Dynamic, fluid and rooted in traditional RPG systemsThrough a series of new features, players can merge their skills with Geralts developing combat acumen:
● The number of attacks, parries and other combat moves has been greatly increased and rendered fluid with 96 new action sequences, compared to 20 in The Witcher 2.
● Three different sets of movement animations let Geralt adjust his stance to match the dangers he faces.
● Players enjoy complete control of Geralt in combat as there are no QTEs or scripted timing attacks.
● A new camera system, superior even to that utilised in the Xbox 360 version of The Witcher 2, shows fights in all their glory while keeping the focus on what the player needs to see.
● Geralts character development visibly affects his behaviour in combat: obtaining a Swordsman skill might increase attack animation speed, while a Mage ability could turn the Igni Sign into a torrent of blue flame.
Use your brain, theyll use theirs
Combat is realistic, dynamic and rewarding, featuring smart enemies and living battlefields:
● Each of the 80 monsters Geralt can encounter has its own habitat, strengths and weaknesses.
● Improved crowd AI means enemies communicate with each other in combat, coordinating their efforts to surround Geralt or deploy combo attacks.
● Monsters and other foes do not scale with the player: beasts that crush players with a single swipe at the outset become sword fodder by the games end.
● Enemy morale shapes with their actions: opponents flee or fight more cautiously when scared, attack recklessly when desperate, and beg for mercy on their knees when defeat is inevitable.
● The environment is a factor in combat, and Geralt can use it to his advantage: he might destroy a hive to unleash an angry swarm of hornets on a foe, or cast the Aard Sign to bury a group of thugs beneath a toppled stack of barrels.