Gameplay will revolve around monster hunting, detective work, and the dance-like combat that the titular Witcher Geralt has shown to excel at.
So far only scant details have been revealed. Here's a summary of what we know:
- Clues build up information
- Books garner information about monsters
- Townsfolk provide information
- Potions and such are important
- Time of day and other conditions affect where monsters appear, and their abilities
- Critical strikes in areas that matter depending on how much you learn about said monster
- You can disable a vampire's poisoning attack by hitting its venom gland or skewer both its hearts with a thrust attack (instant kill)
- Monsters drop loot like unobtainable alchemical and crafting ingredients for unique potion, mutagen and item crafting.
- Provides income as well
- Enemy AI completely rebuilt, scripted bosses are out
- Environmental combat 'contributions' (a dozen types of interactive objects)
- Magical signs retooled
- The magic tree advancement allows secondary sign forms
- Other trees, Swordsmanship and Alchemy
- New strikes under Swordsmanship, boosts like improved stamina and parrying
- Mutation mechanic under a different development path
- Team aware of frustrations of inventory management in The Witcher and will attempt to remedy
- Crafting critical to maximize Geralts potential, but weapons and armor can be found in many ways
- Players can customize their crafted weapons with some components
- Each armor piece has unique appearance, new cloth simulation tech
- Barber is in from the get go.