Ever since we started working on the third installment in The Witcher franchise, it has been our aim to produce a title that would take our 11 years of experience in creating RPGS and distill them into a quintessence, into a game that would effectively crown those years. At the same time, we have wanted The Witcher 3: Wild Hunt to expand creative boundaries, set new benchmarks, develop the genre as a whole. Ultimately, you, the players, must get an unforgettable adventure to experience in a vast, open world – and that’s most important. We’ve created a story that flows naturally, cinematically, rendered it in amazing sound and visuals, while preserving full freedom of choice – all for you. We knew this to be an ambitious plan, but believed we could achieve it by bringing together our team with its creative energies and current gaming platforms with their technical capabilities. A project this vast and complex would inevitably require special care in its final stages, manual fine-tuning of many details, thorough testing time and again.
We recently reexamined what we had achieved thus far, and faced a choice about the game’s final release date. The decision we made was difficult, thoroughly considered, and ultimately clear and obvious. We could have released the game towards the end of this year as we had initially planned. Yet we concluded that a few additional months will let us achieve the quality that will satisfy us, the quality gamers expect from us. Consequently, we have set the release of The Witcher 3: Wild Hunt for February 2015.
Dear gamers - we know many of you would have liked to play The Witcher 3 sooner, as soon as possible, even. We’re sorry to make you wait longer than you, or we, initially assumed you would. At the same time, we believe the game will prove to be worth the wait and meet the expectations you have of us. We believe The Witcher 3: Wild Hunt will be an exceptional RPG, one of the best, providing many hours of wonderful entertainment.
Dear shareholders – we are aware of the responsibility that rests with us and thank you for the trust you have granted us thus far. We firmly believe that quality – more than any other factor – determines a game’s success, and that the decision we have made is thus equally valid in business terms.
The Board of CD PROJEKT SA
Stop raising hell on a individual basis get a group going or join one. Promote it Be loud using them to be loud.
As I said on a Individual basis "Yawn".
*For 2 clients.
I'm sorry, but if you can't defend yourself against a 20 pound cat, you are THE wuss of the state. Congratulations, you wasted tax payer money and wasted the Police's time because you got cornered by a slightly angry cat. The fact that you kicked it makes me wonder if you should even have a pet.
Oh, he has a Pomeranian. That explains everything. facepalm Oh and you don't get to justify violence against a pet just because you got an adrenaline rush. YOU are THEIR owner. Act like it and keep a calm head. And keep a closer eye on your kid.
The founders of Hidden Path Entertainment tell the story now only rarely. It's hard to get it out of them. In fact, in almost a year of building trust, conducting closed-door interviews, attending all-access meetings and spending hours on site at Hidden Path Entertainment's Bellevue, Wash. headquarters, it's the one thing that they haven't offered to share with me — until now.
I've been reporting on the development of Hidden Path's Defense Grid 2 since April of 2013. I've read all of the design documents and industry reports. I've interviewed every member of the Defense Grid 2 team. I've been in rooms where even certain members of that team aren't allowed. And yet, month after month, the story of what exactly happened with the launch of the original Defense Grid has eluded me. They've simply not wanted to talk about it — on or off record.
(Read the rest by clicking the link above)
#defensegrid2 #hiddenpath #longread
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