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Post by Steve Farrelly @ 01:16pm 28/01/15 | 8 Comments
We went hands-on with close to three hours of content complete The Witcher 3: Wild Hunt recently, with a handful of CD Projekt RED members on-hand for both questions and to offer gameplay feedback to, which we took on board with gusto.

While the retail release is now pushed back to May, the extra development time is going to ensure a (hopefully) solid gameplay release that will reward and enrich players for hours upon hours, but we did find a handful of things that definitely could be looked at beyond basic bug-fixing:
It should be duly noted that obviously what I played was not final code. The team has some four months or so to really tighten up the game, but it does need work in a number of areas. Quest designer Philipp Weber did reveal that the game is locked to content at this stage though, meaning any and all development time moving forward is just on bug fixing, and the ensemble cast who came out from Poland to showcase the game were embracingly open to critical feedback among the journos who were doing the Geralt rounds. They even went so far as having feedback forms -- made of real paper, and requiring active penpersonship -- for areas any of us felt needed improvement. I finished my session by mentioning that the camera in tight interiors could use some work, and that combat on horseback left much to be desired. That last one, apparently, was an active bug that is on their list of things to fix, but apart from some pop-in and the aforementioned, it was all very digestible, but I do want to talk a little bit about combat and movement up front.
Click here for our full The Witcher 3: Wild Hunt hands-on preview.



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Latest Comments
Audi
Posted 01:37pm 28/1/15
This game is going to be epic! How can I view the full res screenshots.
Steve Farrelly
Posted 02:25pm 28/1/15
It's a broken part of the site at the moment, we're working on fixing it though
Arpey
Posted 10:13am 29/1/15
As expected from CD Projekt, enjoyable but busted.

I think I'll wait for the Enhanced Edition this time.
Tollaz0r!
Posted 10:32am 29/1/15
The rune issue can be novelly fixed on the PS4. They could use the motion sensors built in the controller to cast runes. A quick, sharp back-forward movement of the controller could shoot off Aard (or whatever you bind it to). The more pronounced the move, the stronger the effect or whatever.

Tollaz0r!
Posted 10:37am 29/1/15
Also I agree with steve, there is absolutely no reason why Witcher 3's combat shouldn't work similar to Rocksteady's games. (also, GTA series, I'm looking at you., pick it up already).
ravn0s
Posted 01:42pm 29/1/15
The rune issue can be novelly fixed on the PS4. They could use the motion sensors built in the controller to cast runes. A quick, sharp back-forward movement of the controller could shoot off Aard (or whatever you bind it to). The more pronounced the move, the stronger the effect or whatever.


using the track pad to cast runes would be the better option. flick up to cast one rune, flick down for another rune etc.
Murf
Posted 02:00pm 29/1/15
Another suggestion that has been tossed around is to have say the Left trigger or bumper button act as a Shift key and then map the individual signs to the face buttons.

It doesn't really worry me because i will be playing it on PC with M/K. But if it handles horribly with M/K like DAI did then i will have to use my 360 controller.
Tollaz0r!
Posted 02:27pm 29/1/15

using the track pad to cast runes would be the better option. flick up to cast one rune, flick down for another rune etc.

Forgot about the trackpad, hell yeah it would be useful, I'd rather not take my hands of the controls during a fight though.
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