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5/10 Best Video Game Review: Assassin’s Creed III article 5.5/10 Game of the Year: Overwatch article 5./10 Game Reviewers’ Choice Award: The Witcher 3: Wild Hunt article 5.(Image: Ubisoft)”What’s interesting to me about The Witcher series, is the way that it has always been very personal to me, even before it was a game,” says…

Published by admin inAugust 26, 2021
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5/10 Best Video Game Review: Assassin’s Creed III article 5.5/10 Game of the Year: Overwatch article 5./10 Game Reviewers’ Choice Award: The Witcher 3: Wild Hunt article 5.(Image: Ubisoft)”What’s interesting to me about The Witcher series, is the way that it has always been very personal to me, even before it was a game,” says Witcher 3 designer Marcin Iwinski.

“This is the first time, in this series, that the player is going to go from the start of the game, and you start playing the Witcher, and the story of Geralt, and all of this stuff, to a world that’s very much his own.”

The Witcher 3 launched on PC and consoles in 2013, and was released worldwide in March 2018.

“It’s really been the game that has been the driving force behind my life,” says Geralt.

“That’s something that I’ve never done before, and that I’ll never do again.”

The game follows the adventures of Gerald, a former noble knight, as he embarks on a quest to rid the land of evil.

“It’s not only the game I love, it’s the game everybody loves,” says Iwinski, who previously worked on the critically acclaimed Deus Ex.

“I love it for being personal and for being a reflection of who I am as a person, and for the way I live.”

It’s a theme that’s played out throughout the game: Geralt is a wolf, but he also is a man.

He wears a red coat, carries a sword and is skilled in hand-to-hand combat.

“I think that what sets The Witcher apart from other games in the Witcher series is that it really is a very, very personal story,” Iwinski says.

“So many people have told me that this is what they want to play about, and this is something that they think they’re going to like.”

For Iwinski and his team, that appeal is a result of their belief that gamers can connect to the story through the world.

“We think that if you play a game for 10 hours and that’s the first thing you do, you’ll come back,” Iwinksi says.

“And then you’ll find that there’s a whole lot more that’s going on behind that curtain, and it’s going to feel very personal.”

It all comes together when Geralt travels through the Wild Hunt, a vast open-world game world that includes an entire continent.

“There are two different worlds, and each world is its own world,” says designer MarcĂ­n Iwinski.

And it all ties together in a way that few games have been able to do before. “

You’ll see the landscape from all angles,” he says.

And it all ties together in a way that few games have been able to do before.

“And so we decided that we wanted to do something really special here,” Iwinski says.

The Witcher is the fourth game in the series, and is set in a fantasy world of medieval Europe.

But it also has a modern twist: Gerald is a powerful, human-like character with an unparalleled knowledge of his environment.

The world of The Witcher is an open-ended universe, meaning that the game doesn’t necessarily have an end.

Instead, it creates a story that spans across several different parts of the world and continues for the entire player’s time in that world.

That is, in some ways, a more “story driven” game.

“The Witcher games have always been about a single world, and then a story, and we really wanted to make sure that we were not just doing one world,” Iwinki says.

That’s something we’ve tried to do with the Witcher.

“We wanted to have a huge world and a lot of different areas and things that you can see and experience.”

“It was also important that we created a very deep and rich world that you could really feel and interact with, and feel like you were there.”

“The game’s world has a deep lore,” Iwinoski says, “and a very rich history.”

“So the lore has to feel like it’s being told in a very specific way, but the world has to be very alive, and also be very open and have depth.”

“In this game, you can explore and you can interact with everything.

And then you can go deeper into the world.”

The developer has also created a world map that allows players to find locations and locations that don’t exist in the game’s original setting.

“The map has a very clear layout, but it’s also very rich,” Iwiniski says.

“In this sense, we wanted the player to have this feeling that they were actually actually in a world they could interact with.”

The developers also added in some of the most important elements of a good RPG: quests, weapons, monsters and quests.

“Because we wanted it to feel authentic, the quests have