Muchísimos detalles nuevos en un live que están haciendo en alemán:
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Journalist played 10-12 hours, had full access to the game and reached level 7- you cannot enter every house in Novigrad but it's cleverly masked if you can't enter one
- no button for opening doors anymore, all doors are swinging doors
- extremely lively interiors, every interior tells a different story
- fluid gameplay on 1080p with everything on maximum +nvidia hairworks on GTX 980 -> looks insanely good for an open world game
- two big cities with Novigrad and Oxenfurt (which is really big as well)
- there are towns in the game of the same size of Flotsam
- cities have a realistic eco-system and surroundings with real suburb parts in which craftsmen are located like in medieval times
- last active skill-slot at level 50, level cap could be even higher
- relationsships to women feel organic
- whole world feels quite realisitic and organic
- gameplay feels very good and fluid
- diving is still not optimal in terms of controls, but you can dive everywhere
- gamepad controls are apparently much better than mouse/keyboard according to the journalist (m/k on TW2 level)
- it's still too easy to rob people, robbing system in general is lacking
- whole game is consequently open world so pacing could be difficult for some
- passages with Ciri are like a linear action-adventure, not like a RPG, plays differently and more action-fueled than Geralt's passages
- side quests are great and each tells its own story with people actually reacting to Geralt
- sound and subtitles can be combined freely from different available languages
- there will definitely be a day-one patch
- high grade of visual violence with dismemberments with a higher gore-level than TW1 or TW2, but still feels organic and consistent
- items can be crafted and decomposed
- best items in game must be crafted
- Novigrad and No man's land are connected, only seperated maps, only loading time between main land and Skellige
- Novigrad+No man's land are much bigger than Skyrim alone
- game world can change based on your decisions
- there was indeed no slider or adjustment option for the draw distance/LOD but according to the journalist he was happy with it
- there is the cleverly constructed illusion of a realistic world but traveling is never boring and there is always something to discover
- even if you disable markers for quest givers on the map the game gives you audio-visual hints like people screaming for help
- the journalist never had the feeling that the world is "empty"
- no sudden changes of environments (e.g. desert to humid regions), organic and consistent world
- "sandbox elements" and random stuff is limited, so no fights of townpeople against dragons like in Skyrim, you can only influence the world to a certain level
- as far as the journalist has experienced it there will be little to no enemy respawning, enemies haven returned during his two days in the game
- the game is open world but actually almost everything is "controlled" and "planned" by the developers
- many things are commented by Geralt e.g. when he tracks down leads with the Witcher senses
- mutagens can be very powerful, like 40% damage enhancer for signs
- very different enemy types that feel and play differently
- no "clone" NPCs, every NPC in Novigrad for example looks differently
- every potion and bomb must only brewed/crafted once
- potions have different quality levels, can be improved, e.g. Swallow can offer more healing and more slots
- crafting is extensive
- you can for example increase the inventory limitations of your horse by crafting bigger saddle bags but you must
actually go to your horse to be able to have access to these bags
- every region has its own color setting and feel
- clouds cast shadows
- bad weather like storms can happen everywhere
- game loading time is extremely short on the high-end PC
- saving and loading times are also extremely short
- some huge buildings and story-relevant special areas have loading times, normal buildings not
- story branching in quests is excessive and impressive with not always "transparent" or easily visible effects, for example one quest had six "decisive" elements that could have gone down in a different way if the journalist behaved differently
- "it will be impossible to play Witcher 3 two times in exactly the same way"
- different to Bioware games dialogue options are not "obvious" and every possibility makes kind of sense, no sign whether an answer is -"good" or "bad", only quest relevant options are marked (opposite to chatter and non-quest related dialogue options)
- Ghwent is awesome according to the journalist, great design and entertaining
- fist fighting is without QTEs now, it's just like normal fighting with hard and fast strikes and such
- there are now negotiations for quest rewards like bargaining for a monster hunt (before and after quests?)
- there are horseraces similar to RDR, biggest focus on stamina management during races, you can even buy better saddles for horseraces
- every item you choose is visible on Geralt's ingame model
- The Sidequests have their own stories. There are a lot of differents themes (like rape, kidnappings, etc.) // can't remember what else
- The Game has more Loot than it's predecessors.
- If you kill enemies/monsters (in the open world) they won't respawns unless there is a condition you have to fulfill.
- Each Enemy/Monster acts different than the other
- Graphic (ultra) is noticeable. The Foliage increases a lot. Some scenes looks better than others.
- The Game is much better polished than its predecessors (less bugs)
- you can enter and play whatever region you want but you get hints where to start by your main quest (e.g. search Ciri in Novigrad's surroundings) if you want enemies that are on a similar level to yourself, but it's up to the player how he wants to progress
- soundtrack was good, but rather really negative nor outstanding, but dynamic and decent, fits to the situation and location
- some reactions from NPCs to things you did, but rather small comments, journalist admitted that he didn't play the game long enough for probably bigger reactions
- tutorials are integrated into the story/progression and worth the effort due to good dialogues
- resolution on Xbox One will definitely stay at 900p in order to offer a stable performance
- the game is really immersive and "drags you in", feels and plays a lot more fuildly than the predecessors without being less complex
- there is a chance that they won't be able to hold the level until the end of the game (speculation since two days were surely not enough to get to the end) but the journalist was truly and deeply impressed by what he saw and played