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Preview @Disciplined Monkey Studios

Preview @Disciplined Monkey Studios

Jun 20, 2010

PC Gaming Lives! That is the title of another preview of the Witcher 2 which is accompanied by a 20 minutes video and interview the guys took at this year’s E3.

Although not very long the preview is mostly about the choices and consequence feature that will be enhanced in the Witcher 2. No right, no wrong, no black or white. On top of that, you will have to make your conversation decisions pretty quickly, because they are time based. WTF? If you miss to make a choice within a given time the game will automatically choose a default answer for you. Now isn’t that an interesting idea? I cannot remember one single game I’ve played where something similiar was implemented.

Preview + Video @Disciplined Monkey Studios

The big focus of the adventure is on choices, their consequences, and Geralt’s continuing battle to find his identity. Throughout the game there are several choices presented to you during conversations. Some of them are actually timed. During the demo, I saw at least 10 different decision segments, within about 10 minutes. This game is different from others like Fallout and Mass Effect. There is no evil/good slider here. The choices you make aren’t always simple “good” or “evil” choices. They really make you think, sometimes having to pick the “lesser of two evils” in your view. These decisions don’t always have immediate consequences, but you will see their effects later on in the game.

Click here for the fulll preview article or jump here directly to the video presentation.

4 comments

  1. cal1s /

    What do you think about the time-based conversation system?

  2. Thanks so much for the interview, and we cannot wait to get our hands on this game it looks fantastic and it will consume my free time in a good way.

  3. Asmo /

    Oh, i think those boobs are great.

  4. abram730 /

    @cal1s I like the system but it could be over used.
    I think it works great for conversations in high pressure situations by not letting the conversation break the intended pace of the situation. However if every conversation was that way, I’d feel rushed for no reason… Also, a simple way to make social conversations like a mini game, but perhaps give more time on easy and less on hard..

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