The Witcher: Tips and Tactics. THE WITCHER: Tips and tactics Order Armor crow

Witcher 3: how to make swords and armor. All you need to know about crafts.

Crafts in the "Witcher 3" allow you to do own armor and swords Based on the found or acquired ships schemes. Therefore, it is worth looking for chests and bodies, because unexpectedly in our hands can get something very unique. Some schemes and craft activities are also associated with individual tasks.

Crafts tab can be viewed at any time from the game menu (it is not on the first page, but you will find it at the level of the glossary). However, you can only make a weapon with a blacksmith (anvil and hammer stamp), while armor elements, such as armor, pants, boots and gloves on gunsmith (T-shirt and hammer icon).

Witcher 3: how to make swords and armor

The execution of swords and armor is very simple, but requires an appropriate picture (as we have already mentioned, you will find them during an adventure, you can also buy them in a blacksmith or gunsmith) and craft components. Take a look at the picture below:

If you do not have ingredients, the list of available schemes will show "missing ingredients". Then you can highlight the item and see what it is missing - pointing to the icons, you will learn what is called the missing ingredient and how many parts you need.

If you have the necessary ingredients, the item is marked in green. Please note that it costs money to make the goods. It is also worth carefully reading the statistics on the right. You will see what level of the character is required to use such a sword, as well as how damage it does.

Remember, however, that you will perform a more complicated scheme only masters with the appropriate level (for example, a master of a blacksmith). Information on requirements can be found in the description.

Interest and statistics show comparison with available in The present is a sword, which makes it easy to make a new item should be made - or it will be just better or worse than the current one.

Witcher 3: How to Make Swords and Armor - Equipment Witcher

Witcher Schemes - a unique opportunity to get full equipment of the Witcher . They are full sets: steel and silver sword, armor, pants, shoes and gloves. Interestingly, you can upgrade your equipment, but templates are also required for upgrades - very often search Weapons "Witcher" is associated with interesting research and combat actions, as well as familiarity with the history for this complex (for example, a bear or a bear-griffin).

In our guide you will find a detailed description of the search and improved Witcher-racks.

Witcher 3: How to make swords and armor - Magic runes and their restoration

Runes allow you to strengthen the action of swords and armor. To use them, weapons and armor must have slots for magical runes. To check it, just go to the inventory and look at the icons depicting swords or armor. If there are empty circles next to them, it means that they can be equipped with runes. This information can also be found in the description after the element isolate.

Magic runes enhance magic characters (usually characteristic features) or add damage from fire or cold. Runes can be found In the Witcher, it is often in the monster nests (hidden under questionnaires on the map), after the destruction of these nests (you must have fireworks, preferably kartacz or samum). After destruction, approach the jack and collect all items.

If you create a unique rune for sword or armor, then you will find the best, best sword, as well as slots, you can restore the rune in the Witcher 3 from blacksmith or armor. On the Delete Improvement tab, you choose the equipment, and then restore the rune, but losing the equipment. Sometimes, however, it is worth trying to donate: unique runes stand their weight in gold.

Repair of sword and armor

Each sword, if it is often used, dismisses and collapses with time (the corresponding icon will appear on the screen). It is worth remembering and protect yourself accordingly. There are several solutions:

  • You can change the broken sword on the second (think about always to have a second type of sword in the inventory just in case - in some major and side quests you will not be able to return to the city for some time).
  • You can purchase convenient repair kits from the blacksmith and handler. Thus, you can quickly repair items: just use them from the level of equipment).
  • If you are after the mission, and you can move, damaged items can be repaired at an attractive price of a blacksmith or armor (they repaid any item).

Armor is also systematically destroyed, so you can use similar solutions as described above.

Have you ever heard a computer game to become a national treasure? And there are precedents. When American president of Barack Obama visited Poland in 2011, Prime Minister Donald Tusk handed him as a gift the second edition of the game "Witcher" ( The Witcher 2: Assassins of Kings) Production of the local studio CD Projekt Red. And if the video game is not ashamed to give the arrival president, this is about something yes says.

Now in the market, the company CD Projekt RED is estimated at $ 250 million, and quite recently she barely reduced ends with the ends. She almost went bankrupt the first publishers, they tried to make the second to the pair with the third. But the small Eastern European Studio fought with the giants of the gaming industry to the last drop of blood, and eventually there was an interchange, worthy of Hollywood in his best traditions - Titans themselves became bankrupt, and a small studio - Titan.

How to survive in the world gaming industry? Why in no case cannot be divided into its development? How to lose in court, but win business? This is the example of the story of one of the most famous Games "Witcher", which was told by the Studio Studio CD Projekt RED Marchin Ivinski at the Eastlabs seminar during his visit to Kiev.

"Although we were a" promising young studio ", when we did the first" Witcher ", most distributors told us:" Most likely, you don't finish this game - it is very difficult and expensive. " It was difficult for us to find partners, because the CD Project Red had no "biographies". Nevertheless, we sold more than 5 million copies of the "Witcher" - this is a very strong result. For the first "Witcher" we received more than 200 awards from various media - and this is the clothes that will be celebrated on the market.

Now, when we are preparing the release of the third and last "Witcher", publishers are ready to offer us the best conditions. Recently, we signed an agreement with Warner Games on the distribution of "Witcher 3" in America and Canada, and now we are in the process of negotiations with the distributor in Europe, which is very, let's say, do not mind selling our game. As we achieved this and through what passed, you will learn right after watching the trailer The Witcher 3: Wild Hunt.

Two Polish schoolchildren and computer

While as a schoolboy, I adored computer games. But in the late 80s - early 90s to buy in Poland, the computer was unrealistic - my father brought him from Germany. True, there was a whole kilobyte of memory - it is not enough to launch even the most primitive game. Later, I was presented with a dream computer, included with whom a recording device went - I could not only play, but also rewrite my games with other cassettes. I became a regular computer market that looked like the most ordinary bazaar, simply instead of watermelons traded here with computer games with computer games.

On the computer market, I started new acquaintances, exchanged games - and, without realizing it, did the first business connections and business experience.

Once in a popular magazine about video games, I saw a column in which readers offered to exchange their game to someone else's. I have nothing to offer in return and I just asked one reader and Greece to send me his game. And he sent. No one in all Poland had such a game - besides me. I became a local celebrity and immediately understood what to do. Once a month I sent the Greek two cassettes - one for him, and another for myself and received the game in response. So I became the main supplier of games in the Poland market. And when it remained time, went to school.

At school, I met the future business partner Michal Kichinski. He had a small car similar to Ukrainian Zaporozhets - our first means of transporting cassettes with games for sale. Immediately after graduation, I decided to open the company with Michal. I already had international ties in the game party, I drove into Poland wheels with games - first two copies, then 5, then 10.

Mikhal was a marketing director. He was engaged in selling games on the market from the box on Saturday, and on Sunday came home to me, and we shared money into three smooth parts: it is to me, it's you, and this is our future business in a bank.

In 1994, we decided to register the company - so the CD Project appeared. We began to translate games to Polish - and it immediately brought the fruit. So selling the Polish version of one of the most popular games for the time all records broke all records: on the very first day we sold 18 thousand copies - it was difficult to believe it! Usually we sold 500-1000 copies ... Business began to rapidly develop and bring good income.

"Witcher": all or nothing

Eight years later, we founded the game development studio - the embodiment of our dreams. Financing it by income that brought CD Project. We quickly attracted the team of talented programmers - it was enough to hint them that it would be a role-playing game based on the popular series of Romanov Angeja Sapkovsky. I myself read the "Witcher" still at school, and it was catharsis. We were very lucky that the Sapkovsky himself was penetrating and supported us.

The first development office was very modest - we placed the team of four in the warehouse of our distribution company.

From the very beginning, we have established one key rule for ourselves: all rights to our games will only belong to us. For us, it was an expression of self-independence. When you work on the game, it often happens that you have money, expire, and mistakes that are essentially inevitable, seem fatal. Then the publishers say: "We will give you more money and time if you give us the right to play." And then begin to dictate what your game should be, what creative solutions you should take. If you initially develop a game to order - you know that you will have to give it and do not worry about this. But if the game is completely and completely yours, very painful when it is started to repaint distant from the concept of people.

When we showed the publishers of the first "Witcher", they told us that, according to surveys of the audience, the best role-playing character is a woman elf.

Communication in the move

We had seven years old in the game business. We knew how to sell games, but did not know how to do them. The developer came to our team with his engine, on the basis of which we built a prototype "Witcher" for the year. With this prototype, we traveled all European publishers who knew. And as a result, only two hades received, where we were very politely explained that we had not yet rustled.

Today I understand why we were not taken seriously. We wrote that our team consists of seven professionals, and we plan to increase it up to 15 people to finish the project. And when we actually ended the project, we had 80 specialists in our team, and no one was superfluous ...

After the failure of the "Big European Tour", we decided to abandon work on our own engine and try to license someone else ready. At that time, there were no options for role projects in the market - no and still. Fortunately, we were familiar with BioWare co-founders with Musik and Greg Zichuk, who, by the way, Ukrainian roots. Their products we translated and localized for the Polish market. We asked to license their Aurora engine for a small advance and a modest percentage of sales in the future, and the director of BioWare production, which sympathized with our youth ambitions, agreed.

Founders (in 1995) Studios BioWare Ray Musik and Greg Zichek left the company in 2012 under pressure from the board of directors

Do not subscribe to slave conditions!

The launch of the first "Witcher" retail was a very important part of the publication. We ourselves covered only the Poland market, where CD Project was already a serious publisher, and the Russian market, where we had friends for a long time. In the rest of the world, we still had to find the publisher and we spent in search of two years.

I was often asked why you chose Atari by our partner, which will be pleased with the best publisher. I will answer this: if you do not like what you have, then you need to try to love it. In addition to Atari, we had two more suggestions, and we chose the best option.

I had experience in the negotiation process, licensing, drawing up contracts, but in the reverse order - I was a publisher, and our partners had developers. We agreed on conditions with Atari, communicating with them in their central office in France - in my favorite city of Lyon. Soon you will understand why loved one ... and we agreed that we will give them the right to spread the game in America and Europe with the preservation of all rights to the game, and the company will pay us an advance. Soon we received the first version of the cooperation agreement, in which it was written that Atari, roughly speaking, belongs to everything, and we have nothing.

And when we asked why such a difference between the oral contract and the terms of the contract, from us dismissed, they say, these lawyers have been driving their legal, let's already sign and work. Until now, this is the most common trick that distributors are used in the gaming industry.

Fortunately, I found a good lawyer in America, with whom we rewrote almost every paragraph of the contract - the negotiations took half a year! But something we still missed. It was a point about the right Atari on the first sentence: if we do another game from the "Witcher" series, we must first offer to distribute it atari. They can make us an offer, and may not do - then we are free to go to other publishers. But by collecting the best deals on the market, we must again return to Atari, and if they agree to the same conditions, we will be obliged to publish from them. And if you do not agree - we are free.

The first failure in Lyon

After the successful release of the first "Witcher", we began developing a console version called "White Wolf Trees". But I would call this part of our biography "take off and fall of a white wolf". Imagine us - young developers who have just released their first game. She is super-successful, we all proved their worthwesome. And atari comes to us and says, they say, guys, and let's let down the "Witcher" for consoles - the market is waiting! But our engine "Aurora" approached only for PC, and the porting themselves would not be caught. What Ambassadors ATARI answered: "Not a problem, find some third-party developer who will make you porting, we will finance it - here's a list of developers we recommend. And then, when you launch the game, share with you very interesting copyright. " Well, how to resist?

One of the studios they recommended was located in Tom Lyon. We did not even know that this studio had just lost the contract and was looking for a job. In principle, there were no options more and there were no other studios with which we communicated were either busy or incompetent, or this project did not match their format ... And we signed a contract with Widescreen Games that they would do We are porting, and with ATARI that they will publish this version. Thus, we found themselves in the middle between these two companies, taking the entire risk for the obligation to deliver the console version to the market. And we were confident that we could handle.

I was very proud of a deal with Widescreen Games - they accepted all my conditions. If I registered in the contract that they all move to our slavery, Widescreen Games would still be a contract, because they did not read it at all.

The porting budget was very high - a couple of hundred thousand euros. But after a few months, representatives of WideScreen Games came to us and said that they ended with money. We sent ten developers to Lyon, among whom was Adam Badovsky (today he heads a CD Projekt Red Development Studio). They helped WideScreen Games to complete the vertical slice of the game, we moved them deadlines and gave more money. The slice was needed that Atari could show a console "Witcher" to their partners at Atari Live, where representatives of the gaming industry from around the world gathered. I liked the teaser.

A week after a press conference, we came from WideScreen Games with a statement that they need to push the time limit and increase the budget. In fact, they were blackmailing us. Or the games that everyone showed, will not, or we will give them more time and money. At that time, 15 of our employees were sitting in Lyon, but we sent even additional specialists there, so that they checked what was going on there, and they said whether Widescreen Games could end this game. As a result, one said: "They can, but it will take it for five months, as we agreed, and year." The second said: "Not a year, and one and a half." And the third said: "One and a half years, and we will need to send more of our employees to them." We looked at and decided to kill the project.

Soon widescreen games went bankrupt, and one of their employee told us that when they signed a contract, the concepts did not have, how to fulfill its conditions. They had no plan or strategy to implement the project.

Better death than selling rights

In 2008, the crisis happened. Our yesterday, a profitable distribution business in Poland began to carry losses. And here from Atari comes a notice of violation of the terms of the contract - since we did not make compensation from us.

Our main business is losses, we have just closed the development of a console version to which a lot of money spent, and our publisher wants to recover from us several millions of euros.

We flew to New York, where the Atari office was located in order to somehow resolve the question. Of course, at the negotiations, they never once spoke about the transfer of rights to the "Witcher" API, but we stood to death. After all, if Atari, which was a public company, we went bankrupt, she would have to report to shareholders that she wrote down in losses several million euros.

If someone should give you $ 20 - he is your debtor. But if he owes you $ 1 million - he is your partner. We were just such a partner, and Atari was not profitable to tram us.

In exchange for debiting debt, we offered them the right to distribute the second "Witcher". Only on PC. Only in Sine America. This victim allowed us to leave digital rights. We fully extinguished our debt and losses, and at the beginning of this year, Atari was submitted to bankruptcy. And now they have a quarter of a million dollars, of which we will get a maximum of 25 thousand. - The rest will be spoken on losses. This is what the fortune wheel is spinning.

All his own and nothing alone

At some point we decided to make our engine. By the time the Aurora, we have already recycled so much that there are about 10% of the native code and 90% of our own. We left to limit how much it can be modified. Before developing your engine, we looked at everything in the market, but nothing came out. Then we started to do two things in parallel: first, they continued to develop the second "Witcher" on the "author" engine, and secondly, their own multi-platform engine so that the game came out immediately and on the PC, and on consoles.

It was not easy, but, as it turned out, a very profitable solution. We completely got rid of problems and risks associated with the use of someone else's technology. Today, we have a separate team to develop the engine, and the creative team is no longer forced to be distracted when something does not work. Now we are planning to start licensing our engine for other external commands.

The second failure in Lyon

The Distributor of the second "Witcher" on the PC platform was Namco Bandai. They, like Atari, the contract was provided for the right to the first sentence. When we brought Namco Bandai of the second "Witcher" for consoles, they made us not the most advantageous offer. We found another publisher with more interesting conditions - it was the company THQ, and went with their proposal to Namco Bandai, as applied us a contract. They had ten days to either accept the terms of the transaction, or refuse and give us a calmly work with THQ.

On the last day, Namco Bandai sent us to Los Angeles, where we went to the E3 exhibition, a kind of mini contract for four pages, they already signed by them. But one point at the very end they changed. We have shown this contract to our American lawyer, and he said that Namco Bandai conditions did not accept, and we are free to work with whom we want.

Unfortunately, we did not pay attention to the fact that at that moment Namco Bandai changed the lawyer - already then they began preparing for a trial.

A week after THQ announced that they would distribute the console version of the second "Witcher", Namco Bandai filed a lawsuit against us to the court of the wonderful city of Lyon. It was the place of jurisdiction of our contract with them. We barely managed to find a French lawyer - in the summer, all France simply does not work, and we hardly managed to persuade her to cancel vacation to go for a few days to work for 350 euros per hour.

Changes in the contract were that Namco Bandai was drawn out of their version of the contract, in which THQ refused the right to the first sentence. They crossed out because Thq never had such a right, so they could not refuse him. The problem is that the French court considers this situation as if Namco Bandai did not draw anything. We should immediately turn to the French lawyer, because the Americans have another interpretation. We won several minor moments, but Namco Bandai completely blocked the output of the console game.

However, such a fighting behavior on the part of a small Eastern European company has contributed to the fact that we began to respect us in the gaming industry and have been trying to deceive much less often.

When we reported THQ that Namco Bandai won the process and the Console "Witcher 2" is blocked, they, without putting at that time a penny in the promotion of the game, demanded a compensation for damages. And again we were lucky - soon Thq went bankrupt. But after we visited the court with Namco Bandai, our relations were normalized. And we are very pleased with how they sold the console version of the second "Witcher". You never know where you will find where you lose.

Last deal

Meanwhile, the ATARI distribution department was gradually collapsed. We offered them to convey the rights to the third party - they agreed and offered to negotiate with Warner Games. The case was in September - this is the end of the third quarter. For Atari, which was still a public company, it was extremely important to have time to close the transaction until the end of the month to include it in the report, they say, look, and we earned money!

We flew a week to America to meet with representatives of Warner Games, to work on a deal every day during the last week of the expiring quarter and have time to close it until the end of October. We started with the discussion of the conditions and realized that the case was moving very slowly. For each of our question, representatives of Warner Games answered: "We need to talk to the boss." We set out the conditions on Monday, to the medium they spoke with the boss, called us on Thursday and said: "Well, let's discuss everything again." We have only one day left to close the deal. On Friday morning, we all sat down at a large long table and paragraph over the paragraph began to discuss the contract.

I picked up a cold and went in the cough every 30 seconds, our vice president of business development CD Project Red Mikhal Novakovski for six in the morning Saturday, when we were ready to shake hands, just leaning back the back of the chair and snores, and our lawyer a little I did not cry and asked home, but I forced him to make additional changes.

In the end, we still managed to close this deal and were very pleased - the Warner Games sold well a second "Witcher" in America.

"Witcher 3": no more mistakes!

Now we work on the third "Witcher". When we started to develop, we said ourselves: if we studied at the first and second and stuffed all possible cones, then everything will be like that. We decided to make a large-scale anouncement - offered the material to the most famous publication about GameInformer games with an audience of 8 million people. They agreed, sent their journalists to Warsaw, prepared a large material and placed the "Witcher" to the cover.

Cover Gameinformer, February 2013

It was an excellent moment for us to start distribution. The third cross-platform "Witcher" was officially announced at the Microsoft E3 conference. It is a great honor when the game is personally the manufacturer of the device on which it will work. The people gathered more than we were ready to accept. On E3, we had a closed room designed for 40 people. It was hampered by a person of 60, and behind the doors built another turn of those who wish to get to our presentation.

We are very focused on quality. Only so you can get a high rating on the special forums. Evaluation on "metacritics" is extremely important in the gaming industry. We had more than 180 reviews, most of which exceed 80 points are a good result.

It is not so important that you really do and how good the studio you are, how do you have an assessment on "metacritics". It is on the basis of this assessment that will decide which studio will release your game. "

I was going to write this text a couple of months ago, immediately after GDC, but as I was tightened, and then I went on vacation to Italy (almost your Tussten). For the Witcher, during this time, it was time to exit the second large addition, which must certainly take in a physical box with the maps of Guita. It's funny to remember, but initially wild hunting generally could pass by me if it were not for a friend's recommendation - I always considered a movetone to enter the series from the license part without passing the original. It is good that his advice listened. As a result, the trickle just chained to himself, and for the adventures of Geralle, hundreds of hours flew, no less. Naturally, he finds 16 out of the guys from the CD Projekt in the GDC schedule of the GDC, I just could not deny yourself to visit them.

Marchin Ivinsky during the performance

Apply to your fan

Marchin Ivinsky, CEO of the company, bribes the listener with a directness and openness. His approach, his attitude to the players is amazing for the present time, when publishers are usually seen in the gamers not a loyal audience, but stupid dairy cows. Marchin is also trying to distance themselves as much as possible from the practice of the office like Ea and Ubisoft, and only for it I want to shake his hand. Why does he do that? Probably, Bekmarkund affects: In his youth, Ivinsky traded computer games and played in much, which went through his hands. At first he was fond of Spectrum and Amiga, then IBM PC. Actually, a couple-based CD Projekt was originally dealt with distribution of discs, from here and so strange for the studio name. Working with the gamers and being a gamer in the past, he perfectly understands the fans of the series and their expectations. In order for the fans's army to turn into the army of Heyters, Marchin on GDC gave three simple advice to beginners (and not only) developers.

Marchin (left in a blue shirt) in the 90s

To begin with, you need to make a good, fascinating and technically okay crown game. Yes, a little in the spirit of Captain is an obviousness, but the truth is: if the developer sees problems in his product and is not sure of his quality, then buyers will notice that they will ultimately affect the revenue. Suppose everything is in order with the quality, then it remains for small - the game you need to simply explain to the players, "sell." Very often, it is a stone in the garden of my marketer colleagues who are not able to convey the simple idea "what this game is about and what it is better than others". Especially acutely the problem arises with respect to newcomers, who did not have lazy to the Witcher universe. CD Projekt Well done, resorted to clear analogies - they described the Witcher as Skyrim under the Sauce of the Games of the Thrones, making an emphasis on the fact that the local open world is greater than in the creation of Bethesda, and the intrigues are often faster than George Martin's Romanov. Sounds, agree, tempting.

I liked the third advice most: do not try to fuck your fan. Do not lie to him. Do not hold for idiot. Make two editions for each platform, usual and collector, refusing additional still bugs, Digital Deluxes and other options. Collector's Edition release a very small circulation so that he quickly divided by pre-orders: there is nothing worse than the collection of collectors. Have you noticed that in the box even the standard edition of the same PS4 put so many things as any other game does not have? There are bareflows barely closed. In addition to the full paper manual, there is a high-quality map, stickers, a small brochure with a brief description of the Universe, a disk with a soundtrack and a flyer with gratitude from the developers. Are there many teams at all put a piece of paper with the word "thank you" instead of the words "buy Season Pass"?

Better and not say

By the way, about the downloadable content. Here Marchin does not miss the chance to kick the greedy EA, in whose battlefront the contents are smaller than in some free shooters. It is no secret that the trouble of the current DLC in the disproportion of price and content - take 25 bucks for the Season Pass, and give a couple of amateur modes. Or trying to heat your hands on banal skins and vagrants, cutting out or blocking the files already recorded on the disk (remember the mountain in MK X). The creators of the Witcher are not followed by destructive trends and under DLC understand all sorts of pleasant small bonuses - additional cards, quests, weapons, armor, costumes - which should be made by players for free. There are already sixteen as many such bonuses. The DLC is not limited to: for the first six months, the game received 10 technical patches. On all platforms, productivity has noticeably improved, and the winners of Xbox One got a long-awaited support for 1080p. At the request of the players, an alternative control circuit was also added.

In addition to small addons (what an ancient word!) There are two major additions - "stone hearts" and "blood and wine". This AAA content, as much as possible on the main game, only smaller scales, and so for him no longer ashamed to take money. However, Marina means "smaller" on the scale of 10-20 hours for each adventure - some games have a major campaign in short.

Listening to the speech of CEO, I caught myself thinking that I hadn't seen such high-quality PRs and communication for a long time, although I don't want to invent anything. It is enough to communicate with the audience directly, avoiding PR agencies, talking to her at an understandable and simple language and ask for forgiveness, if suddenly climbed. Fakaps inevitably happen, and fans are not stupid - they will understand, to honestly explain the causes of certain actions. Ivinsky did this during a dungrade scandal: at some point the game stopped looking like a demo with E3, the drawing range and the detailing of landscapes worsened. I had to tell that when assembling a demo in Builde there are no dozens of NPC, there is no open world, there is no dynamic weather and still heaps of everything that loads iron. Therefore, the closer the project to the final stage, the more it differs from the demo from exhibitions, and not for the better. And I must say, almost all fans accepted a mess. Negative turned out to be minimal.

Pay attention to the player in the list of events

Similarly, by the way, the studio entered the displeased owners of PS3, which at one time did not receive the second part, unlike the owners of the Xbox 360. Then Marchin said that his team had no time to make a quick and high-quality port due to the features of the Japanese console architecture. As a result, he decided not to spend resources and focus on the wild hunt. That is, the company could make the PS3 version, but it would mean a timeline shift in the development of continuing, to which the leadership was not ready to go. By the way, also a completely correct deed, although I will have to scream and throw lightning now.

Dialogue system

Let people from CD Projekt be able to communicate, nothing would have happened to them, do not be a cartoon with such a cool game. A cool game makes it primarily the plot. And since Witcher is entirely built around the plot, where we have been doing an important choice from time to time, dialogues are becoming a key instantment. The level of emotional attachment towards heroes depends on the conversations, and therefore they are simply amazing.

Ours hello to good director and producer Todd Howard

Mechanics, standing for the dialogue system, surprised even the mothers of developers. A delegation from Wargaming was sitting behind my back, and their only words were regular "fuck!". Since the time of the killers, the kings system returned so that Fallout's leaders can collectively go to the wall. Some scenes are so cinematographic that it seems that this is a rendered screensavers in which the control completely gave the player. Peter Thomsinsky answered the direist, who shared with his know-how with the audience.

The main principle that the team adhered to - less text, more emotions in the frame. Emotions believe. So it turns out that in the Boston empty, swings are communicated with each other, and in Geralt, with three people seem for live people. In this approach, there is only one problem: in the game over 35 hours of chatter, and that even the army of the animators do not have enough to draw them all. It will not work for such purposes Motion Capture for such purposes, because the Catscents created in this way are expensive, and they still are completely deprived of interactivity. Therefore, Peter abandoned Katszen - at 1463 dialogue accounts for only 248 screensavers (2.5 hours instead of 35). In return, an elegant solution was invented.

The phased process of creating each dialogue looks like this

Any dialogue, as it should be, begins with a script. When the text is ready, the screenwriter defines a specific place in Quest or the world. The case of dialog designers are then connected to the case, which in a special editor collect a scene.

It looks like this. Imagine a set of Lego cubes. With the help of the same set of cubes, you can collect completely different things, and if there are many items, it grows in progression and purely options that can be collected. Putting yourself a goal to make the scenes indistinguishable from the screensavers, the team began to think how to achieve this with one standard animation package. To begin with, these animations should be a huge amount - everything turned out 2400 blanks. The editor allows you to control individual parts of the body, set the look line and change the pose of any NPC in every possible way, choosing them from a heap of presets. And then the interesting thing begins.

All events of each conversation - movement, change poses, choice of response, and everything else, are tied to replicas. While the conditional yen will not finish his phrase, the camera will not change the angle, heralt will not raise it, and the third interlocutor does not fit the heroes. Some triggers work cunning and twitch at the moment when the character says, say, a third of the phrases. So the problems of localization are solved: when transferring to French replicas, it turns out a little longer, and the whole scene must be rebuilt with this feature. By the way, about the actors - at this stage of the studio voice, there is still no, so the designer reads the script to the microphone or drives the text in the speech synthesizer. After all the characters are voiced by actors, new files are loaded, and the dialogue with all markers is automatically updated. In the editor, the process is represented as a layer, each of which contains its type of events and pulls the next. Visually this reminds the programs for working with sound and video.

Editor

The end is the so-called polishing: effects are added, the lighting is calculated with different weather and time of day. So that NPC accidentally stuck between heraletes and other heroes, they are applied by an invisible wall. As you can see, the process is quite laborious, especially if you repeat it and a half thousand times. Therefore, CD Projekt came up with another decision, quite unusual - they created a dialog generator! Yes, the overwhelming majority of conversations in the game was created using the generator. It sounds scary, but in practice the tool is a set of universal templates. Having chosen one, the designer is enough to change a pair of animations, set the light / chamber, download the replicas, and ready! Due to the customization of the elements, the player will not even notice that once over the time the combination of a white wolf with surrounding people is built on the same scheme. Peter demonstrated the system in action by creating an absolutely new dialogue literally in 2 minutes. The modular design is one block, the allements of which mimic the variety, is often used in the gamedev. Similarly, levels of levels in Fallout 4 did destroyed houses and dungeons: locations consist of identical "cubes", but the replaceable walls / floor / ceiling helps visually give out dozens of different rooms. Some of the holes of the holes in the walls drew 15 pieces.

Mass production is replaced by painstaking manual labor, when it is necessary to build a truly cool scene, for example, a dance from Shan in the "stone hearts". During these moments, the developers mixed both approaches: part of the scene was removed using the traditional Motion Capture, and the other (interactive) was made in the editor of the dialogues so that the player preserves the ability to choose answers. But since this path is very labor-intensive, they did not abuse them. According to Tomsinsky, the time frame and so did not allow to realize many interesting features. At the moment it is working on Cyberpunk 2077, and something tells me that it will be all right there.

On the track of the wolf I will go to the blizzard

Good things in the Witcher and with sound. The game has one of the most powerful and original soundtracks of recent years, and it's not just that its authors turn to the people's Slavic motifs. As a rule, the games do not risk using vocals, if it comes to the title or song for the titles. Those bold the actions of Marina Pshubilovich - sound engineer and composer CD Projekt. The main idea was to give epic and the hero fights and travel. And I must say, the result exceeded all the expectations - the bumping enemies under the tunes of the PERCIVAL soloists, feel a tide of incredible steepness. It is no coincidence that this work was nominated for the BAFTA Award, and more than 50 trowes have already been made for songs (and especially on The Wolven Storm), including stunning option From the famous Maluki. Sound in Witcher 3 is so monumental that for its creation it was necessary to attract another composer to the freelancing, Mikolaya Zhaninsky. Along with the march, they filled the world of Herasta sounds.

Pshbybilovich (left) and Zhaninsky (right)

The role of the main artist went to the PERCIVAL group, known for his love for medieval music. According to Marina, who received a professional musical education, working with self-taught musicians was not easy. The first few days in the studio turned out to be a waste of time - the guys spoke in different languages, and it was difficult for composers to explain what they want to get at the exit. They wanted to give the traditional Eastern European motifs modern sound, but something wrong did not come out. Pshybylovich fell into despair: the direct task of Sound Director is the bricking of musicians, and just this moment he completely bounced. As a result, he decided to spend several sessions in free format: the group played what she wanted, and the director sent their efforts to the right direction, asking a tonality - now we have a fierce battle with a griffin, and now the hopelessness and anxiety of Velansky swamps. The focus was deliberately dismissed from the orchestra on the solo of individual participants, and in the end, the base of the soundtrack was leitmotifs. Entering the taste, Percival made as much material that he was more than enough and on the themes, and on the tavern melodies, and left on top. The specificity of the recording during such improvisation sessions is just not to kill on the amount of content produced, because both the rental of the studio and the subsequent mastering are considerable money. Mastering, by the way, did the team in the USA.

Funny fact - by performing Slavic music, neither Percival, nor other attracted musicians used Slavic tools! Persian Bağlama originally from Turkey, Komanich has Arab and Greek roots, the predecessor of the violin Renaissance Fiddle sounded in the halls of Western Europe, and it is a mixer with a zombie called Gaichak spread in Iran and Pakistan. Robert Yavorsky, the leader of another Polish group of żywiołak and who already worked with CD Projekt over the second part, plays on a custom wheel line - a favorite of minstrels in England, France and Italy XIII century. Even the Bowed Gusli, with whom Robert is also perfectly controlled, have nothing to do with the harm usually.

At the top - Baglam and Kemanche, below - Gaichac and Bow Husli

A separate call for the team was the adaptive music system - when the melody suddenly changes depending on the actions of the player or activation of the trigger - as well as the translation of the pricked song to seven different languages. Personally, I experienced a considerable surprise when the tavern was dug in Russian during my presentation, while the couplets lay on the notes as if everything was initially written in Pushkin's language. The authors managed to achieve an authentic sound even on going to the incision with all the style of the game Japanese - here's really respect! Those who wish can evaluate all versions on YouTube. And once again, thanks for the CD with music, even in the standard console edition: The disk simply did not remove from the player in the living room for several days.

A little sorry that the team for an indefinite time stops working on a series. Still, the heroes of this saga loved so much that they do not want to part. But the desires of developers - the forces are abandoned to the new IP, it is necessary to prove to everyone that you can not only in RPG in the world of Sapkovsky, but also something else. It is possible that in the future CD Projekt will return to the history of Geral, and we will again plunge into intrigue, adventures and romantic, khm, scenes with the participation of beauties-engenerates. However, I really did not plunge into addition, as NEW Game + has already begun with the pixel character - in the first approach I had the bad ending because of the couple at all obvious things, so it's time to try a different way, this time stacking by Hyda. Well, and then I will take my heart and wine. I just have a bottle of Italian from vacation remained.

Despite the fact that in all parts of the series there are samples of various weapons, it is possible to use only swords. It is impossible to explain the addiction of the witches to this type of mortal guns, but these are the realities - whatever impressive annecting ax you did not find, for the character he is useless. However, despite the fact that the main weapon in the game "Witcher" is a sword, it is different from him. Silver specimens are responsible for the destruction of various evil spirits, and steel are designed to kill animals and people.

So steel tempered

Let's start with the first part of the famous game. The main weapons that the Witcher enjoys are swords made of steel. Although the player is the fighter monsters, a considerable tolika will also take the battle with the most different gangsters. It is for them that the instruments for murders described below are required.

The next set of swords is not adapted for a serious battle and get it will not be difficult. Products have mediocre characteristics and will not cause serious damage.

  • Rusty sword.
  • Temer Steel Sword.
  • The sword is the Order of the Burning Rose.
  • Temer iron sword.

Further on the list go useless and ineffective, due to insignificant damage, guns. Although they have additional characteristics, but due to the low basic modifier, their use is not recommended. In the game "Witcher" swords who find a player, not always better than that he enjoys, so such a garbage can only be selected for sale.

  • Rune sword from dollars.
  • Ceremonial sword from Deevin.
  • From the blue mountains.
  • Holy Sword Order.
  • Forbidden Sword. It is closest to the concept of "efficiency". You can get it in the 3rd chapter, picking up from the killed Assassin.

The most reliable companion will be a sword in the game "Witcher" made by her own hands. Meteoric swords are cracked out of three pieces of the appropriate material and differ in characteristics depending on the used ore color.

Relict

Separately, it is worth mentioning a unique weapon from the game "Witcher" - swords found in a single instance and having their own names.

  • Rune Sigil from Makahama. You can get it at the end of the quest "it will not be painful."
  • Garval. It is possible to find only in the second chapter near the tower of the magician in the swamps.
  • Gwihir. Bought at the son of the Blacksmith. But it is available exclusively in the fourth chapter.
  • D "Yaebl. When you finish the task with the stryng and remove the curse, you can get it from Velerad.

Silver

The best remedy against the most distinguished badness, which is owned by the Witcher, are swords made of silver. In the first part of the game there are not so much, as I would like, but they fully cope with the task:

  • Basic "Silver Worm Witcher".
  • Arondrog. You can only get it in the 4th chapter, after the quest "Kill Dagon" is completed.
  • The "lunar blade" is the best sample of the witch weapon. After the murder of 10 special monsters, you can get it at the main royal leather.

"Witcher 2"

Starting from this part, the developers tightly took up the filling of the game content. However, most of the swords that you meet in the game "Witcher 2" are either absolutely useless, or are "passing", and you will change them literally in five minutes.

  • In the Prologue, the player is unlikely to find something worthwhile. The only thing that should be mentioned is: if the gamer imports saves from the first part, then depending on the final equipment, you can get a number of good blades.
  • The first chapter is rich in a good weapon, which is acquired by crafting. Carefully inspect the list of goods in the flotzema. There you can get one of the most interesting drawings. Bertold can help create the best sword of this series.
  • In the second part of the story, you can find three wonderful steel swords. All of them are in the passage of the "path of Iover". The unique nominal blade "Guikhir" You will receive at the end of the quest "Nightmare Baltimore". "Poisoned Zrrikan Saber" hangs over the fireplace in the Philip Room after the siege is completed. "Caeden Black Sword" can be knocked out of the hands of one of the officers along the way to the mine.
  • If you were able to get "Gujir", then you will not need to replace soon. Many good blades you will find on store shelves. In the fourth chapter there are three nominal swords, which should be stopped separately. "Garval" is sold at the merchant in the camp of the Knights of the Burning Rose. "The forgotten sword of the Vocations" will find, passing the "Roshe path": Select the option of release Anias, and in the Safe Detmold you will find the desired blade. "CARM" can be obtained by craft, and to find the drawing, you will have to defeat the Gargons and decipher the manuscript.

Silver glitter

"Witcher 2" is also rich in silver weapons. And unlike steel fellow, it makes sense to change them more often, as they are rich in various bonuses that need to be selected for a specific style of the game.

  • In Prologue, you will receive "arondrink" and the "lunar blade" when importing saves from the first part, if they were in your inventory.
  • The first chapter is very poor with a variety of weapons against the unclean, and most of the subjects found will be useless, especially if you have a "lunar blade". Attention should be only to turn on the "excellent silver witch sword" - you will receive his drawing when performing various contracts and are unlikely to miss.
  • But in the second chapter, the player will already have from anything to choose. "Parliamentar" is available when passing both paths. You can remove it from the killer killer corpse or get after the task "Eternal Fight." Further, the player will meet several blades with a great damage, but having less effective bonuses, so the replacement is not recommended. At the end of the chapter, you can get a "bloody sword". It is necessary to look for it in catacombs under the verge.
  • In the third chapter, even the worst blade will be better than everything you have seen before. But to do it, you need to buy a drawing from Brass Trader to Ban Arda. He can also acquire the Sword Drawing "Zrikanan" - this is the best weapon in the whole game.

"Witcher 3": the beginning

In the third part of the game "Witcher" steel swords are trash that you can safely sell. You can find such weapons everywhere: in killed monsters and gangsters, chests, treasures and merchants. The same applies to silver weapons. Perform quests, carefully search the locations and study the map of the world, then you will certainly be able to find suitable equipment on the level.

Many players nevertheless allocate individual blades that differ in damage and efficiency from the rest. These are the so-called network items. At the beginning of the game, in the location "White Garden" you can find a couple of swords who have a mark of the Snake School. The silver sword is unlikely to have it is unlikely to succeed, because at this stage it is impossible enough.

To get drawings, go to the north of the White Garden in the cemetery. There you will have to fight with the ghost of the 7th level, after which it will run away to the crypt. Hack the door with the Aark symbol and continue the battle. After the final victory, carefully wait for the dungeon. Here you will find the remains of an unlucky witcher and a silver sword drawing of the Snake School. In addition, you will have a mark on the location of the steel sword of the same school. There you will have to defeat the camp of the gangsters, and in the chest you will find the desired drawing. In the game "Witcher 3" swords related to sets, never lie in the chest, so you will also have to get the materials necessary for their manufacture.

Kota School

This is a couple of interesting blades relating to a network of light armor. You can find drawings to them on the map of Novigrad. Drawing of silver sword is in the ruins of the temple in the south-east of the city. To get it, you will have to take advantage of the AARD sign for hacking a locked door.

The marker about the steel sword will appear on the map immediately after receiving the drawing. There you will have to use a sign again to get into the basement. In place you will find a blade diagram and a new note with the coordinates of the crust drawing.

So you can get the best low-level equipment in the game. Its analogues can be considered the services of "Bear" and "Griffin", but it is not necessary to look for them, since it is a little more difficult to get them.

School Griffon

The objects of this set specialize in the enhancement of signs. You can start their search already from the seventh level, but the character without good gear and pumping it will be quite problematic. In the "Witcher 3" game, swords will not only help you in hand-to-hand combat, but also improve the possession of signs.

  • The initial version of the set in Wheel is located. First go to the ruins Handhold in the north of the "hanging tree". Garpians will attack you there. By killing them, climb the nest and stand up opposite it. Left from you will be a secret door. With the help of a witch albeit you will find a drawing on the body of one of the soldiers. Silver sword is hidden on a lonely cliff lighthouse. To get a product, you will have to kill the 14th level Vfulnna. However, the battle can be avoided if you wait for the monster fly away.
  • Frame diagrams of items to find much easier. The drawing of an improved steel sword is located in the bandite camp in the west of the pod. Silver blade scheme - in the cave west of Nilfgard camp.
  • Excellent set weapon requires a level 21 character. In the port of Urial on the hill, you can find a drawing of a steel sword. The silver sword is hidden in the cave on the southern Cape of the main island of Skelliga.
  • The scheme of the workshop of steel sword can be found in the ruined village boxholm. His "fellow" you will find in an abandoned fortress in Skeliga.

Medvechaya School

Another set from the game "Witcher". The best swords, according to most players, belong to him. They are also divided into several grades, but as a bonus give a good increase to critical damage.

  • The first swords can be collected already at the 15th level or even higher. The drawing of the steel sword can be found on Sellerig in the burnt village. There in Corcche you will be waiting for the 20 level sirens and the corresponding reward. Silver sword can be found on the hint, but first prepare for a heavy battle - to guard the cherished item will be the Gorgral and Ice Elemental of the 30th level.
  • The drawing of an improved steel sword is located in Fort Caer-Almukhuld, the west of the main island. The Upgrade of the Silver Blade is kept in an abandoned fortress in the northeast of the main island. Both modifications are hidden on curvoic tops.
  • With masterfully swords, everything is much easier. One of them can be found in a bearish cave in the course of the plot task, the second is on a small island near the road to

The "Witcher" is distinguished by a large selection of girls for seduction. For each successful Randenev issued an erotic card with an image of a naked girl, with which Geralta had a random intimate connection. Due to the sterilization that occurred as a result of mutation, can afford to have several partners without any consequences at the same time than the main character is eating. Total erotic cards - 24. The number of girls ready for the fleeting romance - 22, some of them will be in bed twice. You can not seduce all at once, since it is necessary to make a difficult choice between potential partners to be done in the course of the plot. Cards with nude girls are added to the pages of the characters in the diary, and are available for viewing after clicking on the icon in the form of a heart.

Girls from the prologue in The Witcher:

  • Triss Merigold (CS_SEX_TRISS1.BIK) - after using the elixir before the deduction from.

Girls from the first chapter (surroundings of climbs) in The Witcher:

  • Peasant (CS_SEX_Village1.BIK) - Giverate tulips that can be taken from the corpse lying next to the southern place of force, or exchanged on flowers (chamomile or white roses) from a resident of the town from the first house from the side of the bridge leading to the Maribor Gate. White roses lie in the closet on the second floor, and chamomiles sell Delan Leuwarden and herbalist from climb, both are mistaken at a rustic tavern or inside it. You can meet the peasant in the first large villages in the southern road, in the middle of the way from the inn on the house of the pretended. If it does not appear immediately, log in and leave anyone. The peasants are usually several, only one agrees on the conversation.
  • (CS_SEX_RITA1.BIK) - Do not be understood at the first meeting in the village tavern, to fulfill the task "not early birds", and come to the mill by 19.00 the next day with wine; Will wait at the youngest.
  • Abigail (cs_sex_abigail1.bik) - will agree to the proximity right in the cave at the end of the first chapter, before the attack of the Rev., if you choose the right options for answers in the dialog.

Girls from the second chapter (Temple Quarter) in The Witcher:

  • Gossip (CS_SEX_CITI1.BIK) - Gold Diamond, wins Goldana Heaven, or gloves, sold at the trashman on the market, lie in the closet in the house at Shana or in a basket with linen in the hospital Cz. Swan. The dialogue on the appearance in the city of the Witcher should continue before the appearance of phrases about gifts. You can find a gossip near the hospital of St. Swan, walks around the city.
  • Courtesan, A prostitute, Port shutter, Whore (CS_SEX_HOOKER1.BIK) - will agree on sex for decent money, jewelry or all sorts of ribbons, as well as for a bouquet of flowers, but for this you need to task Carmen from the "hot hips" and refuse to pay, solving problems with bandits.
  • Semi-chiffs (CS_SEX_ELF1.BIK) - free in the house with ghosts and get a reward from her at home, opposite the bank of Vivaldi. The task for liberation issues a thug in the house opposite the warehouse, where at the very beginning of chapter sent the head of the Guardian Vincent Mace. To bring the case to bed, choose in a dialog with semi-elphic phrase: "You are Feainnwedd. Sun Child. "," You come to ... "," You are right ... ".
  • DRIADA MORENN (CS_SEX_DRIADA1.BIK) - bring a wolf skin into the grove of Druids on the swamps, after requing on the missing boy from the village of the bricks, the quest task gives Vask. In the dialogue to find out where small DRIADES come from, we use the following phrases: "The copulation can be useful ...", "Sex removes tension ..."
  • Shani. (CS_SEX_SHANI1.BIK) - Give red roses arranged in honor.

Girls from the third chapter (merchant quarter) in The Witcher:

  • Kurtizanka, Sieglase girl (CS_SEX_HOOKER2.BIK) - will agree to provide services for 500 Orens or any jewel. You can get a discount on services using a ring with a ring of the night at night from Erkin's background of the Blante celebrated at the reception in the "New Narrakort". Sieglase girl is located in the "Queen of the Queen of the Night" at the gateway to the Temple Quarter.
  • Aristocrat (cs_sex_citi2.bik) - Give the Claw Kikimora. Kymikors dwell in the forest in the swamps or appear at night before entering the "New Narrakort" entrance, for the extraction of claws it is necessary "the amazing world of insectoids". Aristocrata can be found in the afternoon of the TRISS house in the merchant quarter.
  • (cs_sex_citi3.bik) - to appear to the girl behind the luteuchik and teach the last lesson.
  • Princess Adda (CS_SEX_ADDA1.BIK) - Prepare a dish from cakepasses when meeting in "New Narrakort". To do this, talk to Veleld per cup of any vodka. Then with the taler, delivered a note from the chest in the next room, do not pay attention to the merchant. Next, we appeal to the TRISS, we return to the Address and convey the Catoblepass. In the dialogues, choose phrases with a romantic subtext, and in the last conversation, the princesses in the rest, obey her order.
  • Okinnica (cs_sex_citi4.bik) - give the jewel, for example, diamond. The girl works on the second floor of a city town hall. The conversation should be started with the words "I should impress you ...". Diamond is sold at a merchant from tents along the urban wall.
  • (CS_SEX_VAMP1.BIK) - agree to support the vampires in the "Sixieglase Girl" task, although you can later change your choice when the card is already obtained.
  • Triss Merigold (CS_SEX_TRISS2.BIK) or Shani. (CS_SEX_SHANI2.BIK) - One of the girls, spend a few educational conversations with the child (the tone depends on who they gave) and give a silver ring with ruby \u200b\u200bor amber. Trust relationships with one of the girls in any case will be lost.

Girls from the fourth chapter (darkness) in The Witcher:

  • Elf (CS_SEX_ELF2.BIK) - Cave on the shore of the lake, perform the task of Toruvial and share with a hungry elf from the food cave: bread, bun or cheese.
  • Selina (cs_sex_celina1.bik) - give a ring. The ring can be taken on the shore of the lake in the chest, where the niada dwells, or in the crypt at the end of the way with Berengar. Selina lives in the village.
  • Peasant (cs_sex_village2.bik) - Start a conversation with one of the peasants in the village and bring the dialogue to the gift, it is possible to get a sugar doll from the baker, exchanged for the "White Honey", own preparation on the Elixir.
  • Lady of Lake (CS_SEX_LADY1.BIK) - talk to her about knights and grain, then run to the hermit on the field and talk to him on the same topic. As a result, it turns out how single Ladyman is; Return to her on a fisherman's boat and jump up in the waters of the lake.

Girls from the fifth chapter (old wazima) in The Witcher:

  • Nurses from the old clutter and the hospital hospital (CS_SEX_NURSE1.BIK) - are found near the wall at the beginning of the fifth chapter. Conduct girls to the field hospital. In the event of a relationship to "Taeals and the Order, they will agree to intimate after the departure of shoons for drugs to druids on the swamp (if there were).
  • Torouveliel (CS_SEX_TORUV1.BIK) - conquer respect for "Taelle, having joined them.
  • White Ryla (CS_SEX_RAYLA1.BIK) - conquer respect for the Order of the Burning Rose, having taking into them.
For those who burn from curiosity, there is a special means. All love scenes are stored in the \\ Atari \\ Witcher Enhanced Edition \\ Data folder, and the names of the desired files look like cS_SEX_IMI_Dechnos.bik.. To view files, use any video player with format support. BIK or program