![]() ![]() Scattered throughout the world are “places of power,” Gop explained. Hopefully the puzzles and interactive spell options throughout aren’t as pronounced as the ones we saw it would be much better to have players experimenting with the game-world and their abilities, so we’ll just have to wait and see how that one turns out. We used Force Push, for example, to barge our way through a suspicious-looking wall of bricks (suspicious in that they looked like they wanted to be Force Pushed), while unlit torches practically begged us to use our fire spell. And let’s face it, with a reported 16 endings, that’s not really the way CDProjekt RED want you to play the game anyway.īeyond combat, your spells also have purpose in the game’s environment. There’s still no way to know if it’s an area by area situation where early-level enemies in the game-world’s first locations are always going to be, say, level 2, or whatever (ala WoW, for example), but at the very least it offers an idea you can branch from your path and find challenges likely not set in a linear progression-style path. Gop told us that there’s no auto-levelling for enemies in The Witcher 2, which means there’s no scaling based on your own levelling experience it’s all down to the skill of the player and where you are in the game-world. This also brings me to another cool facet, and a controversial one happening in the forthcoming Bethesda Game Studios epic, The Elder Scrolls V: Skyrim. Senior Producer Tomasz Gop even literally patted me on the back for a job well done. Once I understood the extent of the magic I had equipped, combat became a breeze to a point I even tackled a giant spider/snail with great success (and minimal damage). The possibilities in combat are vast and deep, yet very easy to manage. say Force Push, which will then send the electrified baddies flying, giving you enough breathing room to either lunge at him sword outstretched, or maybe set him on fire with your fireball spell. Of course such a tactic only lasts for a short while, so it’s best you queue up another spelll. Moreover, if your assailant is within shoulder width of one of his brethren, then he too will be shocked, and so on. For example, you might be surrounded by a bunch of Highwaymen, so using your electrically charged shield not only ensures they can’t hit you, but will transfer said electrical charge to your assailant. ![]() Here, a tap of CTRL brings up your magic menu, and you have a heady list of spells available to you to then use in combat. There’s also a “Combat Button” that slows the combat to a grind allowing you to tactically choose your next course of action. It really works here and feels very satisfying when you utilise it successfully. It’s a little like the system in Assassin’s Creed, only much more tangible. The Space Bar gives him a handy evasive roll to shift out of an enemy’s swipe, should the need arise, while a new combat system will see him shifting to and fro between enemies based on your directional inputs and how you’re clicking the mouse. Even the small play area we were given, with all its tantalising, blocked off paths, was comfortably designed so you could easily manoeuvre the camera, and your avatar about the screen to eat up The Witcher 2’s incredibly rich atmosphere.Ĭontrols are fairly basic in that Geralt has a number of moves he can perform once his sword is drawn (we had two swords available, for the sake of this demo), and he’s ready for combat. The first thing of note is just how much easier the game is to move through - Geralt has digital inputs thanks to the limitations of the PC control set-up, but it’s easy enough to walk or run wherever you please, and nothing feels awkward as you traverse. So here we are, once again controlling the infamous Witcher, Geralt, about a town in the province of Vergen keyboard and mouse underfoot (or hands, as it were). ![]()
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