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The Making of The Witcher 2

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  • The Making of The Witcher 2

    This week, Microsoft re-released The Witcher 2: Assassin of Kings via backward compatibility, and for a limited time, the game is available to download for free for Xbox 360 and Xbox One owners in selected regions. It's a welcome gift and well worth checking out on either console, especially as it runs rather well on the new Microsoft console. With that in mind, we decided to republish our article on the game's technological genesis, first published in May 2012.
    The story behind The Witcher 2 is almost as epic as the plot of the hugely successful RPG itself - a tale of how an independent Polish studio created one of the most technologically advanced PC games in existence and then somehow converted it across to the Xbox 360, retaining and indeed adding to the original gameplay and bringing across the vast majority of the game's phenomenal visuals.
    However, the tale really begins during the development of game's predecessor - CD Projekt RED's debut outing for super-powered monster-slayer Geralt of Rivia. In producing this new RPG, the studio turned to an existing engine to provide the technological underpinnings - BioWare's Aurora - but as development continued, it became clear that while accomplished enough in its own right, the bought-in platform wasn't entirely the right fit for the team.
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