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Witcher 2

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CD Projekt has released a fact sheet for The Witcher 2: Assassins of Kings.

 

The extensive sheet covers the ins and outs of the game, plans to bring the most epic RPG experience period and such, with outlines of several new features included.

 

The Witcher 2 is set for a Q1 2011 release for PC.

 

From the sheet:

 

Platform: PC

Genre: Combat RPG, singleplayer

Age ratings: ESRB M, PEGI 18+

Release date: Q1 2011

The Witcher 2 Brief Description

 

The second instalment in the RPG saga about the Witcher, Geralt of Rivia, features a thoroughly engrossing, mature storyline defining new standards for thought-provoking, non-linear game narration. In addition to an epic story, the game features an original, brutal combat system that uniquely combines tactical elements with dynamic action. A new, modern game engine, responsible both for beautiful visuals and sophisticated game mechanics puts players in the most lively and believable world ever created in an RPG game.

 

A captivating story, dynamic combat system, beautiful graphics, and everything else that made the original Witcher such a great game are now executed in a much more advanced and sophisticated way.

 

The Witcher 2 Key Features

 

1. An engrossing, mature storyline defining new standards for realistic, non-linear game narration. The continued adventures of Geralt of Rivia draw on events from The Witcher while proving even more captivating, epic and full of surprises.

 

Story Background

 

After helping to stop the rebellion undertaken by the Order of the Flaming Rose and saving King Foltest’s life, Geralt became one of the central figures of political turmoil in the Kingdom of Temeria. Geralt continues to protect the King in the monarch’s mission to bring peace to his state. The last bastions of the Order yielded to the royal army. The only remaining task is to pacify the rebellious castle of Baroness La Valette, who announced separation from the Kingdom. It’s been a month since the attempted assassination of the king, when his army arrives at the gates of Baroness La Valette’s fortress in preparation for the final battle. In the meantime, Geralt, stuck with Foltest, cannot begin his personal quest—to discover the origin and identity of the mysterious witcher-like assassin responsible for the attempt on the king’s life - a quest that would answer many questions...

 

Brief Story Description

 

The player takes the role of Geralt, a professional monster slayer who became embroiled in the political turmoil in the Kingdom of Temeria by helping to squash the rebellion undertaken by the Order of the Flaming Rose, and who saved the King’s life by protecting him from a witcher-like assassin. In the second part of the saga, Geralt remains at the center of political events. He begins his quest to reveal the identity of a group of assassins responsible for the slaying of rulers across the Northern Kingdoms, to find their connection to witchers, and to discover their motives. His investigation will lead him up the river Pontar into the turbulent borderland between Temeria, Kaedwen and Aedrin, where he will be entangled in a conflict between the most powerful forces of this world.

 

Story Features In Detail

 

* A truly epic, intense, emotionally charged adventure with non-linear game narration. Three independent plot lines with several alternative events are dependent on the player’s choices and lead to multiple different game endings and several additional plot forks. This time gameplay time will be shorter than The Witcher 1, but more intense and packed with events.

* A complex, realistic and mature story touching upon subject matter seldom seen in other RPGs, told in a manner that is understandable and attractive to contemporary gamers. We investigate the assassinations of the rulers of the Northern Kingdoms and follow Geralt’s personal theme, in which he’s looking for his own identity. Gradually we learn how powerful forces influence our situation and what role they order us to play.

* Rich, mature dialogue as found in Andrzej Sapkowski’s book series and The Witcher 1, presented in highly filmic cutscenes and dialogues sequences, thanks to a new game engine.

* New, improved system of flashbacks. Now the reminiscences of Geralt, in which we observe the link between our past choices with current actions, are realistically and smoothly woven into the gameplay.

* Sex and eroticism will be introduced in a much more realistic, involving and mature way, thanks to which sexual relationships are presented more credibly than in TW1.

* Unique, deep, consistent and rich game world established in a series of best-selling books by A. Sapkowski and recreated in the game to provide an incredible, believable story-driven experience.

* Believable, true-to-life characters with their own motivations and goals. During our journey we meet ordinary men, soldiers, rebels, powerful mages, rulers and their assassins. Depending on our decisions we meet different game characters, and our relationships shape further actions in the game.

* Highly varied, breathtaking locations, which thanks to the new engine create a cohesive, fully accessible world!

* Rich, living world in which every character has their own way of life and unique occupations. Our actions modify the relationship with the game-world population and, in the case of the main plot line, open or close the possibilities of interaction with the game world.

* Greater freedom of exploration to provide increased game realism and a wider range of new tactical options. Geralt will surmount barriers, jump over fences, scale walls and ascend rock formations.

 

2. RPG Experience. Enhanced and deeper role-playing experience thanks to advanced gameplay mechanics.

 

* Extensive non-linearity within advanced gameplay mechanics. We are able to go through the situations on our path in various ways. Choosing our allies along the story path will, for example, reveal brand new and diverse possibilities and threads.

* Unique quests more connected with the main plot - no more “FedEx” quests (simple “deliver or pick up object” quests).

* Greatly enhanced character development, in which each decision with regards to development, including individual skills, result in different kinds of gameplay. It is based on three specialisations: sword, magic and alchemy, which can be mixed to create hybrid character styles.

* Traditional system that has the player fight opponents with a fixed difficulty level, maximizing satisfaction gained from developing a powerful character. Battles with particular types of opponents become progressively easier as the player advances in level, in complete contrast to what we see in many current titles, which offer simplified systems where opponents’ difficulty levels adjust alongside the player’s. These are systems that help make the game and its development easier, but offer much less satisfaction for developing a very powerful character.

* New system of Mutagens gives players the ability to modify the effects of particular skills. You could, for example, enhance and modify the way your spells work, by multiplying the damage – be it greater amount, or dealing with more enemies at the same time.

* Advanced crafting mechanics vastly increased the possibilities for players to create their own items: about 200 items - weapon and armour elements – are possible, compared with just 10 swords in TW1.

* Many elements of armour – jackets, gloves, belts, knee pads, etc. increase variety for the player. There’s ability to upgrade each element separately, offering many combinations of armour, as opposed to just four types of armour available in The Witcher 1.

* Composit-built weapons, allowing many different types of swords (about 300 vs. 10 in TW1).

* Random statistics introduce additional variety among similar items.

* New equipment system, streamlining and making gameplay more flexible, thanks to no limits in the number of carried items, clear division into sections, and an improved sorting system.

 

3. Unique, intuitive combat system blending a wide range of tactical elements with the most spectacular and dynamic combat sequences ever seen in a computer role-playing game. Full details to be announced in future.

 

4. The best-looking RPG to date, competing with games in other genres in which the standard of visuals has traditionally been superior. Full details to be announced in future.

 

5. State-of-the-Art, new, ultramodern technology created by CD Projekt RED. Full details to be announced in future.

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Interviu su žaidimo prodiuseriu Tomasz Gop, mini įdomūs dalykai, serijos fanams turėtų patikt (plius šis žaidimas turėtų pasirodryti ir ant Xbox360 bei PS3, tik dar nežinoma kada):

 

The monster-slaying antihero Geralt returns for an all-new adventure that will look better, challenge you with choices that have real consequences, and offer a brand-new story in a dark fantasy world. We take an exclusive look.

 

In 2007, Polish developer CD Projekt Red released The Witcher, an unusually titled role-playing game inspired by the dark fantasy novels of Polish author Andrzej Sapkowski. The game starred Geralt, a cynical, white-haired "witcher"--a spellsword equally talented in the arts of alchemy and swordplay--in the royal service of a king presiding over a realm divided by mistrust, conspiracy, and hatred. This original game became a cult classic and was later rereleased with various improvements as an "enhanced edition." But since the release of the first game, CD Projekt Red has been doing a lot more than just enhancements. In fact, it started development on the next game just after completing the first one, and for the sequel, the studio has overhauled the graphics engine, has changed the way combat works, and has been building a more-challenging new adventure with a gritty, adult feel. Take your first official look at The Witcher 2: Assassins of Kings below, but be advised that this story contains early game plot spoilers.

 

The monster-slaying antihero Geralt returns for an all-new adventure that will look better, challenge you with choices that have real consequences, and offer a brand-new story in a dark fantasy world. We take an exclusive look.

 

In 2007, Polish developer CD Projekt Red released The Witcher, an unusually titled role-playing game inspired by the dark fantasy novels of Polish author Andrzej Sapkowski. The game starred Geralt, a cynical, white-haired "witcher"--a spellsword equally talented in the arts of alchemy and swordplay--in the royal service of a king presiding over a realm divided by mistrust, conspiracy, and hatred. This original game became a cult classic and was later rereleased with various improvements as an "enhanced edition." But since the release of the first game, CD Projekt Red has been doing a lot more than just enhancements. In fact, it started development on the next game just after completing the first one, and for the sequel, the studio has overhauled the graphics engine, has changed the way combat works, and has been building a more-challenging new adventure with a gritty, adult feel. Take your first official look at The Witcher 2: Assassins of Kings below, but be advised that this story contains early game plot spoilers.

 

The Witcher 2 takes place after the events of the first game, in which Geralt accepted the task of working for King Foltest of Temeria to investigate a curse that befell the king's daughter. But in The Witcher 2, Geralt won't be chasing something as subtle as a magical curse. This time around, he'll clash swords with two new villains: the first, a hateful elf spy named Iorveth, and the second, a mysterious man known only as the Kingslayer, whom you'll meet in our exclusive video. As you might have already guessed, given The Witcher 2's subtitle, this Kingslayer has already begun to ply his trade--though as the mysterious assassin himself claims, his bloody work is far from over. And while the world-weary Geralt has no great love of royalty, he eventually becomes embroiled in this assassination conspiracy, since it crosses tracks with several new monster hunts--which are his calling as a witcher--and since the assassin appears to know Geralt of old.

 

Our demonstration began at the beginning of the game (in a very early version of the game), with the above movie sequence that opens with Iorveth, the elf spy, finding that his forest sanctum has been discovered by the Kingslayer. For those not familiar with the world of The Witcher, yes, the game take place in a fantasy world where people do battle with swords and sorcery, and yes, there are elves who have pointy ears and live in forests, but they don't cavort or caper, nor do they make cookies. Instead, elves (and other nonhumans, such as dwarves) largely hate, and are largely hated by, humans. Some, like Iorveth, actively plot against (and murder) humans, so he and the Kingslayer--who claims to be a friend to nonhumans--are apparently able to form an uneasy truce.

 

Our demonstration then switched to a playable segment of the game during which Geralt arrives at the port of the game's first major location--the medieval town of Flotsam, which lies between the borders of Temeria (Foltest's realm) and the neighboring nation of Aedim. Before disembarking from the vessel, we had the chance to listen in on banter between Geralt's two companions: Triss Merigold, the redheaded sorceress from the first game, and Vernon Roche, a sharp-tongued member of Foltest's military sent to help Geralt scout the area. We'll just say that Roche has specific opinions about a woman's proper place in the world (specifically, the kitchen) and that Triss less-than-respectfully disagrees.

 

After listening to some verbal jousting, Geralt breaks up the argument and leads his companions into the woods on the road to Flotsam, through thick grass and swaying, detailed brush, until the party begins to hear the sound of pipes playing. Roche makes a passing remark about "smelling" an elf nearby before leading us right into the next cinematic sequence…to meet Iorveth face-to-face. The elf casually stood atop a tree branch out of reach of Roche's and Geralt's swords. As it turns out, Iorveth and Roche know of each other--the former being aware of the latter as an elf-hating bigot, and the latter being aware of the former as a human-murdering psychopath.

 

In The Witcher 2, your companions don't hesitate to speak up, but like in the previous game, they're not directly under your control and will act to the best of their abilities in combat situations and will speak their minds in the game's dialogue sequences. The Witcher 2's dialogue system allows for banter between multiple participants at once, and new characters can join the conversation midway. In this particular dialogue, Roche and Iorveth continued to trade verbal barbs while Geralt quietly entered into an active dialogue with Triss about how best to attack the elf. Like the previous game, The Witcher 2 will use a "timed dialogue" system that will offer you various responses to give in conversation but will default to a standard response if you don't choose an alternate thing to say.

 

In this case, Geralt decided to tersely direct Triss to hurl a lightning bolt at the elf just as Roche threatened to bring our assailant in, dead or alive. Iorveth easily dodged the attack and gave a signal to a contingent of hidden elf archers to open fire, to which the quick-witted Triss responded with a powerful enchantment that enclosed the party in a protective aura of glowing orange light. While this powerful aura magically transformed any arrows it touched into harmless butterflies, it also thoroughly drained Triss, whose nose bled and eyes rolled up before she collapsed in a heap and had to be carried to safety by Roche.

 

This ended the cutscene and pushed us into an active gameplay sequence in which we were required to follow Roche's gradual march toward the outskirts of town, fighting any elves that charged us while taking care to remain within the force field. This part of the game gave us a chance to see a very early version of The Witcher 2's combat system, which will no longer require the timed input of the original game and will instead be much more open-ended. The current, early version of the game lets you freely attack with your sword or perform an evasive roll in any direction--or smoothly transition from the former to the latter.

 

Though the combat system isn't finished, it currently lets Geralt dish out combination slashes with his sword by starting out with a few light slashes and then ending with a strong slash, similar to the combat systems of third-person console action games like the God of War series. However, the final version of the game will bring back different combat stances, just like in the original game, and let you mix and match various attacks from different styles freely, rather than having to manually switch styles. In any case, even the early version of combat we saw is brutal and bloody. After sending a dozen or so elves to meet their respective makers, we finally arrived at the outskirts of Flotsam, at which point Iorveth called off his archers and regrouped with the Kingslayer, who cryptically remarked that he had once ambushed Geralt while the witcher suffered from amnesia.

 

Unfortunately, Geralt didn't get a good look at his foes, and his attention was turned toward the town itself--a broken-down, grimy hamlet that could have come right out of medieval Europe. We watched the witcher make his way through the streets of the city past merchants, harlots, and other commoners (who, in the final game, will have their own ambient conversations, motivations, and potential interactions with Geralt) to reach the town square, where a public hanging was to take place.

 

While the hanging definitely seemed to be the highlight of the day for the otherwise miserable peasants of Flotsam, Geralt quickly realized that two of the four convicted criminals on the scaffolding were old acquaintances--his old friend Zoltan the dwarf, and his personal troubadour, the talkative human bard Dandelion. At this point, Geralt entered into a timed dialogue that gave him the choice of immediately drawing his sword and attacking the guards or trying to incite rebellion with the assembled crowds. We chose the latter option and found a vocal supporter in one of the local harlots, who strenuously protested the bard's conviction of debauchery on the grounds that debauchery wasn't a crime, but rather an enjoyable lifestyle and a good way to make a living. After a colorful, four-letter-word-laden exchange of ideas between Geralt, the audience, and the guards (which we can't recount here because this is a family site), the authorities decided they'd had enough mouthing off from the commoners and attacked anyway. We hacked a few of them to bits and even took down the hooded executioner before we were interrupted by a drawling speech from the town's burgher, who appeared from out of nowhere.

 

In his very public address, the burgher gave Geralt his due as a formidable witcher but subtly and skillfully reminded us that this was a wretched peasant village with no real entertainment beyond public executions. He then pointed out that two of the criminals to be hanged were elves who were guilty of arson, and he summarily executed them himself by kicking the switch, opening up the trapdoors beneath the traitors, and sending the crowds home happy. We were given the chance to try to reason with the burgher in a timed dialogue and succeeded in bargaining for the lives of Geralt's old acquaintances, and we also received a tip on a new monster that had been terrorizing the area.

 

After releasing Zoltan and Dandelion, we followed them to the town's local tavern and stepped inside with zero load times--another new feature in the sequel--where the foppish bard had already busied himself gathering information and had learned the location of a nearby elven ruin. On this tip, Geralt left the tavern on his way to the area, taking the now-recovered Triss with him to investigate a possible monster lair and to "show her something later." (We'll get to what that was in just a bit.)

 

Geralt and Triss made their way through the forest to the ruins, fighting small groups of goblins and dispatching them easily with a combination of Geralt using swordplay and Triss flinging explosive fire-based attack spells at the enemy. The duo finally reached the ruins, a shattered stone temple overgrown by vines, and Geralt took the time to harvest a patch of elven blood roses--flowers that bloom continuously when kept in the proximity of a beating heart--and handed them to Triss as a gift while displaying his sensitive side, patiently explaining to Triss that perhaps the elves (who had been decimated and then herded into remote colonies by humans) had a right to be as angry and hostile as they were.

 

While the redheaded sorceress was clearly impressed with the gift, and possibly the sentiment, the human looters we then found in the ruins weren't exactly moved to tears. Another quick, brutal battle later, and we had dispatched most of them. The final looter lay in wait to ambush Triss, and Geralt sprang forward and gallantly leaped with her to safety, only for the two to fall through a loose cobblestone and crash-land next to the curiously preserved elven bathhouse below.

 

This scene set up the game's overhauled romance gameplay, which will be completely different from that of the previous game. In fact, the previous game's romance system, which rewarded you with collectible girlie cards for every woman you came to know intimately, has been scrapped. Instead, throughout The Witcher 2, Geralt can pursue relationships with various female characters through dialogue options and the occasional gift to unlock an ongoing cinematic sequence. In this case, with the two adventurers trapped in a buried elven ruin, Triss started a conversation by asking what should be done next--whether the pair should try to escape or wait to be found by their companions. Naturally, Geralt chose the option to wait.

 

With the extra time on their hands, one thing led to another, which led to Triss making the most unusual use of her magical powers yet--dissolving her clothes into nothing before diving into the pool. Geralt soon followed her into the water, at which point, our demonstration faded to black for reasons we hope are obvious and then faded back in sometime later. Once the game had faded back in, we were able to see The Witcher 2's new multilayer clothing system, which will let Geralt not only wear his usual black studded leather armor, but also wear armor in layers, such as carrying his weapons on an over-shoulder bandolier with a pair of light breeches, while otherwise being completely bare. Oh, and Roche then smashed through the wall and saved us.

 

At this point, we skipped ahead in our demonstration to a slightly later part of the game, after returning to town and accepting the burgher's quest to hunt down the town's local monster menace, a huge creature known to some as "The Old Man," but known to Geralt as a "tentadrake." This portion of the game was still very much a work-in-progress, but Geralt essentially headed to the outskirts of town and climbed ladders up to several platforms (another new feature in the sequel) to find a seedy elf arms dealer and purchase a fistful of magical Yrden traps (which, just like in the first game, will temporarily paralyze their targets when hurled at the ground), along with some explosive traps to deal with the monstrous threat.

 

We then skipped ahead yet again to another point deep in the forest, just outside the beast's lair. While The Witcher 2 will have open-ended gameplay and optional side quests, it turns out that slaying the mighty tentadrake is the climax of that particular early chapter of gameplay and will likely be required to advance to further chapters of the game.

 

The battle with the tentadrake will definitely be climactic. The giant, squidlike beast is too large to see in its entirety onscreen at once, and its giant, flailing tentacles can squash Geralt flat. Unfortunately, taking the direct approach and trying to hack away at its body or an eyeball doesn't work at the outset, since getting too close to the beast will cause it to rear its head and let out an earthshaking roar and a torrent of regurgitated seawater that will send you sprawling. Instead, you must lure one of the humongous tentacles to a Yrden trap on the ground and perform an evasive tumble when the tentacle comes crashing down. If your timing is good, you'll temporarily paralyze the creature's appendage with the trap and can then chop the limb in half by slashing it repeatedly.

 

If you can relieve the creature of enough of its tentacles, you'll enrage it to the point where Geralt can actually leap aboard one of the flailing, chopped-up limbs and hang on for dear life while trying to steer it in the right direction. Specifically, if you can direct the tentacle toward a nearby stony bridge without getting thrown off, you can trick the creature into smashing out the structure's supports, causing the bridge to come crashing down on the creature's head and pinning it in place, which then lets you dash up the fallen stonework and hurl some of your explosive traps into its maw to finish it off.

 

Though we've seen only a brief demonstration of the sequel in motion, and although much of what we've seen is still very early in development, it's very clear that CD Projekt Red aims to produce a sequel that's far more eye-catching and more engrossing than the original game. At a glance, the new game seems a much better-looking action-role-playing hybrid with a more closely zoomed-in camera view, but it will also offer a revamped combat system, an improved character development system, and many more improvements we'll hear about in the months to come. Given that The Witcher 2 will offer a new experience with more-free-form combat, huge boss battles, and a brand-new, dark, mature fantasy story that continues after the first game left off, there's a lot for role-playing fans to be excited about. The Witcher 2 is currently planned for release in the early part of 2011 for the PC, and although CD Projekt Red is also interested in developing a console version of the game, other versions haven't been confirmed yet.

O čia tiems, kas tyngi skaityt ;)

 

Plius, žaidimo paveikslėlių galerija.

 

Šaltinis: Gamespot

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The Witcher 2: Assassins of Kings - Dev Diary 1

 

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ta versija kaip jis ja isgelbejo buvo labai gera.. :)

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sorry subai ne anglu kalba,bet kalba aiena apie nauja Enigine,taigi vaizdelis geras ir be supratimo.na cia tiem kas nezino lenku aisku.man viskas ok cia.

na lenkai tikrai daug dirbo prie sito geimo ir manau kad bus labai labai stiprus rpg. tiek grafiskai,tiek story bei questais.kurejai sake kad vizualiai gavo butent tai ko ir norejo, bent jau vieni patenkinti savo darbu,o ne tai kad sako kad kita karta pasistengs geriau ir pan. siaip jie varikli zaidimui kure butent sitam zaidimui ir kure kartu su zaidimo,o ne pirma varikli ,o po to jam zaidima. variklis kurtas butent siam zaidimui,ir zaidimui kurimo eigoja ,kurtas ir variklis.tai ko nori zaidime matyt ,tiesiog sukuria su engine ir turi.

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CD Projekt fighting Witcher 2 piracy with threat of fine

Nuotrauka

CD Projekt is worried about piracy -- specifically, as it concerns the developer's upcoming, adult-oriented RPG, The Witcher 2: Assassins of Kings -- and understandably so. As a single-player-only PC title, The Witcher 2 is awfully ripe for pirating. However, the Polish developer is hoping to counteract these illicit acquisitions by more doggedly pursuing those who play the game illegally. CD Projekt co-founder Marcin Iwiński recently told Eurogamer that "we are signing with legal firms and torrent sneaking companies" to hunt down gamers who download The Witcher 2 unlawfully.

 

Such offenders will be sent a letter demanding they pay a fine -- the sum of which was left unspecified, though it will be more than the game's suggested retail price. Though it sounds a bit like the RIAA's anti-piracy scare tactics, Iwiński said, "We don't want to be so harsh, but there is a chance that this might happen to some people if they download illegally." Or, in other words, don't make CD Projekt use its angry voice, because it's going to hurt them a lot more than it's going to hurt you.

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The Witcher 2: Assassins of Kings Developer Diary #2 - The Engine, Part Two - šį kartą titrai anglų kalba

 

 

The Witcher 2: Assassins Of Kings Developer Diary #3 - Characters

 

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“We look better,” The Witcher 2 dev calls out Dragon Age 2’s graphics

 

I was chatting with Tomas Gop (senior producer on The Witcher 2) last week while CD Projekt was in town to show off a new slice of its action-RPG. When the demo was done, I asked him directly: “How would you distinguish your game from Dragon Age 2?” Here’s what he said.

 

Tomas Gop: “That’s quite easy, actually. There are a few things that I can easily find. First, we don’t have a generic fantasy world. I mean [the author] Andrzej Sapkowski spent a huge part of his life doing this. It’s comfortable for us. It’s consistent, it’s really working. Everything is kind of logical in this world, and it works out well for us. The other thing–I don’t really think it is possible to distinguish some of the things you’re choosing between as ‘good or bad’ or ‘good and evil.’ We always like to think about when you have a choice in The Witcher, it’s more like what I would actually do.

 

It’s not black and white, and that’s the most important thing. And we look better. I mean, sorry, seriously–I love Bethesda, BioWare games, I play them. But, c’mon. You cannot be indifferent to that, you cannot omit the difference. We simply look better.”

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Na žiūrėsim kaip šita dalis bus :)). Pirma buvo tai labai įdomi, bei įtraukianti :). Kai turėdavau laisvo laiko, vakare grįžęs atsipalaiduodavau prie jo :D. Pagal gameplay tai visai sudomino :)).

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If The Witcher 2 comes to consoles, the graphics won’t take a hit

 

CD Projekt’s Tomasz Gop has been speaking about the potential console version of The Witcher 2, which has been teased on a number of occasions. The company have been quite open about their desires to release the game on the Xbox 360 and PlayStation 3, but say they won’t be announcing anything until it’s all set in stone.

 

If the game does get a console version, said Gop, its extraordinary graphics won’t take a hit, even with the lesser processing power.

 

“I wouldn’t say is going to be visually noticeable,” he said in an interview with VG247.

 

“Of course, what I say can’t be too official, but from the tests that we’ve done so far it’s possible to do a game that looks as good as what you’ve seen on trailers, and it works on consoles smoothly.”

 

It’s not just the visuals that should remain solid: the entire game, says Gop, should transfer smoothly from your computer desk to your living room. “It’s doable to make a game that won’t be crap,” he said.

taigi yra galimybe pamatyti si zaidima ant konsoliu. manau kad kurejus tikrai vilioja papildomi $$ kuriuos galetu gauti is konsoliu. be to kaip patys sako kad grafika ne kiek nenukentetu nuportinant. na kazkiek aisku bet ne stipriai, kad tai butu netgi ne pastebima. butu tikrai idomu pamatyt si zaidima konsolese.

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