New The Witcher 3: Wild Hunt details emerge – 50+ hour main quest and more
A German website has listed several new exciting details for The Witcher 3: Wild Hunt, including details on the game’s playthrough time and how the game borrows from Fallout 3 for it’s new combat system.
Here are the translated details:
- 36 final states of the world and 3 epilogues (each 1 hour long)
- You can import your save game, but it’s not going to change backstory of the game. Still, it will affect characters.
- Numerous types of monsters, but one type you’ll encounter are Ice Giants (this was confirmed in an earlier screenshot, and thanks for OnlySP for catching that particular bit of information).
- You can buy horses or tame a wild one by using Axii.
- There’s also a special mode activated for hunting monsters – studying tracks will reveal what special items or preparations Geralt will need to make to kill a particular monster.
- Geralt will be much more agile. Now he can jump and climb wherever he want.
- Wild animals will appear. Geralt may hunt them and take their furs, claws etc.
- Main storyline is 50 hours long, and this may vary depending on the paths you take through the game.
- You can travel the world on horses or boats, both of which will improve during the game. Boats can be “borrowed” from the beach – and they will improve as the game goes on.
- Now people will call the guards when they see Geralt stealing their stuff
- There is a new mechanic similar to VATS from Fallout 3. You can aim at the specific parts of monsters bodies in slow-mono more QTE
- Geralt now can achieve 60 level max
- PC and console versions have completely different UI
- Geralt’s effect on the environment is now more pronounced – the Igni sign can literally set the world ablaze.
- You gain experience points only by completing quests, hunting will provide you money and crafting materials
- Two new minigames: axe throwing and card games
- Economy depends from the area. In some places you can buy something for a lesser price, or sell it for higher price.
Interestingly, there’s also a comment on the idea of factions -
- One will have to decide for any group, such as the Order of the Flaming Rose and the Societal. A sorcerer is always independent.
More information as we get it – thanks to NeoGaf.