The Witcher 3: Wild Hunt
THE WITCHER 3: WILD HUNT - PRIMA STRATEGY GUIDE FOREWORD
Every once in a while, there's a party in the office
and the entirety of RED gets the chance to hang out
together-we eat good food, drink good drinks, do
karaoke, play games, well ... you get the point. Each
time we get together, there's a particular feeling
in the air. People come down to where the party
is (the team works on many floors, and the party
usually takes place on the ground floor), and, just
after finishing a particular segment of the game,
when you'd think people would like to get work off
their minds, they start talking about what's cool
about the game and what else we can do to make
it even better. I remember how positively shocked
I was when I heard that one of our artists actually
roleplays the NPC whose house she's designing and
decorating. "If I were an innkeeper, how would I
organize my tavern?" she asks herself. "Would that
work in real life?" that sort of thing. This, let's call
it "ingredient X", is something truly empowering.
It's real human emotion and a truly epic level of
personal engagement; it's the will to pursue that
unattainable perfection that's sometimes just around
the corner, and to do it while having fun along the
way. When you play Wild Hunt, it just oozes with
that.
From the grandest keeps and cities, to the little
lonely bushes hardly anyone will even notice there's
a bit of everyone's soul in this game.
And the guide you're now holding in your hands is
a map.
The Witcher 3: Wild Hunt is an epic journey that puts
you in the skin of a bounty hunter living in a dark
fantasy world. You'll hunt monsters and tend to your
gear, you'll be on your own and help, should you
ever need it, is unlikely to come. It's you versus the
horrors that creep inside primeval forests, murky
lakes and the dodgy dark alleys of places you'll fear
to visit. We've worked hard with the good people at
Prima to make your life a bit easier-but just a bit.
We wish you as much fun playing Wild Hunt as
we had creating it. A giant world beckons to be
explored. Godspeed!
-Adam Badowski and the entire Wild HuntTeam.
WITCHERS: NOT QUITE THE DEVILS YOU THOUGHT
A conviction has arisen amongst both mages and the hoi polloi that witchers
barely rise a hair's breadth above animals, that they are deformed and
bloodthirsty mutants, and that in slaking this thirst they do not limit themselves
to the fluids of monsters. Meanwhile the research and observations of Virgil of
Ban Ard paints an entirely different picture of this caste.
Of course, it is an indisputable fact that the mutations witchers undergo
influence their temperament, immune system, strength and endurance, yet one
cannot consider them unthinking beings forged only for killing as a result. In fact,
witchers cultivate a unique culture, a specialized body of knowledge, an effective
training system, and even a code of honor.
They know an incredible amount about the effects of ingesting various organic and inorganic substances, and also a small amount, but nevertheless, something about the fundamentals of magic (by which I mean the simple spells they call "Signs"). On the surface the witchers appear to be a homogeneous social entity, but in truth their fighting styles, training regimens, and world views differ significantly depending on which school they adhere to. The best-known witcher schools on the Continent are: the Wolf School, the Bear School, the Griffin School, the Viper School, and the Cat School.
They know an incredible amount about the effects of ingesting various organic and inorganic substances, and also a small amount, but nevertheless, something about the fundamentals of magic (by which I mean the simple spells they call "Signs"). On the surface the witchers appear to be a homogeneous social entity, but in truth their fighting styles, training regimens, and world views differ significantly depending on which school they adhere to. The best-known witcher schools on the Continent are: the Wolf School, the Bear School, the Griffin School, the Viper School, and the Cat School.
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