A blog about games: games I've made, games I'm making, games I dream of making, and games I'm playing.Games that changed my life, and games that I hope will change yours.
The Witcher 3: Wild Hunt is an action RPG developed and published by CD Projekt
Red in 2015, with 15 small pieces and two main pieces of DLC published over the
course of the next year. It is the third and potentially final game in the Witcher
series, and concludes Geralt’s story which was begun in The Witcher from 2009, and
continued in The Witcher 2: Assassins of Kings from 2011. This trilogy is
based on a series of novels and short stories by the Polish author Adrzej
Sapkowski.
2 Formal Elements
2.1 Players
The player takes control of Geralt, the white-haired mutant monster hunter from the
previous two games. By now, Geralt has recovered his memory and is days from
tracking down his on-again off-again lover, Yennifer. Geralt is controlled as a
third-person avatar, just like in the previous games, but features more advanced
movement, as he can climb many objects, roll, dodge, ride a horse and swim. At
certain times through the game, the player will also take control of Ciri, Geralt’s
adopted daughter, who has only been referenced indirectly and briefly in
previous games. Like those games, The Witcher 3 is a strictly single-player
experience.
2.2 Objectives
The player’s initial task is to gather clues about where Yennifer is and has gone.
Completing this objective functions as the tutorial of the game, since the player will
have to investigate several areas, complete a monster contract or two, and gather
ingredients in the world, much as in the main game areas of Velen, Skellige, and
Toussaint. Upon finding Yennifer, the player is given their real objective: find his
adopted daughter, Ciri. The player will spend most of the game completing
branching quests that lead to her.
Along the way, of course, Geralt also has many opportunities to change people’s
lives. Like in previous games, these are rarely straight forward. Early on, Geralt has
the opportunity to brew a witcher’s potion in order to heal someone, even though
witcher’s potions are normally deadly to ordinary humans. Should the player take
this chance, an acquaintance of that person will confront Geralt later on, telling
him that although the patient survived, now they are a shell of a human
being.
2.3 Rules
Like most RPGs The Witcher 3 has a complicated rule set.
2.3.1 Stats and Leveling
Geralt starts with 3500 Vitality, and for each level up he gains 100 Vitality. Each
level up also gives Geralt one skill point to spend, and potentially unlocks an ability
slot in his active skill tree. Geralt can also gain skill points by activating a Place of
Power for the first time.
Skills are organized into groups, categories, and tiers. There are four main groups:
Combat, Signs, Alchemy, and General, and inside each group, there are
categories:
Combat:
Fast Attack
Strong Attack
Agility
Defense
Battle Trance
Signs
Aard
Yrden
Axii
Igni
Quen
Alchemy
Brewing
Oil Preparation
Bomb Creation
Mutation
Trial of the Grasses
Each group and category is also divided into tiers: 8 points must be spent on
abilities in the first tier of each group before the second tier unlocks, and 20 and
30 cumulative points must be spent to unlock the third and fourth tiers,
respectively.
In order to receive the benefit of an ability, it must be placed in the active skill
tree. Once fully unlocked, there are four places for mutagens, and 12 places for
abilities. The abilities are grouped so that three abilities are linked to one mutagen.
Mutagens come in three colors: red, green, and blue, which match to Combat,
Alchemy, and Sign abilities. Each ability that matches the mutagen’s color will
contribute a bonus to that mutagen’s category: red mutagens increase sword
damage, blue mutagens increase sign damage, and green mutagens increase
vitality.
2.3.2 Combat and Magic
The Witcher 3 continues The Witcher 2’s combination of Dark Souls and
Batman: Arkham Asylum style combat. The Witcher 3 attempts to have the
weightiness and precision of moving, dodging, and hitting in Dark Souls and
the cinematic flair and acrobatic finesse of managing multiple opponents in
Batman: Arkham Asylum. Both light and strong attacks can be interrupted by
a dodge or a roll, which is the main saving grace of the combat system.
Geralt’s attack animations, although graceful and fluid, also take a great
deal of time to connect with the enemy, during which time it is very likely
that that enemy or another one will launch a much quicker attack against
Geralt.
Bombs, signs, items, and potions may all be used during combat, with the
exception of putting a rune on Geralt’s weapons or armor. Items and signs
may be changed in a menu which slows down time dramatically, but not
completely.
Four quick use items, such as food or potions, may be equipped at the
same time and switched between during combat. One steel weapon and one
silver weapon may also be equipped and switched between on the fly. Two
types of bombs and two special items, such as a mask or torch, may also be
equipped.
2.3.3 Crafting
The Witcher 3 features a detailed, comprehensive, and thorough crafting system.
There are approximately 100 individual components which can be bought or
harvested around the world, which can then be combined into several thousand
different items, some of which can be further combined into other items. A similar,
though less extensive system can be found in The Witcher 2. However, any composite
item in The Witcher 3 can be dismantled into its constituent parts, which be be sold
or used to create other items.
2.3.4 Areas
The Witcher 3 is divided into several large open areas: White Orchard,
Velen and Novigrad, Skellige, and Toussaint. With few exceptions, the player
is free to wander anywhere at anytime, although the level of enemies and
monsters in some areas might make it nearly impossible to do so for lower level
players.
2.4 Procedures
2.4.1 Leveling and Upgrading
The designers followed their choice from The Witcher 2, and greatly reduced the
amount of experience Geralt receives for killing humans and monsters. Instead, most
of his XP is derived by completing quests. Indeed, since Geralt is over 100 years old,
and has spent much of his life traveling and slaying monsters, he is basically as
proficient in it as he can be. This also makes it difficult for the player to engage in
typical RPG behavior, such as farming for XP by repeatedly killing monsters
in an area. It is usually faster to find an appropriately leveled quest and
complete that, and the designers have put the requisite effort into making the
dialogue, environments, and choices involved in completing such quests quite
interesting.
Crafting, both involving potions, oils, and bombs, and making weapons, armor,
and runes, also plays an important role in the game. Weapons and armor can greatly
affect Geralt’s ability to give and withstand damage of different types, and potions,
bombs, and oils can completely change the difficulty of a fight when used
appropriately.
2.4.2 Exploring
The maps of White Orchard, Velen/Novigrad, Skellige Isles, and Toussaint offer
diverse environments including rolling hills and flat fields of farmland, rivers and
lakes to explore the depths of, caves and ravines near mountainous terrain, and dark
mysterious forests hiding bandits and monsters. These maps feature loads of hidden
stories built into environmental clues. While exploring the coast of Velen, Geralt will
stumble across pirate camps, and within the camps he can discover notes from the
pirates explaining why they choose those places, and letters or notes from the
farmers and fishers who the pirates killed which explain what they were doing
there before their untimely deaths. This is just one of the many areas which
CD Projekt Red has made cohesive through the use of these story-telling
devices.
Geralt can also find dozens of location-based quests, uncover countless monster
nests, bandit camps, locations of power, and elven ruins.
2.4.3 Boss-Slaying
As Geralt investigates monster attacks during witcher quests, and at certain points
throughout main story quests, Geralt will have to engage in what amount to boss
battles. The investigation sets the stage for the boss battle by providing clues as to
what monster Geralt might have on his hands, and what its strengths and weaknesses
might be.
The battle itself will play out depending on how well you pay attention to these
clues and use them to defeat the monster.
2.5 Resources
2.5.1 Abstract
Health: Health starts at 3500, and the player gains 100 points for each level
up. When Health drops to zero, Geralt dies and the player must reload
a save file. The only exception is when Geralt is killed by city guards: in
this case, he is knocked out and loses some money. Geralt can regain his
health by using potions, eating food or drinking beverages, and on easier
difficulty settings, he can regain it after meditation.
Stamina: Geralt can cast signs, run, and dodge using stamina. Outside
of combat, it regenerates quite quickly, but when facing enemies, it takes
several seconds to regenerate fully. Signs can only be cast when the stamina
bar is full, and use up the entire bar once cast.
Toxicity: Witcher potions give Geralt game changing bonuses and abilities,
but they come with a downside: the more potions active and the more
powerful the potion, the higher the toxicity. Higher toxicity levels reduce
Geralt’s health and could lead to death, but toxicity levels gradually drop
over time.
Adrenaline: Geralt gains adrenaline points during combat by damaging
enemies. Adrenaline increases the damage Geralt does, and can even
unlock special attacks if the appropriate skills are known.
XP: Geralt gains XP primarily through completing quests, but he can also
gain limited XP through killing enemies. From levels 1-10, it takes 1000
XP to level up, from 11-20 1500 XP, and from 21 and above it takes 2000
XP. Each level up grants one skill point.
Skill point: Skill points can be invested in the abilities
Abilities: The abilities have been described briefly above. Each ability
requires one skill point to unlock, but the ability’s tier must also be
unlocked by having the required number of skill points invested in that
category.
Level: As Geralt completes quests and slays monster and bandits, he gains
XP, which works as described above.
2.5.2 Physical
Money: There are several different currencies in The Witcher 3, however,
only one can be used for buying and selling items. The others must be
converted at a bank.
Food and Drink: There are many different consumable items, each of which
have slightly different effects.
Materials: There are hundreds of different crafting and alchemical
components, which can be combined at crafters to make weapons and
armor, or which can be received by dismantling unneeded weapons and
armor.
Weapons and Armor: There are three main classes of armor: light, medium,
and heavy, and they each offer different amounts of protection. Weapons
come in several different groups as well: there are crossbows, steel swords,
silver swords, axes, clubs, and maces.
Books, Recipes, and Diagrams: Recipes for oils and potions can be found
throughout the world or purchased at vendors, as can diagrams for new
weapons and armor. There are countless books, letters, and notes, some
of which are crucial for completing main quests or side quests.
2.6 Conflicts
2.6.1 Stat Point Investment
The player is granted one skill point per level up, so deciding which ability to unlock
or increase can have a dramatic effect on gameplay.
2.6.2 NPCs
It is not possible to make everyone happy all the time. Through dialogue
choices, Geralt will inevitably make someone unhappy. This may close off
further quests for that person, lead to a fight, or some more complicated
outcome.
2.7 Boundaries
2.7.1 Stat Point Investment
All skills have a set number of points that can be invested in them, and as
mentioned before they are organized in tiers which are locked through different
amounts overall stat point investment in the category. Further, Geralt has a
limited number of mutagen slots and ability slots, so although Geralt could
learn all the abilities, he can only have a maximum of 12 abilities and 4
mutagens (plus one extra mutation and 4 extra abilities if the player has
completed an optional quest in the Blood and Wine DLC) activated at a
time.
2.7.2 NPCs
Most NPCs are not attackable or killable. This makes sense as no matter what kind
of Geralt the player decides to play as, he would not be one to indiscriminately
slaughter innocents.
2.7.3 Swimming and Climbing
Geralt has limited ability to climb on objects in the environment. Normally, these are
marked with white shading on the edge of the climbable object, which could be
interpreted as fungus or as guano.
2.8 Outcomes
The Witcher 3: Wild Hunt has several main outcomes, depending on the player’s
choices. These include changing the fate of Geralt and Ciri, who will be king of the
Northern Kingdoms, and of course which (or neither) of the main love interests
Geralt will be with at the end.
3 Dynamic Elements
3.1 Time
The Witcher 3: Wild Hunt has a dynamic time system where one real world second
equals an in-game minute. The day-night cycle affects NPC behavior, as most of
them will go into their homes and sleep at night, but during the day they will wander
around or do their jobs.
Further, there are many time sensitive quests, in which Geralt will need to meet
an NPC at a particular time, wait a set number of days, etc. There are also several
passive time sensitive abilities, such increasing Vitality regeneration during the day
(night).
3.2 Weather
The Witcher 3: Wild Hunt has a dynamic weather system. This has some
effect on NPC behavior, and both they and Geralt will comment on the
weather in the game. It also adds a bit of atmosphere and drama to the
game.
Lastly, there are a few passive abilities which are affected by the weather.
3.3 NPC Standing
As the player interacts with NPCs, your dialogue choices and in-game actions will
affect your standing with those NPCs. They may approve or disapprove of your
choices, thus unlocking or blocking off further interaction, or changing the tone of
further interaction.
3.4 Patterns
This section focuses on game patterns as discussed by Ernest Adams and Joris
Dormans in Game Mechanics: Advanced Game Design.
3.4.1 Stopping Mechanism
The Witcher 3 contains the stopping mechanism pattern in how it prevents the
player from spamming the witcher signs: the player needs a full stamina bar in
order to cast a sign, and once cast, the stamina bar must regenerate from
zero.
3.4.2 Dynamic Friction
The Witcher 3 contains the dynamic friction pattern in many forms. As mentioned
before, the amount of XP needed to level up increases once Geralt reaches certain
levels. In the Blood and Wine DLC, the enhanced mutations require increasing
numbers of mutagens and skill points to unlock.
Finally, as Geralt advances in the game story, the level of monsters and enemies
increases to counterbalance Geralt’s own increasing power.
3.4.3 Resource Placement
Due to the nature of the skill tree, it is possible to swap out abilities and mutagens
on the fly. This makes Geralt’s skill tree an example of resource placement pattern.
Placing an ability in a particular place on the skill tree allows Geralt to take
advantage of that ability, and also influences his overall attack power, sign intensity,
or vitality.
3.4.4 Play Style Reinforcement
As the player can choose which abilities to employ, and which types of armor and
weapons to equip, the player can choose a play style which matches their own
preference. Equipping a particular trophy, for example, the player can increase the
amount of XP they receive for killing monsters and bandits, making it easier to level
up. Or, by equipping certain weapons, abilities and mutations, the player may make
it easier to kill enemies more quickly using dismemberments. By investing in
alchemical abilites, the player can make ever greater use of potions, oils, and bombs
in combat.
4 Dramatic Elements
Like the previous games in the Witcher series, The Witcher 3 features a moving,
multifaceted and branching story.
4.1 Characters
The characters of The Witcher 3 are all mostly well voice-acted, touchingly
animated, and speak dialogue that is quite well-written, especially compared to other
video game titles. Instead of all good heroes and all bad villains, we get a
complicated cast of distinct grey characters. Geralt can even engage sentient
monsters, such as trolls, in dialogue and decide whether to resolve the matter with
them peacefully or with violence.
The main character and star of the show is Geralt. While he tries to maintain
witcherly neutrality, he clearly cares when others are mistreated, but he is sarcastic
and can be cold. His main love interest in books, Yennifer, plays a key role in the
plot, but is not always truthful and sometimes has a hidden agenda. She can also be
petty and bitchy. Triss, Geralt’s secondary love interest from the books and his
main love interest from The Witcher 2, also appears, although she is at
first noticeably bitter about how Geralt abandoned her at the end of the
previous game to find Yennifer. Dandilion, the self-centered womanizer bard
from the books, Djikstra, the spymaster, Vernon Roche, the commando, and
many other characters all make their appearances. Ciri, Geralt’s adoptive
daughter, is also a playable character and the player gets to see why Geralt loves
her so much: she is kind, loyal, and determined, despite the harsh fate in
store for her. The Red Baron, Vesemer, Cerys an Craite, and many more
characters fill out the huge cast. The Red Baron in particular deserves special
mention: his quests are gut-wrenching enough to make even jaded players
cry.
4.2 Story
The Witcher 3’s events take place approximately two years after The Witcher 2.
Geralt had regained his memory in the previous game, and is now searching for
Yennifer. When he finally finds her, he discovers that their adopted daughter, Ciri,
who they believed had fled to another world, had returned but was being
hunted by the Wild Hunt. They then begin a game long quest to find her and
protect her. Along the way, Geralt will have to help or hinder many of the
characters mentioned above. Unlike the previous games, the quest system
has been greatly overhauled, allowing for multiple objectives and quests
to be pursued at the same time. This allows the player greater freedom in
the exact order in which they complete each task, and even which tasks to
complete.
The first stage of the game takes place in White Orchard, but after several hours
moves on to the Velen/Novigrad area. This map is huge and has hundreds of
locations to visit and dozens of well-crafted quests to discover and unravel. Geralt
will encounter the Red Baron, a drunken self-declared baron who wishes Geralt to
help him locate his missing wife and daughter in exchange for information about Ciri.
Geralt will also meet the Witches of Crookback Bog, three monstrous beings who
terrorize the local villagers.
After discovering as much information about Ciri’s whereabouts from these two
sources, Geralt will be ready to move on to Novigrad. Here, he will encounter Triss,
Dijkstra, Dandilion, Zoltan Chivay and a host of other characters from the books.
After helping Triss, Geralt will learn that Ciri met Dandilion, who is now missing
and who Geralt will have to track down. After completing a series of quests to find
out where Dandilion is and what he has been up to, Geralt will discover
that Ciri is not in Novigrad and can met up with Yennifer in the Skellige
Isles.
In Skellige, Geralt will get caught up in the political machinations of who
will become the next ruler there, in addition to trying to find out what has
happened to Ciri. With what he discovers here, he picks up a cursed creature
from the Red Baron’s castle and takes him to Kaer Morhen to remove the
curse. The creature turns out to be Avallac’h, an elven Sage who has been
helping Ciri keep away from the Wild Hunt and teaching her to use her
powers.
An epic battle at Kaer Morhen ensues, during which Vesemer dies. In the
aftermath, Geralt and his allies set about gathering sorceresses and trying to
convince Eredin’s (the leader of the Wild Hunt) allies not to support him. Back in
Skellige, Geralt and his allies track down an artifact to summon Eredin into a trap.
During the battle, Geralt and Ciri will battle different warriors of the Wild
Hunt.
Based on certain actions and dialogue choices during the course of the game, Ciri
may die, become the Empress of Nilfgaard, or become a witcher.
4.2.1 DLCs
The Witcher 3 released two major DLCs post-release: Hearts of Stone, and Blood and
Wine. Hearts of Stone features a few new enemy types, many new weapons, and
several interesting quests and quest lines. In terms of tension and pathos, it rivals the
best moments of the Red Baron’s quests. Blood and Wine introduces a whole new
area roughly half the size of Velen/Novigrad: Toussaint, a kingdom loosely based on a
fantasy version of medieval France. This area features new enemies, items, and at
least 30-40 hours worth of quests. Again, the best of these rival the best in the main
game.
5 Conclusion
The Witcher 3: Wild Hunt is generally regarded as one of the greatest games of all
time. The development team have produced a powerful RPG where player choices
can lead to radically different outcomes in the story. It shines not only in the main
quest, where the writing, animation, and voice acting are all superb, but in the
innumerable side quests, which show the love and dedication to detail the team must
have exercised to create them.
5.1 Potent Elements
The graphics, music and animations deserve special praise for helping to bring the
world to life. The detective elements of the quests, like the detective elements in
the Arkham series of Batman games, are some of the best in video game
history. Lastly, the choices the player must make are extremely well-crafted
dilemmas, each one an agonizing moment as the player struggles with an ethical
issue.
5.2 Areas for Improvement
The combat and Roach’s AI are perhaps the biggest disappointments. Roach is
semi-autonomous, but he seems to react to unseen cues in the environment, making
his behavior seem random and frustrating. Although generally satisfying, in trying to
strike a balance between cinematic flair and precision, the designers generally
force the player into set patterns of attack → attack → dodge → attack
→ sign → attack → attack → do something else/wait for your stamina to
recharge.
Lots of news. After my previous school bit the dust, I have finally found another job at a different company. It is a much larger company than I have worked at before, which has taken some getting used to.
I stopped working on Particularly Wavy for a few weeks and tried to get more work done on the item and questing systems for my RPG dream project. There are still quite a few issues to iron out and develop, but overall I think it was time well spent. I have since then resumed work on Particularly Wavy, and have got an Android version up and running, and gotten the puzzle count up to 65+!
I also tried to develop another game for a game jam about destruction, but I was not able to make the deadline and I'd say that the game is more or less dead on its feet. I wanted to make a game about being a frost giant in a frozen wasteland who pees and snow structures to destroy them, but I was unable to get some nice procedurally generated meshes working. I was able to generate some images using metaballs, cellular automata and Perlin noise, but I just couldn't get the fucking meshes to work correctly.
Besides, all of that, I've been playing through The Witcher 3: Wild Hunt for a second time in order to write a game analysis of it. I've also started Antichamber, and heaven forbid, I actually downloaded another fucking Ubisoft game: Tom Clancy's Ghost Recon Wildlands, which is somehow simultaneously a technical marvel and almost the most boring open world sandbox third person shooter ever developed.
I hope to get these posts back on their regular schedule starting this week.
My oh my, what a busy week. I've been watching a lot of GDC videos about adding feedback to one's games, and I've realized how poor a job my games do at this, so I've been programming some sound effects to play when you click objects, more sound effects that play when you move or rotate them, and even more sound effects that indicate if you hit the target with the correct color of light.
I've also been tracking down more bugs dealing with light filter game objects and targets, since although I already coded them, I did not have them working correctly for all situations. Finally, check out the video showing the improved shadow shader and the sound effects.
Besides that, I've been getting my computer ready for a clean install of Windows 10. Since November, I've been suffering through endless looping and re-downloading and re-installing of the same 2 or 3 Windows 10 updates, 2 of which were "successfully" installed more than 20 times. Last month I went so far as to disable the Windows 10 services that were running in the background and causing all these downloads, etc. But that seems to have effected a lot of other systems, and although my computer still runs pretty well, I'd like to get things properly updated.
What a weird, wonderful week! I've been designing some more puzzles for Particularly Wavy, and also adding some more mechanics. In particular, I've added one-way glass and several varieties of portals.
The Witcher 2: Assassins of Kings is an action RPG title developed and
published by CD Projekt RED in 2011. It is the sequel to the 2007 game TheWitcher, and was followed by The Witcher 3: Wild Hunt in 2015. This trilogy is
based on a series of novels and short stories by the Polish author Adrzej
Sapkoski.
2 Formal Elements
2.1 Players
The Witcher series are all single-player games. In them, the player takes on the role
of Geralt of Rivia, a famous witcher. In Sapkowski’s fantasy world, witchers are
people who have been genetically mutated and trained in order to hunt dangerous
monsters. The Witcher 2 picks up an unknown amount of time after the events in
The Witcher. Geralt has lost his memory previous to the events of The Witcher,
and a main plot point in The Witcher 2 is Geralt attempting to regain his
memory.
2.2 Objectives
The player is tasked with uncovering the mystery of Geralt’s missing memories. To
achieve this, he will become entangled in a political assassination, a conflict between
several human kingdoms and an alliance of non-humans struggling for freedom and
equal treatment, and of course hunt monsters.
2.3 Rules
Like many RPGs, The Witcher 2 features a complicated rule set.
2.3.1 Items and Inventory
Geralt may interact with and pick up a great number of items. Weapons
and armor from defeated enemies may be picked up and equipped, as can
body parts from fallen monsters, flowers and herbs from plants, and random
bric-Ã -brac.
Witchers use two swords, a steel sword for humans, and a silver sword for
monsters. Geralt always has both equipped, and the player may upgrade them using
rune stones, by finding better ones, or by crafting them using diagrams and crafting
components at a blacksmith shop.
Boots, leggings, gauntlets, and body armor may similarly be equipped, upgraded,
and crafted.
Herbs and monster parts can be used to make alchemical potions which give
Geralt different abilities, such as regenerating his health, making his blood poisonous
to vampires, allowing him to see in the dark, and many others. Monster parts and the
bric-Ã -brac may also be used in a complicated crafting system: leather may be crafted
by taking cloth, oil, and necrophage skin and combining them together. Leather
itself may be used as a component to create items such as leather jackets,
boots, etc, or it can be further crafted into Hardened leather by adding more
oil.
All items, including armor and weapons, have weight. If the weight of the items
Geralt is carrying exceeds his weight limit, he will be unable to run, and during
combat he will be unable to roll or dodge.
2.3.2 Stats and Leveling
Geralt has several stats, which include: Damage, Armor, Vitality, Vigor, Adrenaline,
Resistance, Critical Effects, and Knowledge.
Damage indicates how much an attack by Geralt will reduce an enemy’s
Vitality. This is a range, as all weapons have slightly randomized damage.
Armor blocks damage from enemy attacks. The higher the rating, the more
damage is be blocked.
Vitality is the amount of health Geralt has. When his Vitality reaches 0,
he dies and the game must be reloaded from a previous save. Potions and
abilities can increase vitality regeneration outside of and during combat.
Vigor is how many times Geralt may use a magical sign in a row. One use
costs one Vigor, but potions and abilities can increase Vigor regeneration
during combat.
Adrenaline is a meter that is filled by engaging in combat. Potions and
abilities can increase its generation. When the Adrenaline meter is full, a
special ability can be used.
Resistance comes in many flavors. There are bleeding, incineration, and
poison, among others. Increasing resistance to one of these damage types
will increase the percentage of the blocked damage.
Critical Effects are the opposite of resistances: they indicate how much
freezing, incineration, poison, or magic damage Geralt will inflict on
enemies.
Lastly, there is knowledge. Geralt can talk to NPCs, read books, and of
course kill monsters himself. Through these means, he can gain knowledge
about monsters. Some quests are locked behind knowledge gates (requiring
a knowledge level of two or three, for example), and in any case, reading
the books will give the player clues about what kind of oils, potions, signs,
or fighting styles may be most efficacious against his foes.
2.3.3 Combat and Magic
Combat in The Witcher 2 has a reputation for being difficult and unforgiving.
Patience and preparation are highly rewarded, to be sure. Potions cannot be drunk in
the middle of combat, so if the player sees a group of monsters or soldiers in the
distance, it would be best to apply an appropriate oil to one’s sword, make sure
good bombs are equipped, and drink Swallow or another potion to boost his
abilities.
As mentioned before, Geralt has two swords, one for killing humans and one for
killing monsters. If the wrong sword is equipped, minimal damage will be dealt, but
Geralt can switch between swords relatively quickly. In God of War-fashion, he has
a strong but slow attacks and weak but fast attacks. Unlike God of War,
these cannot be chained into combos, but the game system instead animates
Geralt as best it can into a whirling slashing god of death. Geralt has bombs,
throwing knives, traps, and signs at his disposal during combat. Geralt has five
magical signs: Quen, Igni, Yrden, Axii, and Aard. Quen acts as a magical
shield, protecting Geralt from a single blow, while Igni is the stereotypical
fireball, Aard works as a Jedi Force push, Yrden is a magical trap, and Axii
functions as a Jedi Mind Trick, possibly turning one of your enemies against his
companions.
Similarly in some ways to the Souls series, Geralt takes damage pretty easily.
Because of this, the player must dodge and parry successfully, besides using his
magical signs effectively, in order to succeed.
2.3.4 NPCs
There are a great many NPCs in the game, and similarly to those in the book series,
they seem to delight in all being assholes. Some of these may be killed, but many
may not be attacked under any circumstances. Geralt may interact with many by
entering dialogue, during which they will say something and Geralt typically has to
choose between several different responses. Sometimes, these may all be spoken, but
at times they are mutually exclusive.
Besides its uses in combat, Axii can also be used during specific dialogues to
affect the outcome.
2.3.5 Areas
Although in some ways more open than The Witcher, The Witcher 2 prevents
Geralt from climbing or moving around in many places that he should be able
to reach. These restrictions come from level design considerations, engine
limitations, and story telling concerns. Expect to meet many, many invisible walls,
insurmountable logs, rocks and ledges, and water that apparently repels
witchers. Besides these limitations, there are three distinct areas, plus a
prologue, and while the player may explore each area, the player may only
progress from one area to the next in linear fashion, with no backtracking
allowed.
2.4 Procedures
2.4.1 Exploring
Although not a large open world, The Witcher 2 nevertheless features three
relatively large areas. There are fields, forests, ravines, caves, ruins and more for the
player to navigate. The Witcher 2 does have a game map and minimap, but the
game map can only be accessed through a menu, and the minimap is zoomed up so
close as to be of limited use. Further, the level design makes navigation quite
difficult, as forests have areas of impassable rocks or shrubbery, and and fields might
have cliffs or other obstacles which are not clearly marked on the map, and are not
clearly player-readable in the game world.
The game world is a joy to behold, even if it is not a joy to get around in. Talking
to NPCs and finding evidence of current or past inhabitants or past events feels like
coming across such in the real world.
2.4.2 Talk to NPC
Conversations in The Witcher 2 are something like those in real life. Although of
course limited in the number of options which the player may broach, the NPCs
sometimes do not wait around passively for the player to make a choice: sometimes
there is a time limit for the player to choose. The NPCs also do not always tell the
truth, so you need to be careful who you believe. The player’s choices during dialogue
have quite profound effects on the game world: a pivotal decision at the end of the
first chapter, for example, sends the player to one of two completely different
locations, with different NPCs, quests, story lines, and decisions to make
there.
2.4.3 Leveling and Upgrading
The Witcher 2 has a deep and complicated leveling system. Geralt gains XP by
killing enemies and by completing quests. The game designers have made a choice to
limit the amount of XP Geralt gains by killing enemies; instead, the player will have
to complete main quests and side quests to gain the most XP. Killing a monster or
soldier may grant 0 or 11 XP for example, while completing a quest could grant 200
or up to 2500 XP.
For each 1000 XP Geralt collects, he will gain a level and one talent point to
spend on abilities. He has four ability trees: Training, Magic, Swordsmanship, and
Alchemy, but the player must invest the first six points in Training before unlocking
the other three. Further, the roots of Magic, Swordsmanship, and Alchemy must be
unlocked before progressing further in each tree.
2.4.4 Questing
The player will spend most of the game completing quests. These typically require
the player to speak with several NPCs to gather data what he is dealing with,
investigating a scene by using his witcher senses, gathering more information from
books, etc. There are usually several ways to complete a quest, and they often lead to
very different results.
2.5 Resources
2.5.1 Abstract
Vitality: described above
Vigor: described above
Damage: described above
Armor: described above
Adrenaline: described above
XP: described above. After each level up, this is reset to zero and any
remaining XP is added.
Level: an integer which indicates Geralt’s overall power. Each level up
adds 5 to Geralt’s Vitality.
Resistances: described above
Knowledge: knowledge comes in three levels, each of which grants Geralt
a further bonus against that particular kind of monster.
Talents/Skills: After each level up, Geralt is granted one talent to spend
on a skill.
Toxicity: the amount of poison due to drinking potions. This decreases over
time, but can lead to reduced damage, vitality or vigor during combat.
Weight: All items have a weight, although for certain items this is 0. Their
combined weight contributes to Geralt’s encumbrance, which influences
whether he can run and roll.
2.5.2 Physical
Weapons: The Witcher 2’s combat focuses on the use of steel and silver
swords, but there are a few other weapons, such as axes, pickaxes, and
throwing knives. These all have weights, damage ratings, and values.
Some items have additional slots that the player can place runes or other
upgrades in.
Orens: Orens are the money of the Witcher universe, at least for many of
the countries.
Armor: Geralt can wear many different kinds of armor, and like
weapons, they all have weights, blocked damage ratings, values, and other
properties, such as generating adrenaline or increasing resistance to magic
damage. Some items have additional slots that the player can place runes
or other upgrades in.
Trophies: When killing monsters, Geralt can sometimes collect trophies
from them. These are worn on his belt, and grant bonuses depending on
the monster.
Crafting Items: There are a great many crafting items, some of which
are crafted from other more basic ones. Like all other items, they have
weight and value. Alchemical crafting items additionally have one or two
elements associated with them, which determines how they are used to
make motions.
Potions: Potions are made from alchemical crafting items, and give Geralt
different bonuses and penalties, in addition to increasing his toxicity.
Bombs and traps: Bombs and traps are crafted like all other craftable
items, but during combat these can be thrown or placed on the ground.
They are necessary to complete certain quests or activities, such as
destroying nekker nests.
Mutagens: These are items collected randomly from certain monsters,
which can be used to augment or mutate some of Geralt’s abilities. They
may give him bonus critical damage, increased Vitality regeneration, or
some other special stat.
Companions: Throughout The Witcher 2, Geralt will be accompanied by
an NPC. Sometimes he will have to protect them, and will either fail the
game or fail the quest if they die.
Diagrams and Recipes: These are necessary to create new items, bombs,
and potions.
Books and Notes: These play a critical role in learning about the world,
its backstory, and also in completing quests and learning how to perform
certain rituals throughout the game.
2.6 Conflicts
2.6.1 Stat Point Investment
There are over 100 abilities to unlock in The Witcher 2, but the level cap is 35, so the
player can only ever unlock 34 abilities during gameplay, and therefore must invest
talents carefully to most effectively match their playstyle.
2.6.2 NPCs
Perhaps more than most other games, the Witcher series thrives on conflict between
NPCs and Geralt. Geralt might be tasked with finding out what happened to
the royal heirs, and during his investigation he might learn that there were
no less than three separate betrayals and plots to try to capture them or
harm them. Some of these might be a betrayal of a betrayer, dependent
on that first betrayal’s results before the second can take effect. He will
be forced to choose from among these who to ultimately punish, and it is
agonizing.
Geralt will take part in a conflict between humans and other races who are losing
their land, way of life, and rights to humans. Who should he support? The humans
are assholes and racists, and they look down on Geralt for the most part, while the
other races are also assholes, could be accused of terrorism besides, and also look
down on Geralt. There are no clear choices, and even so-called ”good” choices might
lead to horrifying consequences: for example supporting a ”law-and-order” NPC
might lead to a literal witch hunt and increased persecution of elves and
dwarves.
Will Geralt put his own needs and wants above those of the world at large? He
will have to choose between rescuing his love and helping the Northern Kings secure
a more stable future.
Geralt’s dialogue choices carry over from one section of the story to the next, so
that if he supported one NPC over another previously, the NPC he did not support
will remember and be hostile to Geralt and Geralt will not have access to any quests
from that NPC in the future.
2.7 Boundaries
2.7.1 Stat Point Investment
As mentioned before, the level cap is 35, so it is impossible to learn every ability of
Geralt’s
2.7.2 NPCs
Many NPCs are invincible, and Geralt simply cannot harm them. Other NPCs may
live or die, depending on Geralt’s choices, or story events.
2.7.3 Map
The maps, while sometimes larger than those in The Witcher, feature many
insurmountable obstacles and invisible walls.
2.7.4 Inventory
Geralt may carry as many items as the player wants, but after his weight reaches 300,
his movement becomes restricted to walking.
2.8 Outcomes
The major outcome of The Witcher 2: Assassins of Kings remains unchanged no
matter what the player does: the Nilfgaardian Empire invades the Northern
Kingdoms, leading directly to the backdrop of events in The Witcher 3: WildHunt.
The other outcomes are quite variable: killing or sparing a character in the
prologue affects some of Geralt’s abilities, and certain following events, while as
mentioned before, a critical decision in Chapter 1 leads to separate Chapter 2s.
Decisions during Chapter 2 result in different kings living or dying, which generate
different story beats in Chapter 3.
3 Dynamic Elements
3.1 Day/Night Cycle
The Witcher 2 features a day/night cycle. Besides influencing visibility, this affects
NPCs, as they will sleep during the night and may not be available for conversation
or commerce.
3.2 Story
The story dynamically reacts to the player in diverse ways. Talking to one NPC will
cause an NPC who opposes the first to speak to Geralt differently than if the player
had not done so. Supporting one group causes other groups to become hostile to
Geralt.
3.3 Patterns
This section focuses on game patterns as discussed by Ernest Adams and Joris
Dormans in Game Mechanics: Advanced Game Design.
3.3.1 Playstyle Reinforcement
3.3.2 Static Engine
3.3.3 Stopping Mechanism
4 Dramatic Elements
Like all the games in the Witcher series, The Witcher 2: Assassins of Kings features
strong dramatic elements.
4.1 Characters
The characters of The Witcher 2 are all mostly well voice-acted, touchingly
animated, and speak dialogue that is quite well-written, especially compared to other
video game titles. Instead of all good heroes and all bad villains, we get a
complicated cast of distinct grey characters. Geralt can even engage sentient
monsters, such as trolls, in dialogue and decide whether to resolve the matter with
them peacefully or with violence.
Geralt, while he tries to maintain witcherly neutrality, clearly cares when others
are mistreated, but he is sarcastic and can be cold. His main love interest in this
game, Triss, is one of the kindest and gentlest characters, but as a sorceress,
is not always truthful and sometimes has a hidden agenda. Letho, in the
beginning a clear villain, is reveled to have a complicated past history with
Geralt and an understandable motivation for his ”reprehensible” actions.
Two other supporting characters, Vernon Roche and Iorveth, are similarly
complicated. Vernon Roche leads a commando group of humans, who, among other
activities, hunt down ”terrorist” elves, whilst Iorveth leads a group of ”freedom
fighting” elves who just want their ancestral land back and want to be treated
equally.
4.2 Story
The story takes place a few years after the events of The Witcher: Geralt still does
not remember what happened before he was found feverish near Kaer Morhen, the
witcher training compound and residence. Beginning in the middle of the action,
Geralt has been arrested for the assassination of King Foltest, who Geralt was
serving. As Geralt relates his story to Vernon Roche, the prologue begins. The
prologue has four sections which can be completed in any order, and serves
as something of a tutorial for the game. Following his escape from prison,
Geralt makes his way to the nearby town of Floatsom, where Chapter 1
begins and where he meets several of his friends and becomes embroiled in
local politics. Here, he must defeat a monster called a kayran to progress
events along. Following Triss’s abduction by Letho, Geralt must choose to
help Roche or Iorveth, either of which can take Geralt to his next stop,
Vergen.
Depending on who the player chooses, Geralt will have a relatively different
experience in Chapter 2 and Chapter 3. But throughout both Geralt will learn more
and more of his past, and will learn more about Triss’s whereabouts and what Letho
is up to.
If the player chooses to support Iorveth, he will be taken to the camp of
humans, dwarves, and elves who are rebelling against King Henselt, while if
he supports Vernon Roche, he will be taken to King Henselt’s camp. In
both camps, Geralt can complete side quests, and in both he will need to
venture out into the surrounding areas to collect items, either to remove
a curse from King Henselt, or to remove one from Saskia. Doing so will
involve learning about and revisiting a past slaughter in the area. Once
Geralt has cleared up the problem, events will again force him to move on to
the next location: Loc Muinne. Here, in Chapter 3, he can choose to either
aid Phillipa Eilhart (if the player supported Iorveth) or try to rescue Triss,
or to aid Vernon Roche (if the player supported Roche) or try to rescue
Triss. Either way, events conclude in a summit that causes chaos among the
Northern Kings. In the epilogue, Geralt wraps up his business with Letho and
Triss.
5 Conclusion
In The Witcher 2: Assassins of Kings, you can see CD Projekt RED truly begin to
flex their game design muscles. The player is faced with many difficult choices, the
outcomes of which are not entirely clear to the player before hand. At the same time,
the player experiences a gripping mature story. The gameplay supports the player in
paying attention to the game world, observing, and judging it, just like a
witcher.
5.1 Potent Elements
The branching story based on player decisions sends a powerful message about player
agency. The combat, which although more cinematic than the Souls series, cements
this by forcing the player to react quickly and pay attention to enemy positions,
strengths, and weaknesses.
5.2 Areas for Improvement
The UI has not aged well. Chief culprits are the navigation of the skill trees, which
with a controller is frustrating; the inventory screen, which is poorly organized (items
can appear in many categories), difficult to tell which element the player has selected,
and overall not intuitive; and the main pause screen, from which the player can
access the journal, character screen, and map, but after exiting those, takes the
player back to the regular game screen.
The Banner Saga is a top-down isometric turn-based tactical RPG developed by
Stoic and published in January 2014 by Versus Evil.
2 Formal Elements
2.1 Players
The Banner Saga is a strictly single player experience. The player alternatively takes
control of two different groups: a group in the west led by Vognir and a group in the
east led by Rook. Travel between locations is entirely scripted, but travel will stop
periodically with conversation prompts, allowing the player to drastically alter the
course of events.
2.2 Objectives
As the player progresses through the game, the main actions they take will be
making dialogue choices and engaging in turn-based tactical combat. The objective is
to finish the game in an optimal state by making dialogue choices which increase the
viability of one’s caravan, and by engaging (or not) in combat in a such
a way as to do maximum damage to enemies and receive minimum from
them.
2.3 Rules
2.3.1 Combat
In combat, the player controls both humans and varl, a race of giants with horns.
Combat takes place on a square grid, with human allies and enemies taking up one
square, and varl and other large enemies taking up four squares (the character is
centered). Like other turn-based tactical games, the turns alternate between
player-controlled characters and AI-controlled characters. Once only one character is
left on either side, a mode called ”Pillage” begins, in which characters simply move in
order of initiative.
Clicking on a character will show their movement range, combat abilities, special
abilities, and the ability to skip the character’s turn. Movement occurs only
at right angles, although some special characters have diagonal attacks or
abilities.
Once a character has moved and/or attacked, the turn ends and the next
character will act.
2.3.2 Gear
Later on in the game, the player may acquire gear. This is mostly purchased from a
merchant, but each character only has one equipment slot, and the different types of
items are also extremely limited.
2.3.3 NPC Interactions
There are a great many of NPC interactions spread throughout the game. These can
have far-reaching and diverse consequences. You might decide to attack a group of
bandits or dredge, which could give you more Renown or cost you resting time to
allow your heroes to recover from wounds, or you might decide to run away. Someone
in your caravan might get drunk and assault another member, and you will have to
decide how to deal with it, or when you encounter a group of fellow travelers,
will you allow them to join your group, run them off, kill them, or what?
These could affect the number of members of your caravan, your amount of
food, who is available for battle, and even which party members live and
die.
2.3.4 Stats and Leveling
Each enemy the player kills grants the player with Renown. This functions both as
money and as XP, similarly to souls from the Souls series. Each character
will be able to level up after getting a certain number of kills. The player
levels up characters by spending increasing amounts of renown. Each time a
character levels up, two points are granted to spend increasing that character’s
stats.
Each character has the same six stats: Ability, Armor, Strength, Willpower,
Exertion, and Break, but each has a different starting value and maximum value, in
addition to one different active ability and passive ability.
2.4 Procedures
2.4.1 Resolve Conflict or Talk to NPC
The player will spend a large amount of time resolving conflicts or talking to NPCs.
These dialogues could be purely for flavor, to add depth or realism to the characters
and the world they inhabit, or they could be mechanically driven, to create
diverging plot lines, or affect the player’s resources in some way. For instance,
following a battle in a city, the player might be faced with the choice of
recruiting some of the defeated enemies into their caravan, slaughtering them, or
leaving them to their fate. Each choice has a knock on effect to later parts of
the game experience. Slaughtering them will deprive the player of those
fighters later on, when their support might be critical. Allowing them to join
might spawn a whole host of conflicts inside one’s caravan as the two groups
struggle to coexist. The player will, of course, have to deal with those as they
arise.
2.4.2 Engage in Combat
The other major use of time in The Banner Saga is combat. Although many conflicts
can be resolved through dialogue choices, combat at many points is inevitable. The
player has the chance to decide which members will engage in combat, and
the order of their turns. Once in the combat screen, the player has a few
options for placing their party members before the blood starts flying. As
combat progresses, the player must gauge what the enemy AI is likely to
do, what their best response would be to negate that or to mitigate any
unavoidable damage. Archers and mages need to be placed in a sweet spot: close
enough to unleash their abilities, but far away enough stay out of harm’s
way.
2.4.3 Leveling Up
Leveling up a character grants the player two points to spend increasing their
stats. However, Renown must be spent to increase a character’s level, which
might be better used purchasing supplies, or convincing someone to do you a
favor.
2.4.4 Managing Health Conditions
If characters fall in battle, they are not killed (except in some extremely limited
circumstances). Instead, they enter a wounded state and must rest in a camp for a
certain number of days to heal. Being wounded brings with it deficits to a characters
Strength and other stats, which may make the character more of a liability than an
asset on the battle field.
2.5 Resources
2.5.1 Tangible Resources
Party members: Party members hold many of the intangible resources
listed below, but qualify as tangible resources since they may change
location in the game world.
Items: Items may be purchased from vendors, and stored in inventory or
equipped on party members. These have level requirements and modify
character stats.
2.5.2 Intangible Resources
Strength: Strength functions as both health and damage in combat. When
a character’s strength drops to zero in combat, the character is removed
from combat and will enter an injured state when combat is finished.
Armor: Armor blocks damage, so to figure out how much damage you will
do to an enemy, simply subtract their armor from your strength. If the
enemy has more armor than the character has strength, the damage is set
to a minimum of 1 and the chance to hit the enemy is reduced 10% for
each point of difference between your strength and their armor.
Willpower: Willpower determines how many total extra action points the
player will have during combat to increase movement range or boost the
damage of an attack.
Exertion: Exertion determines the number of Willpower points the player
may spend at any given time. Increasing this stat allows the player to use
more Willpower per action, but of course also uses up Willpower quicker.
Break: Break is the amount of natural damage to armor. When the player
chooses to attack armor, this determines how much the enemy’s armor
will be reduced.
Supplies: Supplies refer to food or water to feed the members of your
caravan. The more clansmen, fighters, and varl you have, the more quickly
your supplies will be drained.
Renown: Renown is received by killing enemies in combat, completing
NPC interactions with particular choices. As mentioned before, it is used
both as currency to purchase items and supplies from markets, and as XP
to level up characters.
Morale: Morale determines the amount of willpower you have available
for your characters in battle. It is itself determined by previous wins and
losses, days spent resting, in a village, or out of a village, and certain
dialogue choices and game events.
2.6 Conflicts
The overarching conflict in The Banner Saga is between the player’s caravan
members, who are struggling for survival, and the bandits and Dredge who seek to
kill them. Sometimes the bandits may become party members later on, but the
inhuman Dredge, who are encased in thick black armor which must be whittled
away before they can be killed, remain a constant threat throughout the
game.
2.6.1 NPCs
As in life, NPCs do not always say what they mean and even if they do, what they
want might directly conflict with the player’s goals.
2.6.2 Strength versus Armor
Both in terms of which the player decides to increase when leveling up, and in terms
of which to attack during combat, strength and armor represent a constant
trade-off. Increasing armor might mitigate damage, but it also limits one’s own
ability to do damage, while increasing strength increases both damage and
health, it does little to prevent the character from being knocked out during
battle.
2.7 Boundaries
Due to its limited scope, The Banner Saga features a large number of boundaries.
The number of NPCs that it is possible to interact with is severely limited and
controlled. The player might be able to interact with at most three NPCs at the same
time. These are mostly static images of characters with light animations during
the dialogue; outside of dialogue interactable characters are buttons with a
portrait.
In towns, similarly, there are at most three locations to interact with at any given
time. Towns are not explorable, but are instead mostly static backdrops with two
or three interactable buttons disguised as buildings scattered throughout
them.
The world map features a large number of locations which the player may click on
to gain more information about them and their history and lore, but outside of a few
dialogue choices, the player cannot influence where their party will progress to
next.
There are no money or loot rewards from battle, and similarly no upgrading your
character’s equipment and selling the old stuff.
2.7.1 Leveling
Characters may increase their level to 5, after which it makes more sense to have
lower level characters deliver the killing blow.
2.8 Outcomes
At the end of the game, there are two basic outcomes, but the player’s caravan may
be in several different states, depending on how long the player has spent traveling,
how well they have managed supplies, which NPCs they have helped and
how, etc. Losing a battle does not mean the game is over in most cases.
The player may lose some morale and have characters become injured, but
usually the game continues and the player must deal with the new negative
circumstances.
3 Dynamic Elements
Due to the boundaries mentioned earlier, The Banner Saga seems to feature limited
dynamic elements. There is no day/night cycle, no stealth, no crafting, there
are no political factions to align oneself with or to oppose. There are no
buildings to construct which lock or unlock unit development or research
branches.
With that said, there are dynamic elements in terms of combat affecting the
caravan’s morale and the caravan’s morale affecting combat. If the player
wins in combat and avoids injuries, the caravan’s morale generally increases,
which gives the characters a boost in willpower for the next combat. If the
player loses, this reduces caravan morale and may decrease the character’s
willpower in the next combat. The player’s performance in combat will also
determine the amount of injuries the characters sustain, which in turn will affect
the number of rest days needed to heal them, which will affect food and
morale (the later could be positive or negative, depending on where the player
rests).
There are further dynamic elements which are harder to quantify directly. The
player’s dialogue choices definitely affect the morale, amount of supplies, number of
warriors available to fight, and number of clansmen to feed. The problem is that it is
not exactly clear how these decisions affect them. The game shows you that after a
decision your morale has improved or worsened, but it is not clear why this is the
case, so the player cannot understand how to make better decisions in the
future.
3.1 Patterns
This section focuses on game patterns as discussed by Ernest Adams and Joris
Dormans in Game Mechanics: Advanced Game Design.
3.1.1 Dynamic Friction
The main quantifiable pattern is dynamic friction in the case of the increasing
number of kill and amount of Renown needed to level up a character.
4 Dramatic Elements
The dramatic elements are probably some of the strongest parts of The BannerSaga.
4.1 Characters
There are a few dozen characters in The Banner Saga, and most are well-developed.
Many of them have a story arc over the course of the game, during which they
change and grow. There are Ubin, Hakon, and Iver, immortal varl who have seen it
all, Rook and his daughter Alette, who he tries to protect, Ludin, the prince to the
kingdom of men, who nobody really likes, and others.
4.2 Story
The story follows two caravans, led by Hakon and Rook, respectively, along their
journeys. They are both fleeing from Dredge, and the player must guide them to their
destinations. The player must decide how to do this, either by trying to help as many
fellow travelers as possible, leaving behind the old, sick and weak, being vicious to
outsiders while protecting one’s own, or by sacrificing one’s caravan for the good of
one’s fighters.
Eventually, Hakon’s group finds a mage named Eyvind, whose companion,
Juno, is at first believed to be dead. Hakon’s group and Rook’s group meet
in a city called Boersgard. There, Juno joins them and they find a way to
defeat the leader of the massive army of Dredge that threaten the lives of
all.
4.3 Attitude
The story contains some humorous elements but these are bleak and bitter. The tale
told is one of hardship endured, for no reward except to survive another
day.
5 Conclusion
The Banner Saga is a low-budget title which features interesting story-telling
mechanics and a few innovations on the tried-and-true turn-based combat from
isometric RPGs of yore. By forcing the player to make decisions and live with the
uncertain consequences, it creates the sensation of being a new leader, responsible for
the lives of those following you. Although limited in scope, it uses these decisions to
make the player care about the caravans struggling to get by in a disinterested and
sometimes openly hostile world.
Although one could certainly dispute the "happy" part, let's just take that as hopes that 2018 will be happy and leave it at that.
Before I left on vacation to Spain, which was wonderful BTW, I had noticed that my new rotation schemes were not entirely working. Which is to say that they were basically garbage and were broken. Well, after a dozen hours working on them, I can now say with some confidence that rotation works in Particularly Wavy. You can grab a rotatable object anywhere on its surface, and you will be able to drag and rotate it within its rotation range using the mouse. It is smooth and works fine. It does not matter where you grab the object, what its initial rotation is, or what the rotation range is: it just works.
For the rest of the week, the plan is to continue to design levels using prisms, as I have about 7 more levels which should utilize them. Following prisms, I have about 10 levels planned for filters and 20 levels for light splitters.