GS: So going on that, it needs to be the best one yet, I was curious when you mentioned during the presentation that the combat would be a little snappier, maybe a little more streamlined, because I’ve played the first two Witcher games, and I liked them a lot, but the swordplay was very animation-driven. How is it going to manifest in gameplay that this is a quicker, snappier system?
K: We want to get visually stunning combat, and we got it. But we changed our approach to it. In the first Witcher, we had sequences of animations, and you cannot break this sequence because this is one animation. You cannot blend it into another one. Now we’ve changed it. Now, one tap of the button is one attack and one animation. Every animation has the same timing, and it’s less than a second. That means that the combat is very responsive, and if you’re up against one enemy, you’re building this sequence, this, uh –
GS: Like a combo sequence.
K: Yeah, exactly. And it looks very stunning. For the purpose of the presentations we lowered the HP of the enemies because we have only 45 minutes, and it’s a long presentation now. That’s why we didn’t show the full sequences and how they look. But first of all, you have many of them. Second of all, when you develop your character you will get new animations, which will make the combat even more stunning. It will give you more damage you can do to the enemies. And of course you get all of this other stuff. As you remember from the first and second Witcher, you have these stances. There’s the fast one, the strong one, and the group one. Now we’ve got the fast one and the strong one on the buttons, and the group ability and the other abilities will be active abilities which you can choose [to toggle on and off].
GS: So it’s almost like a light/heavy attack buttons.
K: Yes, exactly.
GS: Okay, great.
K: And you can build these sequences when you connect a fast attack with a strong attack and an ability, for example. It will look stunning, and of course we have unique animations for every direction you attack in. You can attack an enemy who is in front of you and the camera will show you everyone, and you can turn to attack an enemy behind you next and the animations will switch fluidly and quickly. I assure you that it will just look awesome.