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slightly break or become a nuisance that we

have to fix. We learned a lot from the current

events and fan feedback. I think it was

Miyamoto who made a very smart and strong

statement – a delayed game can be a good

game, but a rushed game will forever be a

bad game. I think that stands and will stand

the test of time. We want to release a game

that will stand the test of time.

Tell us about the 'Wild Hunt'

The Wild Hunt is actually rooted in ancient

German and Celtic legends. It's always been

a part of the Witcher lore, at least in the

books, and is mentioned often. As a main

influence, it has only become a part of the

video game lore in this game. It was already

mentioned and I think a part of the first

game, but not as important or massive in

impact as it is right now.

So what exactly is it?

It's a cavalcade of ghostly spectres who

abduct people and put them to their own

use, and Geralt has something very

important to do with them that we

don't like to spoil. So it's a vital part of

his character development as well –

their destiny always intertwines.

Has the combat changed much at all?

We made it far more fluid; that was the

most important feedback from fans.

You cannot get lost in lengthy combos

any more. It's very responsive – you

press something on the controller and

something happens. We've recorded

an incredible amount of animation so

there's always an adaptation to Geralt's

How long have you

been involved with

the project?

I started in 2013,

early Feb. I've just

celebrated my two year

anniversary.

Fan of the series before that?

Yes! I played both the games but

unfortunately I wasn't part of their

development.

Did you always have an idea of what you'd

like to bring to the series?

When I applied, I had a few ideas I really

wanted to carry through. Of course, when

I became truly familiar with the role and

the vision the company held for the game,

they were adjusted accordingly, but some

of them I could implement. It was really

really interesting having a good, strong

impression before I came to the company

and having that refined and polished during

development. I learned a lot!

The game's release was pushed back a

few months – what's the company's ethos

on release? How does it compare in the

market at this time?

Well we wanted quality for our game, and

we wanted to deliver it in a better state, in

a polished state that people will not have

to bother about annoying bugs and glitches

so they can just enjoy the story. That's so

important to us, because it's such a large

project. Incredible amounts of exploration and

adventure to be done. And of course, a lot of

things need to be paid attention to that can

stance – how he's standing, what kind of

terrain, what kind of elevation, what kind

of posture he's in when he acts to things

coming from front, left, right, what kind of

attack you unleash from which position. It

looks better and feels better, and it's very

responsive and very tactical. You can react to

a lot of things differently, you can use a lot of

things very fluently. All the signs, the dodges,

the parries, the tools you can use from your

inventory. Everyone will be able to find their

own style very quickly.

What is the actual objective of the game?

The Wild Hunt has appeared and had

a major impact on the world, and they're

basically Geralt's nemesis, and he needs to

track them down because he's looking for

Ciri, who's not only a person of interest to

him but also a living weapon, if you want to

put it that way. Basically he has to track her

down as well.

072

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INTERVIEW

GAMES

The

Countdown

Continues...

There's not long to go now until

The Witcher 3: Wild Hunt

lands at JB.We caught

up with senior level designer Peter Gelencser on his recent trip Down Under.

• The Witcher 3: Wild Hunt is out May 19