The Witcher 2 is an open world. Minimum system requirements

The continuation of the popular epic saga - a role-playing game about the exploits of a vampire hunter, monsters and monsters. Only this time our main character must investigate and understand why assassins are destroying the kings of neighboring territories. Many unusual moments, fearless deeds, colorful locations and exciting battles - the continuation turned out to be worthy. Therefore, you can download The Witcher 2: Assassin of Kings via torrent from our website right now.

Plot

It has been a long time since your master hunter took out a mercenary who was trying to kill the king of a vast fictional kingdom. But now in neighboring territories, closer to the north, mysterious murders are taking place. Rulers are the only victims. What is going on. Your character is sent to the north to find insidious killers who are very similar to monsters and monsters. Probably, a new clan was formed, and armed with his weapon against evil spirits, the hero goes to distant lands to stop the demons of the night. The hero will fall into the thicket, where he will face the most dangerous enemies. And the hunt begins again.

Gameplay

As you begin your journey, turn to memories from the past. This option is available in the game, so you need to remember the details from the past. To do this, hints will appear on locations that you must carefully study. Three heroes known from the first part, also hunters, will help you. But as you progress through the levels, you will be able to meet new characters. In the game The Witcher 2: Assassin of Kings, the torrent of which can be downloaded right now on our portal, the graphics created on the new engine have been worked out. You will have new weapons at your disposal, as well as new tricks for your hero, which the developers have been working on for a long time when creating this game. You can play as a witcher, or you can switch between partners in the game. When you get to the mysterious river, do not rush, because there you will find a bright battle against evil spirits. Three clans of villains have joined forces, so you will need to work in the game.

The game will allow the user to create the most new items needed to fight opponents. These can be blades, steel gloves, and body armor. To do this, there is a certain mode in the game - a workshop. There you can create such things. But what is needed for this? Of course, game points that can be obtained in battles. As a hunter, you will be able to destroy all enemies and restore peace to the kingdom.

Features The Witcher 2: Assassin of Kings

  • New old hero. Your character has gained even more power, so his combat abilities must be upgraded at each level of the game. Enormous physical strength and deft possession of weapons against evil spirits - that's what will lead you to success in the game.
  • New characters. Each new hero in the game is unique in its own way. Therefore, study all your assistants. Some of them act as aggressively as your main character, while others are cunning and agile. All are individual.
  • Combined playstyle. You can skillfully wield a sword, or you can simply destroy your opponents in the game with magic and sorcery.
  • Modify your hero. You can not only pump physical data, but also the appearance of the character, with the help of a graphical game editor.
  • Detailed graphics. The graphical characteristics of the game will allow you to see exactly how the warrior hunter fights on the battlefield. Slow motion, changing locations - it's cool.
  • Alchemy. Create a new potion that will help you fight evil spirits and kingslayers.

On this page, by clicking the button below, you can download The Witcher 2: Assassin of Kings via torrent for free.

The third installment of Noclip's documentary about CD Projekt RED is all about The Witcher 3: Wild Hunt. The developers recall how difficult it was to create the game world of the Wild Hunt - after all, it was the studio's first game in the open world.

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The third installment of Noclip's documentary about CD Projekt RED is all about The Witcher 3: Wild Hunt. The developers recall how difficult it was to create the game world of the Wild Hunt - after all, it was the studio's first game in the open world.

The first open world
The Witcher and The Witcher 2: Assassin's of the Kings weren't the smallest games out there, but it wasn't until Wild Hunt that the CD Projekt RED team finally decided to implement a fully open game world. First of all, the developers had to figure out what they were going to fill this world with. This is how the idea of ​​"points of interest" was born.

It remained to figure out what the player should meet at these points and how often they should be located. The designers solved the issue of location simply: first, they took a two-dimensional map of the game world and, using Photoshop, placed the labels of points of interest in all suitable places, linking them to settlements and roads.

Then, already in the game world, giant blue cylinders appeared in place of each future point. Now game designers could really evaluate the frequency of dot placement and figure out where to add interesting places or remove the excess. It turned out that ideally the player should find something interesting every 40 seconds.

It doesn't have to be a huge castle - a bandit camp, a couple of NPCs, or a herd of deer grazing is enough. True, there was a problem on Skellige: it is not so easy to entertain a player crossing huge expanses of water.

By the way, one curious story is connected with Skellige: at some point, the developers realized that the path to the village on one of the islands could take from 25 to 40 minutes. The problem was solved radically - the island was turned 180 degrees, now the player had to try very hard to stick to it from the side opposite from the village.

The developers did not want all this beauty to go unnoticed, so they allowed fast travel only from certain points on the map. Now the player stuck in the forest willy-nilly had to stomp to the nearest sign - and along the way he must have met something interesting.

Landmarks are important
Points of interest have another important feature. They not only entertain the player and fill the world with life, but also help to navigate in space: it’s hard not to remember a characteristic castle or village.

It is interesting that the roads between points of interest were deliberately made winding, interspersed - where possible - with forests. So the developers gave the player the opportunity to get off the safe path and "get lost": next to the road, Geralt is almost in no danger, but the thicket is a completely different matter. Not the most pleasant creatures could be waiting for the witcher there.

In cities, CD Projekt RED designers identified not points of interest, but entire blocks. The fish market, the harbor, the temple quarter, the main square, the rich quarter, the poor quarter - all these places have unique elements and are well remembered, often you can find the way to the right place without even opening the map.

Building a village
Several teams of designers were working on the world of the third Witcher at the same time, specializing in different elements of the game. Let's say you want to create a village: first the artists come in and create a basic version of the village - just empty houses, a road and nothing else.

Then the designers responsible for the basic "animation" of the game world come up with background dialogue in this area and decide what animations the inhabitants of the settlement will need. At the same time, environment artists can revive the village a little: add flowers, plants, arrange stones - in a word, make the location more believable and detailed.

After that, the village is handed over to the quest designers: they decide whether any interesting events will take place here, describe the personalities of the villagers - based on these descriptions, the environment artists will create the interiors of the houses. Several such iterations, a little polishing - and the village is ready.

How the interiors were created

The Witcher 3 Wild Hunt is full of cities, towns and villages with houses wide open - come in, dear Witcher, take whatever you want. All open houses have interiors, and most of the interiors were created in one fell swoop - in just two weeks.

There were too many houses, so the designers of CD Projekt RED had to go for a trick. In each of the regions of the game (Skellige, Velen, Novigrad, and so on) there were several types of houses, for each type the developers created a certain number of options for what the studio calls a "set of scenery" - obviously, we are talking about template interior solutions.

It remained to make sure that the players did not notice the repeated decisions. To do this, the designers increased the number of solutions per house type, depending on how often a house of this type is found in the game world. It seems that everything worked out - it never occurred to us that the interiors of houses could be repeated.

An interesting figure: in Novigrad alone there are about 80 houses that Geralt can search from floor to ceiling.

Authenticity and attention to detail
The village, of course, cannot be simply placed anywhere in the game world. When choosing a place for the next settlement, the designers relied on logic and plausibility. People tend to settle in convenient places - for example, along rivers. If the settlers were brought somewhere else - for example, the village should be here according to the plot - then you need to figure out why you need to settle here.

For example, gold has been discovered in the mountains nearby - an excellent reason to establish a settlement in the middle of nowhere, in a windswept valley or right on the mountain slopes. Of course, this will also affect the design of the village: items of mining craft will appear, a mine will be created somewhere nearby, from which a road will be laid to the settlement.

The same applies to weather conditions. If the settlement is located somewhere in the swamp, then the designers will certainly cover the buildings with fungus. Or, for example, Skellige: it's cold here, so all the hearths in the houses are made open. Exactly the same hearths were in the houses of real Vikings.

Even background dialogues in different areas of the game world sound different. Nilfgaardians, for example, discuss the war and miss their wives and children back home. The inhabitants of Velen usually talk about their families, and in Skellige all talk is only about the sea and honor.

Imaginary famine in Velen
There is also a funny story connected with credibility. It started with the fact that the team involved in filling the game world with items forgot to tell that the inhabitants of Velen and the No Man's Lands were starving.

As a result, NPCs actively complained about malnutrition, and pigs and goats happily ran around them, cows mooed in the fields, houses and undergrounds were bursting with food. In a word, it turned out not very believable. The designers had to go through the starving areas again and bring their content in line with the plot.

A similar problem was with locations where no human foot had set foot for a long time. Here and there, caring designers laid out either an apple or a forgotten piece of bread - from the player's point of view, they have clearly lain here for several decades. All these items also had to be removed.

Geralt the snowboarder and Ctrl-Z
Creation vast world not without bugs and glitches. Remember how famously Geralt rolls down the slopes? While debugging this mechanic, the developers decided to have some fun: the witcher was turned into a real snowboarder - the epic descent from the mountain can be seen starting from 16:54.

Another interesting bug was related to the work of the level editor. Designers could cut objects in the same way as in any other editor - with the Ctrl-Z combination. Everything was going well until there were too many objects with coordinates 0-0-0 in the list of items present at the level.

It turned out that Ctrl-Z did not cut the object, but teleported it to a point with zero coordinates: here the developers were waiting for piles of houses, trees, barrels, character models, swords - whole mountains of everything.

The bug was fixed, unnecessary objects were removed, and in the No Man's Lands at the point with coordinates 0-0-0 a strange-looking tree was planted - it is shown at the 19:12 mark. We should try to find him.

The fourth part of the Noclip documentary will appear on Monday, October 9th. This time, CD Projekt RED staff will talk about creating quests for The Witcher 3: Wild Hunt.

The Witcher 3: Wild Hunt continues the popular series of role-playing games based on the Witcher saga by Andrzej Sapkowski, started by games TheWitcher(2007) and TheWitcher 2: AssassinsofKings(2011). According to CD Projekt RED, to fully enjoy Wild Hunt, you do not need to be familiar with the previous parts. The game has improved several aspects of the previous parts. Combat in Wild Hunt involves both physical and magical damage. The combat system has been completely redesigned. New mechanics are introduced, such as the witcher sense, horseback combat, sea combat, underwater swimming, and the use of a crossbow. Geralt can now jump, climb and overcome small obstacles. Climbing mechanics are called "not the same" as in Assassin " s Creed , but "closer to what we saw in Uncharted". Like previous games, item crafting and potion brewing are retained, but they are done differently than in TheWitcher 2 . There are 10 witcher signs: 5 original and alternative forms each.

Every player action still affects the world. Each quest can be completed in many ways, and each outcome is different with each passage. CD Projekt RED estimates the duration of the game to be approximately 100 hours, assuming that the player will spend approximately equally on side quests and main storyline.

The game implements a dynamic day-night system, realistic intelligence, responsive dynamic environment. The day-night cycle affects some monsters and their powers, for example, a werewolf gains powers on a full moon. The protagonist Geralt grows a beard as he travels. According to the developers, the beard will grow "in different ways." However, this feature will not work if the player downloads the free Beard and Hairstyle DLC.

In Wild Hunt, Ciri will be a playable character.

Setting and plot

The setting of the game is 30 times larger than in previous installments, so the player needs a boat to get to some locations, and a horse to get to some other locations. However, fast travel between known locations is possible. The world of The Witcher 3 is 20% larger than the world Skyrim.

The game completes the story of the witcher Geralt of Rivia. Those who wanted to use Geralt in the second part disappeared. Geralt is sent on a new, personal mission, and meanwhile the structure of the world begins to change. Geralt's new mission takes place in dark times, as a mysterious and otherworldly army called the Wild Hunt has invaded the Northern Kingdoms. The Witcher is a key person in the fight against the terrible rampage of the Wild Hunt.

Development

The game was announced on February 4, 2013 via Game Informer. The release was scheduled for 2014, for PC and "all available platforms upper class". On February 21, 2013, it became known that the game would appear on the PlayStation 4, and on June 10, 2013, a release for the Xbox One was announced. According to official information from Microsoft, The Witcher 3 was originally not supposed to be released on Xbox One in Poland (the country where the development took place). But later these regional restrictions were lifted.

On March 11, 2014, it became known that the release was delayed and would occur between autumn 2014 and February 2015. In the official statement of the developers, it was said that they managed to create " natural, cinematic storytelling, great sound and graphics, while maintaining freedom of choice". Thus, the basis of the game and the plot was then ready. The main reason for the delay was the manual adjustment of many parts and testing of the final product. On December 8, 2014, the developers announced the postponement of the release to May 19, 2015.

On April 7, 2015, CD Projekt RED announced two expansions for the game, Hearts of Stone and Blood and Wine. The first will be released in October 2015, the second in early 2016.

engine

The Witcher 3 runs on the new REDengine 3 engine, which CD Projekt RED has developed specifically for non-linear role-playing games with a spacious open world. Such an engine was made to save developers from a number of compromise solutions, and allowed to do " open environment with a complex, branching history". To manage occlusive cropping, Umbra 3 Visibility Solution was built into the engine. Engineers from Umbra and CDP demonstrated the technology at Game Developers Conference 2014. Similar to the first two games Witcher , the players got a complex story with a variety of choices and their associated consequences. However, REDengine provided a comprehensive storyline without sacrificing virtual world design. Thanks to the new engine, there are no loading screens in the game.

Reception

The Witcher 3 won multiple awards at both E3 2013 and E3 2014. In both years, Witcher 3 won "Best RPG" in IGN's Best of E3 Awards poll. In 2013 and 2014, the game also received IGN's E3 People's Choice Award and GameSpot's similar award, as well as the Most Wanted Award at the 31st and 32nd Golden Joystick Awards. At the Game Awards 2014 in Las Vegas, Witcher 3 won the Most Anticipated Game award.

In reviews of critics that appeared on the eve of the release, the game received very high marks. On May 17, 2015, the average score on Metacritic was 92/100 (34 reviews). Kevin VanOrd at GameSpot gave the game a 10 out of 10, making it the 9th top-rated release in the site's history. The reviewer noted the brilliance of the exploration, enemy design, and character development. He liked the richness of the content, the great selection of armor and weapons, the potion system, the influence of the hero's decisions on the course of the game, the well-designed open world. Combat, according to VanOrd, has become more pleasant and easier compared to Witcher 2 . He summed up the review: " one of the best role playing games ever made».

Daniel Bloodworth at GameTrailers gave the game a 9.8/10. He also liked the design of the enemies. He praised the detailed and grown-up story that intertwines with the romance saga more than the previous two games. Combat, impressive environments, meaningful consequences and missions, a sense of discovery and connection were awarded with flattering words. Bloodworth specifically praised details such as gestures, conversation volume, and facial animations. In his opinion, the third Witcher - " thoughtful, versatile, often thrilling adventure».

Vince Ingenito, in a 9.3/10 review for IGN, praised the authentic environments, dynamic weather and day system, decent voice acting, quality dialogue, interesting characters, comprehensive character development, a variety of equipment, and a flexible skill system. He did not like the abundance of "bring something" quests, the excessive length and the relative weakness of the plot. However, Vince wrote: " Witcher3 completes Geralt's story at a high level».

Kimberly Wallace, writing for Game Informer, called the game the most ambitious and accessible in the series. He praised the diverse world, intriguing storytelling, diverse landscape, improved interface, unexpected content in side missions, and responsive and engaging combat that requires thoughtful strategy. Wallace found minor bugs in the game, such as long loading times, weapon degradation, and the ability to fast travel.

On the other hand, Chris Carter in Destructoid, although he called the fight intense, but noted the lack of strategy in it. He criticized the game's monotony, some bugs, and framerate issues. Tom Senior at GamesRadar also noted bugs that significantly interfere with combat and cutscenes. He called the fight "incoherent and frustrating". Arthur Gies wrote an 8/10 review for Polygon; he disliked the violence directed at women in the game and the over-sexuality of the female characters.

Versions

Standard edition

  • DVD with the game;
  • Exclusive CD with soundtrack;
  • Official "Compendium of the Witcher Universe" from the developers;
  • Beautiful, detailed map of the game world;
  • A set of unique stickers in the style of Witcher 3;
  • Stylish protective sleeve.

Collector's Edition

  • Standard edition of the game (soundtrack, map, stickers, compendium);
  • Hand-painted figurine of Geralt fighting Griffin (size - 33x24x25 centimeters);
  • Exclusive medallion of the Witcher;
  • One of a kind metal packaging;
  • 200-page book with drawings;
  • Huge outer and inner boxes that can store accessories related to the game.

System requirements

Minimum system requirements

  • Processor: Intel Core i5-2500K 3.3 GHz or AMD Phenom II X4 940
  • Video card: NVIDIA GeForce GTX 660 or AMD GPU Radeon HD 7870
  • RAM: 6 GB
  • DirectX 11
  • Operating system: 64-bit Windows 7, Windows 8 or Windows 8.1
  • Processor: Intel Core i7 3770 @ 3.4 GHz or AMD AMD FX-8350 @ 4 GHz
  • Video Card: Nvidia GeForce GTX 770 or AMD GPU Radeon R9 290
  • RAM: 8 GB
  • DirectX 11
  • Free hard disk space: 40 GB

Yesterday I played a lot of The Witcher 3, I was impressed. “I want to play right now” is the main emotion. At first glance, this is The Witcher 2 in an open world. That is, much better and livelier than you might think. Not dragon age: The Inquisition - soon even those who liked it will remember it like a bad dream. In the three hours that I played, there was not a single "cheap" quest like give-bring-kill. All sides with their own history, with investigations, unusual uses of the character's abilities and unexpected consequences. Someone burned down the forge? We are looking for in the footsteps of the villain. It turns out that a local drunkard accidentally burned everything. We decide to give it up. And the blacksmith, it seems, is ready to forgive the offender, but then the imperials come and declare that during martial law the forge is a strategic object of the village and the drunk must be hanged. And you are standing in such a stupor - after all, you wanted the best. Got a recalcitrant peasant in a tavern? Used your charms on him to talk? Everything is fine, but his friends saw all this and now half the village is preparing to beat your face. In general, great. I didn’t go to the main branch, I tried to skip the dialogues - I don’t want spoilers. But what I saw is enchanting - giant bears break into the throne room and spread the feast in the best traditions of Game of Thrones.


I didn't really notice any sandbox play, it's not Skyrim, but there is a sense of adventure. It feels like the number of tasks in each territory is approximately equal to the second witcher, but spread out over a large map. That is, they came to one village - there are three quests, went along the road - they accidentally stumbled upon more than a couple. Plus a bunch of notes on the bulletin board that suggest that in certain places you can find something interesting. To be honest, the size of the map scares me - there are such google maps that it’s already scary for potentially missing hours of life. I still prefer chamber RPGs in the spirit of the previous Witchers and Bioware games of the 2000s. But let's see how it will feel with a long game.





On the technical side, the story with Battlefield: Hardline was repeated - the PC version is the most beautiful and only on this platform is it worth playing The Witcher. On PS4, everything is decent, but the drop in the picture is noticeable. On Xbox One, unfortunately, it's a total horror in the form of low resolution, lack of anti-aliasing, cut vegetation and details (lods) that are drawn right next to the player. However, to play on a PC, you will need a very powerful machine. Even those on which we played did not pull the game at the highest settings - I suspect that even the 980th will not cope with this, there will be no pictures from the screenshots. The Witcher 3 engine is insanely cool and very scalable, so everything is like it used to be in Crysis – we will really see it at full capacity only in the future, but even now it is one of the most beautiful games on the planet. True, in terms of animations and other qualities of production, everything remained at the level of The Witcher 2.


Along the way, I appreciated the Russian, Polish and English versions. The good news is that you can choose any language for voice acting and subtitles. The Russian version still does not cause me enthusiasm - if Vsevolod Kuznetsov tries, then the devil is sometimes going on next to him in the frame. Take the same Vesemir - the voice does not suit the character, at the same time it looks like Kuznetsov, but he doesn’t really try. The Polish version is clearly not a priority for CDPR, compared to the first game, everything seems to be done without enthusiasm, but I don't know the language, so it's hard to evaluate. But if I passed the first one in Polish with Russian subtitles, then here the choice will definitely be made in favor of English. Here and acting, and the atmosphere, and the actors of Game of Thrones, and in general - a real full-fledged "The Witcher". In the Russian version, by the way, there is a mat.
Stay tuned for more videos this week.


Some games are so good that they can be polished almost indefinitely in order to make them out of already great game, candy. In this sense The Witcher 2: Assassins of Kings occupies a unique and distinctive position in comparison with other projects in the category of open-world story-driven role-playing games.

The situation is such that each new patch brings something truly worthwhile to the world of the witcher. Ever since the first part, developers from CD Project Red made it a tradition with each update to bring into the game not only technical changes, but also new adventures of the white wolf - Geralt of Rivia, a professional lover of women and a monster slayer. Actually, the Polish developers decided not to abandon this tradition in the continuation of the adventures of the witcher in the 2nd part. At the time of this writing, version 2.1 has already been released. So on this occasion I want to say the following: it was not in vain that I waited for the release of all these patches, because only now The Witcher 2: Assassins of Kings has ceased to seem like a slightly raw and unfinished project. There were both new small quests and interesting arcade modes (like the same arena). In such a simple way, you should understand that this review was written under the impression of a completely different and updated version 2.1, and not the one that was released on May 17th last 2011. However, then I played only 3 and a half hours and was satisfied. But only now, when all these patches have been released, I decided to go through the game to the end and finally master the review.

Everything ingenious is simple

The storyline continues the story exactly from the point where the previous part ended. As we remember, at the end Foltest was assassinated by a killer with strange eyes. Geralt miraculously saved the king. A month has passed since then. The white wolf Geralt is now the personal talisman and bodyguard of the King of Temeria Foltest. In a word, life seems to be successful, but everything is fine only in fairy tales. In the end, Foltest is killed... And the witcher Geralt rushes in search of the killers of kings.

Of course, you will say that there is nothing special in the plot plot. I partly agree. But here there is a special scenario presentation of the plot, which is not found in any other role-playing game. Even Dragon Age: origin just fades against this background. Oh The Elder Scrolls V: Skyrim there is nothing even to say in the presence of the witcher, because there is not even a plot as such - you don’t notice it. Therefore, the second Witcher has some similarities only with BioWare games. Because here, as in the same mass effect, there is a plot landmark - he is also the founder of everything that happens in the course of the passage.

One such special storytelling innovation is the "bookish" approach to writing quests. What is surprising is that no quest ever has a description of the following type: create a silver sword, find 10 plants, and so on. All this is presented in the form of a story, as if you are reading a book, and not a quest description. For example: "Having obtained a new silver blade, Geralt cheered up. Finally, our hero had everything that a real witcher needs! So Geralt set about solving his own and other people's problems with new powers." So, wherever in another role-playing game there would be a boring description or an ordinary conversation, here the witcher includes a whole movie for us.

If it makes sense to compare The Witcher 2: Assassins of Kings with other games, then only with Mass Effect, because otherwise the Witcher will be an order of magnitude higher than other similar games. Just don't think that CD Projekt RED and bioware create their own virtual worlds in completely different genres and time frames. Still, both of these games are primarily story-oriented role-playing projects, that is, the main thing in them is role-playing, and not pumping and everything else in such a spirit that, in general, it shows the very factor that them to some extent equal to each other.

The only thing in which novice Polish developers are inferior to the masters from BioWare is just in the quality of animations during normal dialogues. Lacks facial expressions and more character movements. But otherwise, the plot has gained weight (in comparison with the previous part) and the epic nature of what is happening, which is also beneficial. In addition, we were given the opportunity to decide for ourselves, and then be responsible for our actions. Geralt's story is our story. It is full of surprises and interesting events that depend directly on our choice. Oddly enough, but it is we who decide the history and fate of not only Geralt, but also largely influence the world around us.

Manic detail

As for the locations, they are almost the most beautiful and believable of all that the gaming industry has ever seen in role playing. The picture on the screen is not so much striking with graphics as with its maniacal attention to detail. Although both are top notch. Moreover, the number of locations is not very large, but they themselves are large enough so that there is where to turn around for walks and research. I note that, over time, the location of key objects is perfectly remembered in such a way that even without a marker on the map you can find exactly the place that you need on this moment. The design is simply amazing! For which special thanks to the developers.

Combat, upgrade your hero!

The combat system has changed in some way. Not everything is smooth and practical, but it is much better than the one that was in the previous part, although the old combat here would be good. However, let's not remember the old, let's talk about the present. Or rather about what, ultimately, is the combat system of the second witcher? I will immediately draw your attention to the fact that she can boast of many things.

Oddly enough, but the combat turned out to be very beautiful, sometimes interactive and smart. Reminds me a little Assassin's Creed, but just reminds - no more. In fact, the whole combat system is tied to your intuition, and not to the correct pressing of the buttons, although sometimes correctness is also necessary. To be honest, if you think about it, everything is done at a decent level. I especially want to note its convenience. I have not seen such a correct arrangement of buttons on the keyboard for a long time. Literally in a split second, you can decide which blow to use next and immediately realize your plan. With the left mouse button we inflict simple quick blows, and with the right mouse button - long strong and heavy ones. Q - use signs, E - put a block, R - throw, for example, a bomb ... Pretty simple. I am glad that the developers did not simplify anything. Geralt applies all his combat moves only after we press a certain button and does nothing automatically, as is customary to do today in many other games, when they almost play themselves on their own. True, some people have the opinion that it is interesting to play only on an easy difficulty level. I hasten to disappoint you, nothing like that! It is quite possible to become a master and high levels, scattering enemies to the right and left. The main thing is the diligence and desire to learn the combat skills of the witcher. After all, you are playing here, and not the game itself, as you are used to and have been spoiled by other projects.

Combat skills have a strong influence on the chosen direction of the hero's leveling. In total, there are 4 ways of development, and it’s impossible to get to the end. Therefore, it is best to focus on one direction than to pump everything little by little. One branch is responsible for the basic witcher skills, but has nothing special in itself. Another branch is a magical direction - the path of the sorcerer. But one of the most important branches is alchemy, since the knowledge of making elixirs and their timely adoption can often save Geralt's life. However, in comparison with the previous part, elixirs now need to be taken before the battle, but not at any time, which brings the witcher even closer to his book prototype. There is another, the last branch - the path of the swordsman. Having pumped this direction, you will see a real master and professional of sword fighting. Geralt will shoot down arrows from a distance, and reflect blade strikes from any direction.

In addition, there are separate combo attacks, when the witcher deals with opponents in a particularly colorful way. Here your development path does not matter, since Geralt's arsenal has both techniques for magical attacks and for the path of the swordsman. True, there is one small blot on the part of the developers. All effective techniques do not take place at the place where they were activated and the hero is currently located, but a little nearby in the form of a video insert. After the reception, the witcher somehow miraculously finds himself back where he should be. Such movements spoil a little general impression from the combat system, but, nevertheless, you should not pay attention to such a small flaw on the part of CD Projekt RED.

Few people remember, but there is another branch of combat skills - stealth. There is no flow in this direction. However, in some missions, you can slip through the guards silently, eliminating everyone from behind. Crouching, Geralt leans against the wall, from where he watches the enemies from around the corner. Then he assesses the situation, patrol routes - suddenly Geralt is noticed and the stealth comes to an end. There is nothing better than the good old blades! Like there's nothing special about silent passage. Here the question is only in the preferences of the player, who is sometimes allowed to choose the way of passing.

Yes, I almost forgot to mention hand-to-hand combat. However, only one thing is worth knowing about her - there is no one equal in strength and skill who can resist the witcher Geralt, since there is simply no simpler and easier entertainment in the game. That is, the witcher entered the ring, QTE launched, victory is in his pocket. By the way, fisticuffs are very in a simple way fill your pockets with gold.

Way of the Witcher

The path of the witcher has never been easy. It was especially difficult at first for beginners, I mean the category of players who missed the previous game, where everything was explained about the use of signs, mutagens and other elixirs. For some reason, CD Projekt RED felt that they should not chew everything a second time. As a result, beginners had to play by random, trial and error. After all, at first in the second part there was no even a simple training mode, which was only added with a patch over time. Therefore, only fans of Andrzej Sapkowski, or players familiar with the first part of the game, knew all the subtleties of witcher life. We were never told that "Swallow" is needed for health regeneration, and "Cat" for better visibility in the dark. On the one hand, this is a serious miscalculation on the part of the developers. But on the other hand, it's time to start moving your convolutions, and not wait for hints from the game in the process of passing. This is exactly what the developers did, they created a serious game where you really need to think and decide how to act.

In conclusion, I note that in the game you can find a huge number of shortcomings in almost every part of it. But in the end you find a lot more positive.


If you haven't played this game yet, here are a few minutes of gameplay footage that should convince you that the game is worth your time. In addition, on our resource you can find another video for the game.