The Witcher 2: Assassins of Kings Previews

If you're in the mood for a couple more takes on The Witcher 2 demonstration that CD Projekt RED was giving at this year's E3, you're in luck.

Aeropause starts us off:
Story is another focus with The Witcher 2. While the first game did have a great story, CD Projekt again kicked things up a few notches, making the story a lot larger in scope. Instead of just dealing with one kingdom, there are several kingdoms that are under fire from assassins. It is almost as if Geralt, our main character is a smaller fish in a much larger pond of events in the world. With this new story, come new dialog features that will spice up the way you react to the world, and how the world responds to those decisions. If you are thinking like Mass Effect dialog choices, you are on the exact track as to what CD Projekt is going for in conversations. You decisions will affect how future relationships will come together, or possibly even fall apart due to your actions in these conversations, and with your actions as well. Also expanding the story is the fact that Geralt's memory is starting to come back, leading into new story elements that will affect how he will react to people that he knows from his past. And it is not just The Witcher 2 decisions that will affect you, as you can import all of your choices and decisions from the first Witcher title into your Witcher 2 experience, adding more to your game experience. If you have not played the first Witcher title, this is a great reason to go back and do so.

With New Game Network coming in close behind:
After making it to the city, it was suggested that the player check out the marketplace, where an execution is about to take place. In Witcher 2, Geralt is able to talk with any NPC, who could reveal potentially useful information and provide hints for the current quests. At the execution, we find that Dandelion, a friend of ours, is about to hand for crimes he did not commit. Of course, we want to save our friend by stopping the execution, and so we entered a conversation with the punisher. After he explained why these people are about to be hanged, a dialogue options window appeared, giving the player a chance to select how they wish to proceed. For the purpose of the game, conversation choices aren't time limited, because the developers want the players to think about their decisions it may not look like an important choice, but later on things can come back to change the story and outcome of some scenarios.