The Witcher 3: Wild Hunt is looking to evolve the combat from its predecessor, namely The Witcher 2: Assassins of Kings according to quest designer Pawel Sasko. He also told us about the lack of bosses in the game, and how one can use Witcher senses in combat.
“We have no such thing as bosses in our game, but there are plenty encounters with huge opponents and important foes for the storyline. All of them have unique abilities and attacks, but unlike in The Witcher 2, everything here is based on RPG systems.
Also, “We listened to fan feedback and learned that introducing completely new mechanics for boss battles is not good design decision.”
We already know that there are no QTEs in the game since it isn’t something people expect from deep RPG according to CD Projekt RED. Concerning Geralt’s mastery coming out in crowd fights, Sasko stated, “The combat that players know from The Witcher 2 has evolved. We didn’t change it completely, but improved it greatly in many fields.
“Now it’s much more tactical, because picking the right strategy against a vicious opponent or group of foes can end the fight quite fast, while using the wrong strategy may end with death.”
Of course, the new Witcher senses also come into play in a multitude of ways. “For instance, while fighting with a wyvern, a player may use Witcher senses to see the poisonous gland and, with one fast thrust, stab it and disable the creature’s poisonous attack.
“This strategy allows player to block an opponent’s worst attack, but there are many other different options to use Witcher senses.” That includes for exploration, though we’re not sure yet how they would play out.
Check out our full interview for more details. The Witcher 3: Wild Hunt is currently scheduled to release at the end of 2014 for PC and next-gen consoles.