![]() ![]() They've consulted with experts who have studied Western martial arts extensively in order to better grasp how swords and sword-fighting work, and rebuilt the combat each time in a continuing process to figure out the best way to portray swordplay in-game. Over the course of the series, CD Projekt have experimented with different systems, and gradually built toward an engaging and authentically based fighting style. Consequently, any attempt to represent sword-fighting in games is immediately intriguing, and the Witcher is a particularly interesting case because of how the combat has evolved since the first game. I don't want to go into too much detail about this here, but the short version is that the two are not at all compatible. Gaming, on the other hand, is a digital form where specific button presses demand exact responses. It's is an inherently chaotic, analogue action, where every strike, every clash of blades, can happen at a different speed or a different angle. From a developer perspective, sword-fighting is one of the hardest things to represent virtually. ![]() Before we go into the Witcher 3 specifically, it's worth briefly going over the difficulties that melee combat poses when recreated in a game. ![]()
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