Follow on for our second entry in the on-going review of World of Warcraft's fifth expansion, Warlords of Draenor
World of Warcraft: Warlords of Draenor: Day 8 - Garrisons
We chat with Blizzard's Hearthstone team on all the juicy info about the first expansion to highly-successful card game Hearthstone
Hearthstone: Goblins vs Gnomes Developer Interview
We take a nostalgic look back at one of the best N64 games to ever be made, The Legend of Zelda: Majora's Mask
Throwback Thursday - The Legend of Zelda: Majora's Mask
Post by Steve Farrelly @ 04:24pm 04/07/14 | 0 Comments
AusGamers caught up with The Witcher 3: Wild Hunt's game director, Konrad Tomaszkiewicz, who gave us a fair amount of detail regarding the game's zones, and how defeating monsters is only half the challenge, revealing replayability in the hunting aspect while also touching on combat and more.

"The monsters are there for that purpose, that you can always barter and try to defeat them," he explains about zone and monster replayabilty. "Because probably, toward the end of the game it will be hard to defeat them. Also, you’ve got many, many small encounters in the world, each based on small stories, and every story is quite interesting.

"We’ve really got a lot of them, and we wanted to make the world living; we want to give you the faith that these characters are really in the world and they have their goals to do, and you can hunt for them or not. It’s more story-driven, not generic quests like in other games."

The full interview talks more about combat, horseback combat, how the progression system works, dynamic outcomes based on small decisions, crafting story in an open-world and much more.

Click here for our full The Witcher 3: Wild Hunt Konrad Tomaszkiewicz interview.



the witcher 3game directorinterviewwild huntcd projekt reausgamers interview
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