One of the more anticipated games of 2015 is The Witcher 3: Wild Hunt by CD Projekt RED. A game series known for its RPG elements, moral ambiguity and drop down gorgeous visual fidelity, Wild Hunt looks to be the culmination of all the hard work CD Projekt RED has put in. And while the developers have been discussing how ambitious the title is, they have now started to delve deeper into just how ambitious they are planning the game to be.
Speaking to The Sydney Morning Herald, Tomasz Jarzębowski, global head of marketing for CD Projekt RED, was asked about the graphical fidelity of The Witcher 3: Wild Hunt on the Xbox One and PlayStation 4. He said,”Because we are developing the game for the Xbox One, PS4 and PC, we go nuts in terms of visuals. We want the game to look as beautiful as possible. I think we are in a good moment, we don’t have to choose between better graphics or performance on either PC or consoles now, we can just create the best looking game possible.”
Jarzębowski was then asked a follow up question: Was The Witcher 3: Wild Hunt maxing out the consoles? He hesitated, then said, “If it maxes out the consoles? Well, the future will tell. There are games that are being released for current-gen that look way better than everything created so far. We are always getting wiser and wiser, so I expect our next game will look even better.”
However, the Witcher 3 isn’t just about the graphics, but also about the story and RPG systems. While previous Witcher games were more linear in their implementation, Wild Hunt promises to be an expansive open world game. According to the Sydney Morning Herald, the 40 minute demo they played took place in an island, Skellig, that is bigger than all of The Witcher 2. The entire game is supposed to be 35 times bigger than The Witcher 2 and contains 100 hours of content, 50 for the main missions and another 50 for all the side quests.
And that’s not all. The Witcher 3: Wild Hunt also has “36 variations on how the world can exist at the end of the game.” Jarzębowski tried to downplay the number, saying, “It was not our aim to come up with a cool number of endings to talk about. We just followed the story and just took the most important events in the game, which bring their own consequences, and created a world to show you the result of your actions at the end.”