuss what the trailer way trying to show us, games’ responsibility within the larger social sphere, potential allegories for game addiction within Cyberpunk, and whether or not the final game has any chance of actually looking that good. It’s all after the break.

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So… REDEngine 3 For The Witcher 3?


We just got through an image and some blurb from CDPR (above, clicky for large), in which they announced their new RPG-building game tech, REDEngine 3. We know that it’s going to power Cyberpunk 2077, but see if this sounds like The Witcher 3 to you: “Combining a non-linear story and open-world RPG for the first time, CD Projekt RED’s REDengine 3 brings a new level of realism to the gaming experience.” And then there’s CD Projekt RED boss Adam Badowski, saying: “If we look at RPGs nowadays we find two approaches, one which emphasizes the story but limits the game world, and one that builds a vast, open world but hampers and simplifies the story. With the REDengine 3 we combine the positive aspects of both approaches for the first time, creating an open environment with a complex, multi-thread story. Together with believable characters, a captivating tale and a world where players can roam freely without loading times, we will be able to move gaming to a new level with a realistic feel and full player immersion.” Sounds a lot like what we might expect The Witcher 3 hyper to sound like, eh?

So that might not be a screenshot of the as-yet-unannounced-but-totally-happening-soon The Witcher 3, but it’s probably not far off…

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A Braindance With Death: Cyberpunk’s Snazzy Teaser

Mass murder and a total fashion faux pas? Things are not looking good for you, lady.

WITH BONUS GIGANTIC WITCHER 3 TEASE. But we’ll get to that in a moment.

First up, Cyberpunk 2077. CD Projekt’s finally seen fit to crack the whip on its legion of cybernetically enhanced hamsters and power up its hyperfuture projector, resulting in a trailer that looks too good to be true. And that’s because it is, being a CG-based teaser and all. Still though, it’s still our first real glimpse into the post-human dystopia CDP’s envisioning, and – assuming you don’t drown in a quicksand mire of slow-mo – there are some pretty intriguing sights to be had. For instance, a bullet-proof woman who managed to fulfill my lifelong dream of evolving into a Scyther. Oh, and before this post ends, you’ll know what a braindance is. For now, though, a sobering hint: it doesn’t summon a rain of brains from the sky. I know. I was disappointed too.

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GOG’s Two Cents On Retro Mania, DRM’s Demise

It was a dark and stormy evening when I recently spoke with GOG‘s Trevor Longino. We met in a Japanese hotel in San Francisco, him proudly carrying some manner of whooping cough from Poland, and me trying to keep pace with this year’s Canadian model (it’s a long story). It was, in other words, quite a momentous meeting of virus cultures – not to mention fever-addled minds. But really, this does seem to be quite a pivotal moment for the storefront formerly known as Good Old Games. The industry’s slowly but surely conforming to its philosophies, with numerous indie games embracing nostalgia wholeheartedly and DRM’s grip loosening on even the likes of big, bad Ubisoft. So where exactly does that leave GOG? Longino and I tackled that topic and many more – including Steam Greenlight and GOG’s apparent flip-flop on steep discounts being bad for the industry.

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