#CD Projeckt Red
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thebuhonerodazorrow · 2 years ago
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Cyberpunk 2077
¿En donde esta Johnny? (Were´s Johnny?) #3 de 3
CD Projeckt
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hardrocknguy · 1 month ago
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Screenshots: Cyberpunk 2077 Ultimate Edition
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gjordis · 2 years ago
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Cyberpunk 2077 isn’t fun anymore
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eye-merely-jest · 4 months ago
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instead of finishing my oc's reference thing for artfight im gonna bitch about this thing thats been rotting my brain for god knows how long –
WHERE ARE ALL THE ARTISTS IN THE FALLOUT UNIVERSE ?????
i LITERALLY think about this on the daily, where are the musicians where are the writers where are the painters where are the basket weavers WHERE ARE THE FUCKING ARTISTS !!!???! in ALL the games (and the show for that matter) theres only like,, a couple that come to mind ??? and even then, at best they're bloodthirsty psychopaths. (lookin' at you pickman and redeye) ,,, (cut here as to not be obnoxious !!)
and, i mean, hey, listen. i LOVE my bloodthirsty psychopath artists as much as the next guy, but art as a whole is so scarce in the wasteland from what we see in canon that it gets to be very disappointing that this is seemingly all we've got !!!
like, you're SERIOUSLY telling me right now that theres not a single guy said "FUCK YOU BING CROSBY I'M TAKING MATTERS INTO MY OWN HANDS SO I NEVER HAVE TO HEAR ABOUT YOUR DEAR HEARTS AND GENTLE PEOPLE EVER AGAIN !!!!" or even something as simple as !! "i'm gonna draw caesar and president aaron kimball having hot steamy passionate gay sex."
and there's SO many layers to this in my noggin as well, like, HRRGHGGVBVBVM.
GRAFFITI!!! I LOVE WHENEVER WE SEE GRAFFITI!!! particularly the loading screens in new vegas is what comes to mind, since those ones are SO interesting to me. like, it varies from faction to faction what's being written, and we're able to see this visual representation of the tiniest, most indirect ways that groups like the ncr and the legion are at war with each other. its SO fucking cool and it makes me SO insane. WHICH IS WHY I WANT TO SEE MORE OF THIS !!!!
and this is just the EENSIEST POSSIBLE EXAMPLE of what could be done with artistic themes in these godforsaken games !!!! GOD its such a fascinating concept and i could go on about this for HOURS. (and who knows, maybe i will later)
FUCK MY BRAINS ALL OVER THE PLACE NOW AND I CANT THINK COHERENTLY ANYMORE !!! GOT TOO SILLY !!!! I'VE BARELY COVERED ALL I WANTED TO BUT IF I DON'T FINISH THIS NOW I NEVER WILL !!!! AUAUUGG
anyway :). I WANT BETHESDA TO DO THAT THING THAT CD PROJECKT RED DID WITH CYBERPUNK 2077 AND GET MUSIC MADE SPECIFICALLY FOR THE GAME AND ITS LORE AND ITS HISTORY AND damn i love cyberpunk's music END TWEET !!
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ellie-bygrave · 4 months ago
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FMP - "At the forefront": REDkit
REDkit is a recent release from CD Projeckt Red (CDPR) which allows users to develop mods and their own content for The Witcher 3 (2015). It is an official modding kit which lets the community create quests, animations, storylines etc to add into the game for free. Although it was previously possible to create mods for the game, it is now a lot more accessible and easy for many, especially as it has been released as a free tool. It uses CDPR's proprietary RED Engine to make additions to the game.
Whilst something like this clearly isn't helpful directly for my project in Unreal Engine, it is an invaluable tool for learning how to make video games. It allows you to add code, integrate new 3D assets, add animations, plan new landscapes, and much more. Of course with it being an engine only used by CDPR (and even they are moving away from it for their next instalment into the Witcher franchise (IGN, 2022)) it means that learning how to use the engine specifically may not be of benefit to lots of people, but there is a lot of overlap in the principles and practices between REDkit and engines like Unreal Engine.
Here is the official trailer showing some of the possibilities with Redkit:
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There are already many mods underway and completed in the short amount of time since the kit was released. I am involved in one of the projects, called "Revenge of Ofir", which is attempting to create a new expansion-sized mod with a brand new environment and quest lines to follow. Using REDkit for these purposes has been a great learning experience so far.
It would be easy for CDPR to abandon The Witcher 3 almost 10 years after it's initial release and focus on the next additions to the Witcher and Cyberpunk 2077 franchises. However, although any new official additions to The Witcher 3 have ended following the release of the next-gen edition in December 2022, the release of REDkit will allow the community to give the game new life.
To me, this is what makes REDkit and CDPR as a whole a "forefront" studio. Of course the RED Engine isn't brand new and neither is modding, but the release of the REDkit modding tools will allow many who have never attempted modding or any sort of game development before can now have a go and try things out. It is a new an innovative way of encouraging interaction between the studio and fanbase, and the developers at CDPR have gone out of their way to make it a positive experience for everyone. They have created many official tutorials for people to get started with and even showcase the work of some particularly big mods, as seen in the trailer.
Aside from the creative possibilities of the kit itself, I think the major point I took away from this release is the active encouragement for anyone and everyone to get involved in modding and game development.
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thebonfiresblog · 1 year ago
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Is it nova choom?
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"Is it nova choom" also translates to "is it awesome mate?" As the name suggests Cyberpunk 2077 has a unique and jazzy lingo within the game making it CD Projeckt Red's most promising release. However the game was announced in 2013 as a revolutionary and groundbreaking open-world adventure. People were kept waiting in anticipation as the PR teams let loose tidbits of information here and there. After being released almost 7 years later on 16th of April 2020, gamers around the world couldn't wait to get their hands on a copy of the game. Well who wouldn't have thought about it, the hype around the release was sensational. They even have a character known as Johnny Silverhand who was voiced and modeled after the revered actor Keanu Reeves. The game in itself was very well thought out with players heralding the success of the game, then came the bugs.
Players felt hopeless as their games would be ridden with bugs and glitches, often more than not game breaking. Forcing the majority of players to wipe their progress completely in order to have a shot to get further than they last did. The public response was initially dismay which ramped up to unbridled rage and public outcries. The reviews on apps like Steam and Epic Games were colorful to say the least, and chock full of criticism and insults. The public was especially enraged at CD Projekt Red after the developers owned up and accepted that the game was not ready to be released to the public. Gamers were disgusted at the studio as they understood it to be some form of a money grab in order to turn out profits and then abandon the game.
The development of such an ambitious title would understandably take time, it was of no help when people started sending the developers death threats after delays from the release date of Cyberpunk 2077 which went up to 7 years and even then delivered an unfinished and literally unplayable title. Even Sony pulled the game from its stores and shelves and gave people who bought it a full refund. The studio had no other option but pull the games as well from other distributors and put it back into development. After another two years in 2022 they patched and put the game back into rotation. This release fixed the majority of the issues that were caused by the first release and also brought in more features than the previous one. This thoughtful albeit expensive decision taken by CD Projeckt Red was well received by the public and the studio which was quite reputed due to the back to back successes of The Witcher series somewhat gained its reputation back. But then again what if it was all a ploy by the studio? To get the people dissappointed at first and them win them over? Guess we'll never know.
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md3artjournal · 2 years ago
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4:32 AM 12/11/2022
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Yesterday, I was still thinking about videogames since The Game Awards 2022 was so recently. And I think I was thinking about all these new Witcher announcements from CD Project Red and how they premiered a trailer for that new DLC for Cyberpunk 2077. I went from a thought tangent thought about poor CD Projeckt Red, to my own business. CD Projekt Red had such a good reputation because of their work on The Witcher videogames. And then that reputation was all lost, because Cyberpunk 2077 crashed and burned. But I heard about it recently getting better. They patched and patched and patched that thing. Maybe they've achieved the No Man's Sky type of redemption. When I hear about No Man's Sky now, people gush about how good it is now, despite all the disappointments at launch. And now, the YouTube algorithm is once again autoplaying Jenny Nicholson's Evermore video essay. And I"m rewatching it. Again. This video essay is also about a project that floundered and disappointed people, made mistakes, and got people angry. So I began to think, that maybe despite all the mistakes and possible bad reputation that my small art business has gotten, maybe I too could possibly still make a living off of art, if I just fix my mistakes, while going forward, and don't give up.
I really hope so. Because with my lack of basic human socialization skills and common sense, I'm just not cut out for even the "easiest" of "regular" jobs. My last office job, I was crying every Friday, and it didn't even deal with external customers. I don't think I can do any other job besides "small business artist working alone".
Lately, I've been thinking about how maybe my artist alley studio might have a worse reputation than I was aware of. While I was still working artist alley tables at AX, before the pandemic, I had heard maybe 2 people pass by my table and whisper about my polymer clay charms breaking too easily. I thought they were outliers, but what if word has spread so much farther than I'm aware of and maybe people are avoiding my brand like the plague? They were putting my polymer clay charms on their keys, expecting simple crafting polymer clay to stand up against thick jagged metal. I think I heard a person say they put one of my large hanging polymer clay sculptures on their bag, instead of hanging it as wall art, like I expected. I was astounded that people were expecting polymer clay to have the same durability as industrial plastics. Even if big chain stores considered such plastics to be cheap trinkets, it's still a whole other category whose expectations shouldn't be applied to polymer clay. And my sister, who had always been helping encourage my business, assured me that no one would pay so much for my sculptures, only to treat them as roughly as industrial plastic trinkets. I had been selling my polymer clay charms mostly as jewelry. But I after a couple years, I started offering them on smaller charm straps. I had been testing my polymer clay charms as a phone charm for a while, and it stood up against all my phone handling. So I thought my polymer clay charms were suitable for some moderately rough handling. But still, I didn't expect them to be put on keys! I thought people would hang them on pinboard collections. Or at the very least, put only the small charms on their phones or bags. I didn't expect them to treat polymer clay so roughly, especially after spending so much on it. And now, there were people passing by my table, gossiping about my terrible product quality. All my excitement about product concepts, all my designing, all my painful physical labor in restocking, etc. all for naught because my materials weren't durable enough. And maybe there were many more than those 2 I heard in person. Maybe my entire business venture is doomed online. Maybe I have a blacklisted reputation, and I don't know about it.
But I realize now, I was wrong. People expect the same durability as cheap, industrial plastic trinkets. People will put charms on keys. People will take short charm straps and put them on keys. Apparently, my material testing wasn't accurate to how rough people would actually be. And maybe if I had done more research, I would have learned that people don't recommend Sculpey III for durability, BEFORE I had bought sooooooooooo much of it already. x~x;;;; Still, I was bolstered by my own phone charm test. I was encouraged by my sister. But maybe I should stop expecting people to be so careful. All my durability testing after making sculptures turned out to be nothing against what real people would do. Maybe if I had more experience with real people, I would have had a better concept of what to expect the to be like. And I can't keep "sunk cost fallacy"'ing myself into continuing to use Sculpey III, just because I already spent so much money on it. I can't keep having confidence in it, just because it was durable enough for my personal use testing, when my real life customers are expecting more. I can't just blame them for "using my products incorrectly". The next time I sell sculptures, they're going to be made of something strong like resin.
So even though I love sculpting, so much more than illustration, I think I may have to abandon it for my art business. ;_; I'm getting too physically tired for the labor anyway. And no one wants to pay for the actual amount of hours I put into my sculptures. When I underpriced my 8-to-11-hour-labor sculptures at $40-$66, everyone was fine with buying them. But when I started pricing them closer to what I actually should be compensated, no one wanted to pay even $70. (Except for the Sora Wayfinders. But those ended up so labor intensive, that I dread the physical pain I'd have to put into making more, to the point where I just can't get myself to make them anymore.) And then on top of all that, turns out my materials will just never be durable enough. I've lost all confidence and motivation in the art I love. I've lost all drive to make or even design it anymore too. Maybe I'll be able to transition into more durable resin sculptures someday. But until then, polymer clay sculpting will just be for me (DIY figurine accessories) and my family's Christmas gifts.
I've always been envious of illustrators in artist alley anyway. At every event, if they want to restock, they can just send some files to a printer, and get products to stock their tables, 20+ at a time. I've seen illustrator artists go from one big con, to another con they didn't expect, ON SHORT NOTICE, and still have stock! Because restocking is so much easier for them. That's something I've barely been able to do as a crafter. When you don't outsource to anyone, restocking is a multi-month struggle. Each item is starting from scratch all over again. Like, imagine those illustrator artists spending 40 hours to draw one illustration, having to do that for each and every copy of a product they sold. That's what crafters have to do. Getting sold out of one product at one con, means that it may not have more than one item restocked and ready for the next con, even a week later. I have always been so jealous of illustrators just ordering their acrylic charms, stickers, prints, standees, etc. They don't have to push through the physical pain---hunched over desks while sculpting, ruining my neck and back, rolling out stubborn clay like I was working out my arms with a gym exercise machine---of making each and every individual item, ALL OVER AGAIN. So I've always wanted to be able to just restock so easily, just like drawing fanartists. So switching to illustration-based art for my small business---even though I've always preferred the feel and satisfaction of 3D crafting more---may be be a welcome change.
The problem being that I can't draw well. But I've been working on it. I've found that practicing everyday works for me, despite all the YouTube videos saying that daily drawing is unnecessary and maybe even detrimental. It works for me. When I don't draw everyday, I feel this paralysis in my hands and my mind, and it's so difficult for me to start drawing, even the simplest things. And I've finally found a chibi style that comes naturally to me. I've ALWAYS wanted to draw cute chibi! ;u;!!! I'm doing daily drawing challenges every month. And I think I'm getting faster and finding a style that might work for me. And I just got my first touchscreen laptop a year ago, so I can learn digital drawing. And though I haven't had a working stylus for a few months(?), I'm finally starting to learn vector illustration, like the cute/kawaii art style I love from Instagram artists. I'm making breakthroughs. Like realizing that maybe the monochrome, silhouette, minimal faced figures I had been drawing for witch OCs, might be good for fanart too. I'm figuring out that colored ink lines might work better for my illustrations, and that even my purely linework, monochrome, spiral or hatchmark filled drawings are well received too. I feel so close to getting the hang of illustration, so that it's good enough to sell in artist alley or online. Maybe I can finally outsource to printers and make my living as an artist. I have hope now.
As long as I can get past my bad reputation. But I think I just have to be like CD Projekt Red and No Man's Sky. If I can just move forward and do better, maybe I can fix this. Maybe I can still do this. My sister said once, that she doesn't want to see me give up being an artist because of one bad experience with a customer. And I really considered giving up art over it, especially because I was at fault. My art broke, my art wasn't durable enough, I promised to replace it, I felt too much physical dread to make it all over again to actually make a replacement, and when I tried contacting the customer again, they didn't want to deal with my products anymore. I failed. I'm a failure. But maybe even a failure can still keep trying. This isn't "do or do not". My life is all about just TRYING. And trying again.
Though I don't know how much longer I can try. I'm going to be honest here: I've been living off my parents. My mom said that unmarried "good Asian girls live at home", and I was fine with that. I'm antisocial and can't have friends, so I don't have the peer pressure of being "ashamed of myself" for living with my parents. I have a lot of social anxiety, so I don't have many mental/emotional secure places besides my parents. I'm certain the only reason I was able to pay off my student loans and my car so quickly, was because I don't pay for rent or groceries, because of my parents. And I wish America didn't have this culture of "kick the kids out at 18", because I hear too many horror stories of people running themselves ragged, trying to pay for rent, and student loans, and groceries, and their car, all without help. I wish more parents helped their kids for their whole lives, the way mine do. …But that also means that I'm really worried about what to do when that support disappears. My dad has not been vaccinated against COVID, even once. He has this history of strong reactions to vaccines, that have gotten him almost killed before. And he's talking almost like an anti-vaxxer now. And this is on top of him being in 2 high risk groups for COVID: elderly, and chronic illness (diabetes). It took me a while to finally accept that I can't stop him from living his life as risky as he wants, and my past attempts to talk to him about this were disasterous. My social anxiety can't stand up to be a child trying to lecture your Asian parents. My sister has encouraged me to accept that he's just going to die. I mean, even without the pandemic, it was going to happen anyway. But I can't just be only sad about that prospect, because I also don't know if I can financially support myself alone without him. I don't know if I can afford to keep trying to make a living as an artist.
My art business has been so dismal. I don't put enough effort into it. I'm so afraid to try new things. I'm afraid to try commissions or even opening an online shop. It's been 10 years and I still don't have an online shop! I don't have enough confidence in myself. I don't have confidence in my art. I already have so much failure in my art reputation among customers, that maybe I've been blacklisted already. I haven't succeeded in making a regular income with art, even after 10 years. What makes me think I can make a living off of it?
I've always been dealing with my own suicidal ideation and aversion to thinking about the future or even acting like I have one. Everything reminds me how I'm just not cut out for this whole "being alive" thing. That's why sometimes I think about going back to an office job. …But then I remember how that exasperated my suicidal ideation, even though I had everything everyone said I needed to be happy: excess money, a healthcare plan,… And yet, I still found myself self-destructive (with money and physical self-harm) and thinking of dying, for seemingly no reason. That's why I decided that art needed to be my career. If this office job stuff left me too tired to do things after work and after my commute, to do things that made life feel worth living, then the only solution is to make my job the activities that make my life feel worthwhile. I HAVE to make art my job. I don't' want to return to that self-destructive path again. I remember thinking back then that if the only thing I get out of that job is money, then I had no choice but to try to get my self fulfillment through money. Hey, consumerism seemed to be what everyone else was using for self fulfillment anyway. But I just ended up financially self destructive. I wasn't even happy with the things I bought. I was buying $40-$90 plushies for series/characters I didn't even care much for. I was buying $50 jackets just beause my sister told me to buy it as a joke. And I wasn't happier with any of it. I need to make art. Even if I'm bad at it. And I need to make it my career, because I don't have the any other time or energy for it. And trying to squeeze it alongside an unfulfilling job for financial reasons was mentally putting me in mortal danger. I haven't got much choice:
I have to keep trying and moving forward with my art business. Even if I'm bad at it. Even if I've been too afraid to make much progress for 10 years already. Even if my reputation is shot. I'll rebrand. I'll keep trying. Because even if I financially die from this attempt, how is it any different than if I become financially sustained but suicidal anyway? I have never been happier than this past 10 years of my life. No more school meant no more regular suicide attempts twice a year (then twice a month during college). No more office job meant no more waking up and wishing I never had, trying to think of a reason life is worth living and getting up for, but lying in bed for 3 hours and coming up empty, only to trudge to work, cry every Friday, get bullied for the first time in my life, by supposed "mature adults", and end up emotionally unfulfilled and (financially and mentally) self destructive. Art as my job is the only path for me besides death.
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I disagree with the notion that is a problem of the switch not being "powerful enough". I mean, feckin' LoZ: Breath of the Wild was a launch or near launch title with an open world that ran better than this, if memory serves. I thinks it's much more about your points 2 and 3; this is not a studio used to building 3D open worlds, and executives pushed the game out of the door waaay to early, leaving us with this unoptimized, buggy mess that'll probably get The Pokémon Company trashed for a few weeks or months, while they promise optimization patches and act contrite, or throw the lowest devs on the ladder under the bus. The patches will get pushed out until the game runs like it ought've at launch and the same journos who trashed TPC will sing their praises for "rescuing the childhood" and compare them to CD Projeckt Red and their work on Cyberpunk 2077, further cementing this bullshit as a legitimate "no publicity is bad publicity" publishing strategy that's gonna make work that much harder for the dev teams while publishing executives pocket fat bonuses
highest-grossing multimedia juggernaut of all time
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andromedaskys · 4 years ago
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This man is too precious for his own damn good!
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kombination-of-lifes · 4 years ago
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dr-archeville · 4 years ago
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Cyberpunk 2077, CD Projekt Red's upcoming RPG, has been delayed once again.  Its new release date is set for November 19 on PC, PS4, and Xbox One, two months after the previously scheduled September 17 date.  It's unclear how or if this affects plans for the game to also launch on PS5 and Xbox Series X.
In a statement posted to Twitter, the developer explained that the game is not yet ready for launch, although it is complete in terms of content and gameplay.  The additional development time will be used to balance mechanics and fix bugs.
"Those of you who are familiar with the way we make games know that we won't ship something which is not ready," CDPR wrote.  "'Ready when it's done' is not just a phrase we say because it sounds right, it's something we live by even when we know we'll take the heat for it.
"At the time we are writing these words, Cyberpunk 2077 is finished both content and gameplay-wise," CDPR continued.  "The quests, the cutscenes, the skills and items; all the adventures Night City has to offer -- it's all there.  But with such an abundance of content and complex systems interweaving with each other, we need to properly go through everything, balance game mechanics and fix a lot of bugs.  A huge world means a huge number of things to iron out and we will spend the additional time doing exactly that."
This is the latest in a series of delays to Cyberpunk 2077, the ambitious open-world game that marks the next huge release for the Witcher studio.  The game was previously due out last year and has been pushed back a number of times.  Despite this latest delay, we still expect to hear more about the project soon, with CD Projekt Red planning to host the Cyberpunk Night City Wire event later this month.
In related Cyberpunk 2077 news, Microsoft and CDPR's custom Cyberpunk 2077 Xbox One has a secret message inscribed on it.  The message, which is revealed by shining a UV light on the back of the console, is actually pretty sweet and heartfelt.
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hardrocknguy · 4 months ago
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Screenshots: Cyberpunk 2077
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desertmaelstrom · 5 years ago
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The Witcher 3: Wild Hunt
Recientemente Geralt de Rivia, un personaje literario que nace de la imaginación del autor polaco Andrzej Sapkowski, parece encontrarse en boca de todos después del estreno de la primera temporada de su serie televisiva para Netflix, The Witcher, algo que particularmente me alegra como lector suyo. Pero antes de dar ese salto a la pequeña pantalla, hay que recordar que The Witcher ya se había paseado por ella aunque en un producto diferente, el del videojuego. Y es precisamente de la tercera entrega de la saga de la que escribiré en este artículo.
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Admito que tenía serios recelos iniciales a la hora de ponerme a jugar a este The Witcher 3: Wild Hunt, que básicamente se debían al hecho de haber dejado incompleta su entrega anterior, Assassin of Kings (algo extraordinario en mí, que me empeño en acabar todo juego que empiezo). Pero es que The Witcher 2 supuso una pequeña decepción en términos de historia, ambientación y jugabilidad, algo que creo que se debe más al momento en que intenté jugarlo que a factores objetivos. Total, que ha pasado su tiempo entre que me convencieran para comprar esta nueva entrega de la saga en la Play4 y me pusiera a jugarla pero ahora creo que puedo deciros que la impresión que me ha dejado es la de un juegazo de primera, una mención que comparten sus dos expansiones, Hearts of Stone y Blood and Wine. No son de extrañar, pues, los premios que ha recibido desde que fue lanzado.
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Para mí, un fan de la saga de libros (me la he leído completa), lo más relevante de The Wild Hunt es su elemento narrativo. Tanto la trama principal como la infinidad de historias secundarias que presenta el videojuego tienen una calidad evidente y me atrevería a decir que a la altura de las contadas en los libros (si no superior, ahí lo dejo). Incluso misiones que en otros juegos tienen un contenido mínimo en términos narrativos y cuya compleción pasa por la repetición de una rutina, como aquí podrían ser, a priori, las búsquedas de tesoros a partir de notas encontradas en los cadáveres fortuitamente encontrados por el brujo, en realidad contienen multitud de detalles que las acaban por convertir en historias únicas y especiales. Si en estas misiones de tercer o cuarto rango el cuidado puesto por los guionistas es asombroso, imaginaos en las historias que conforman el hilo principal tanto del juego principal como el de sus expansiones.
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Detrás de la historia de The Wild Hunt se observa mucho cariño y fidelidad hacia el espíritu de los libros, algo que un fan como yo siempre agradece, al tiempo que hacia el sustrato histórico que subyace en la obra de Sapkowski, ambientada en una Europa del Este entre mítica y tardo-medieval. Y es que yo, como jugador, me he visto seducido por la sobria arquitectura de Novigrado, con su marcado carácter centro-europeo, los viñedos de una Toussaint mediterránea que bien podría situarse entre Francia e Italia o las pequeñas aldeas de casas pintadas que a buen seguro beben de las originales polacas. Pasear a lomos de Sardinilla, el caballo de Geralt, ya es, de por sí, una auténtica gozada, con la libertad que ofrece el concepto de mundo abierto, que nos permite elegir a dónde queremos viajar en cada momento para disfrutar de la belleza y la riqueza paisajística que nos brinda el juego, a menudo complementada por una música que nos transporta a la época medieval. Y es que en esos paisajes seremos incluso capaces de identificar especies arbóreas diferentes, desde cipreses a almendros en flor. De igual manera esa atención por el detalle se refleja en el doblaje de las voces, donde en la versión inglesa han querido reproducir acentos locales o registros de carácter coloquial que confieren veracidad y coherencia al conjunto.
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Aparte de lo comentado, los fans de la saga de libros también están de enhorabuena con The Wild Hunt y sus expansiones pues continúan las aventuras de sus protagonistas literarios, Geralt, Ciri y Yennefer, sin olvidarse de secundarios como Jaskier o Triss. Sin embargo, también deberíamos estar agradecidos tanto por la introducción de nuevos aliados y antagonistas de complejas y atractivas personalidades como por la recuperación de viejos amigos que muchos creíamos desaparecidos como… naaaah, ¡sin spoilers!
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Otro aspecto perteneciente a la saga de libros que los guionistas han respetado e incluído en el juego es el aportado por el corpus de cuentos clásicos de raíz centroeuropea, de cuya reinterpretación Sapkoswi ya había hecho gala especialmente en el primer libro de Geralt, El último deseo. Aquí, tanto en The Wild Hunt como en sus dos expansiones, encontraremos personajes, tramas y elementos que nos transportarán a esas narraciones infantiles, aunque contempladas desde una óptica “materialista” en tanto que realista que, a veces, resulta hasta terrorífica (pienso ahora en las brujas de la clásica historia de Hansel y Gretel).
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Si el aspecto narrativo es el que hace de The Witcher un juego excepcional, también es cierto que en el gráfico el videojuego sigue siendo soberbio, como demuestra el hecho de que, a pesar de contar ya con unos años, su apariencia resulte todavía muy actual. Otro aspecto a destacar es el de su jugabilidad: el control de Geralt es sencillo, tanto a pie como a caballo, y el jugador dispone de distintos niveles de dificultad (que pueden ser cambiados en cualquier momento del juego) que pueden llegar a convertir la experiencia de juego en todo un desafío. De hecho el elemento central en la vida de todo brujo (léase el acabar con monstruos) requiere utilizar una estrategia concreta para cada enemigo y los recursos en los que ha sido formado más allá del uso de la espada: las “señales” (que vendrían a ser hechizos prácticos) y las pociones (sustancias de variados efectos). Ambos elementos implican una gestión que a mí, junto a la que conlleva el equipo (compararlo, venderlo, equiparlo, transformarlo, fabricarlo, comprarlo), me resultó complicada durante buena parte del juego.
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Dentro de la jugabilidad, mención aparte merece el gwynt, un minijuego de cartas que, aunque de forma anecdótica, forma parte del trasfondo y de la historia, y al que Geralt juega con mercaderes, taberneros e incluso nobles como complemento a su sueldo de brujo. El gwynt, aunque ligado al azar, cuenta con un set de reglas muy concreto que requiere al jugador emplear la estrategia a la hora de jugar  unas cartas coleccionables que representan a personajes y monstruos que irán apareciendo a lo largo del juego.
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En definitiva, todo un juegazo no sólo para fans de la saga literaria sino para todos aquellos que gusten de los juegos narrativos no lineales con componente rolero y que promete muchísimas horas de entretenimiento.
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ozingfr · 2 years ago
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Le premier opus de The Witcher annonce son remake
#thewitcher #CDPROJECKTRED #remake #Unrealengine5 #newgereration #witcher
Vous pensiez que la mode des remakes était finie? TUTUTU coco l’asticot, elle ne fait que commencer! En effet, CD Projeckt RED vient de communiquer que le premier The Witcher de 2007 aura un lifting total sous Unreal Engine 5. Au cas où si vous avez oublié mais la suite de The Witcher 3 sera aussi sous UE5. Il a été annoncé le mois dernier sous le nom de « Canis Majoris ». Cette revisité…
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khuantru · 6 years ago
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15/06/2018: "in 2077 they voted my city the worst places to live in America" A quick fun picture of 'Cyberpunk 2077' for this evening. This years E3 2018 was pretty decent, a lot of exclusives and sneak peeks at future titles. Definitely hyped for Cyberpunk 2077. Enjoy happy gamers Reference: CD PROJEKT RED - CYBERPUNK 2077 Software: Adobe Photoshop cs3 & Illustrator cs3. Tools: Intuos draw wacom pen & Penclic mouse. Listening: Ghost in the Shell sound track
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operationrainfall · 3 years ago
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New Witcher Game Announced by CDProjekt
New Witcher Game Announced by CDProjekt
  After having hinted a new Witcher title was in the works a while back, CDProjekt has officially announced that the next installment in the series is currently in development. CDPorjekt Red is holding their cards pretty close to their chest, sharing very few details about this next game beyond the above teaser image. All we know is a promise of a “New Saga” and a suspiciously cat like medallion…
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