The Witcher 3: Wild Hunt Interview

Gaming Bolt managed to snag CD Projekt RED senior art producer Michal KrzemiÅ„ski for an interview about The Witcher 3: Wild Hunt. The interview runs a gamut of subject, from the game’s framerate and general performance on PC and consoles to the game’s reactivity. Here’s an excerpt:

Rashid K. Sayed: One thing that has not been touched upon is the weather. How dynamic is it? Will different regions have different climates?

MichaÅ‚ KrzemiÅ„ski: Yeah, Skellige for example is pretty forlorn, while No Man’s Land will remind you of autumn, with its golden-brown color palette. It’s pretty hard to describe, you’ll just have to see it for yourself.

Rashid K. Sayed: Will regions change when you come back later in the game and furthermore will people’s attitudes be different? How is the dynamism going to tie up with Geralt’s choices and behaviours?

MichaÅ‚ KrzemiÅ„ski: You will definitely influence people around you by your actions or inactions; it’s a game rich in choices and consequences after all. People will love you or hate you for what you do or don’t do. This ranges from particular townsfolk who you helped or crossed to whole villages which you saved (or not) by slaying some beast that caused trouble.

Rashid K. Sayed: I have always wondered whether the monsters in the game will actually have a back story. Now that we have seen them in action, are they going to have strong character development and not something on the lines of ‘˜this monster is dangerous for my farm, so you have to kill it!’?

MichaÅ‚ KrzemiÅ„ski: Each of the monsters in the game, and I mean the bigger beasts, is somehow grounded in the local landscape. For example, the griffin we’ve shown during the hands-on session, it’s a beast that lost its mate, which made it a lot more aggressive. As Geralt tracks it down and gets to know it more, additional details about the creature emerge. Sometimes it totally flips your perceptions of what’s going on and why. Sometimes the monsters aren’t who you think they are.

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