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.
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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