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The Witcher (computer game) : ウィキペディア英語版
The Witcher (video game)

| director = Jacek Brzeziński
| producer = Maciej Miąsik
| designer =
| programmer =
| artist = Adam Badowski
| writer = Artur Ganszyniec
Sebastian Stępień
Marcin Blacha
| composer = Adam Skorupa
Pawel Blaszczak
| series = ''The Witcher''
| engine = Aurora Engine
| platforms = Microsoft Windows
OS X
| released =
| genre = Action role-playing, hack and slash
| modes = Single-player
}}
''The Witcher'' ((ポーランド語:Wiedźmin) (:ˈvʲjɛ̇ʥ̑mʲĩn)) is an action role-playing hack and slash video game developed by CD Projekt RED and published by Atari.
The game is based on the book series of the same name by Polish author Andrzej Sapkowski.〔 ''The Witcher'' takes place in a medieval fantasy world and follows the story of Geralt, one of a few remaining "Witchers" – traveling monster hunters for hire, gifted with unnatural powers. The game's system of "moral choices" as part of the storyline was noted for its time-delayed consequences and lack of black-and-white morality.
The game utilizes BioWare's proprietary Aurora Engine. A console version using an entirely new engine and combat system, titled ''The Witcher: Rise of the White Wolf'', was to be released in Autumn 2009 but was suspended due to payment problems with the console developers, Widescreen Games.〔
On 18 September 2009, CD Projekt RED officially confirmed that they began working on a sequel, ''The Witcher 2: Assassins of Kings'', which was released on 17 May 2011 for the PC〔 and on 17 April 2012, for Xbox 360. The third game of the series, titled ''The Witcher 3: Wild Hunt'', was released on 19 May 2015.
==Gameplay==

There are three camera styles available in ''The Witcher'': two top-down perspectives, where the mouse is used to control everything, and an over-the-shoulder view, which brings the player closer to the in-game combat, but limits visibility. In all three views the controls can be changed to be primarily mouse focused or a combined keyboard and mouse approach.
The combat system in ''The Witcher'' represents a different gaming experience from most RPGs. Players can choose one of three fighting styles to use in different situations and against different foes. The fast style allows for faster, less-damaging attacks with a greater chance of hitting faster enemies; the strong style deals more damage in exchange for a slow attack speed, and a lower chance to hit faster enemies; and the group style features sweeping attacks best used if Geralt is surrounded.〔 The player can switch between the styles at any point. Both of Geralt's main swords also have distinctively different combat styles from other weaponry, and serve specific purposes. The steel blade is used to fight humans and other flesh-and-blood beings, while the silver sword is more effective against supernatural monsters and beasts (against some of which steel may have no effect whatsoever). With precise timing, the player can link Geralt's attacks into combos to more effectively damage enemies.
Alchemy is a major part of gameplay. The player can create potions that increase health or endurance regeneration, allow Geralt to see in the dark, or provide other beneficial effects. The recipes for these potions can be learned through scrolls, or by experimentation. Once the player creates an unknown potion he can choose to drink it, but if the potion is a failure it will poison or have other harmful effects on Geralt. Each time Geralt drinks potions they increase the toxicity level of his body. This can be reduced by drinking a special potion or by meditating at an inn or fireplace. In addition to potions, the player can create oils used to augment the damage done by weapons. They can also create bombs for use as weapons in combat. Neither can be created until talent points have been allocated into the corresponding skills.
A time delayed decision-consequence system means that the repercussions of players' decisions will make themselves apparent in plot devices in later acts of the game. This prompts the players to put more critical thinking into making each decision, and circumvents a save-reload approach to decision making. It also allows the game to have a unique approach to replay value, as the consequences resulting from the player's decisions can lead to great difference in the events that take place later, and ultimately a very different gameplay experience than in prior play-throughs.
The nature of the options faced when playing the game rarely falls into the typical black-and-white morality present in most computer RPGs, and the players often find themselves choosing from the lesser of two evils rather than making a clear choice between good and evil, a situation more reflective of real life morality.〔

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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