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Be the very first to play!

<span class="bold">The Witcher 3: Wild Hunt</span> is now available to preload on GOG.com. If you have pre-ordered the anticipated, next-generation RPG, you can choose to pre-load the game and be one of the very first to play once it goes live on May 19th.

The simplest way to preload the game is through the just-released GOG Galaxy Beta. GOG Galaxy is fully integrated into the DRM-free release of <span class="bold">The Witcher 3: Wild Hunt</span> and includes convenient auto-updates, game time tracking and achievements. Of course, you can also preload manually by downloading the available files off your shelf on the website.

The preload includes subtitles in every language and full English voiceovers. Once the game is live, you'll have the option to download an additional ~3GB language pack with voiceovers in your preferred language.

The complete original soundtrack is also available for download today alongside the preload, just in time to set the proper mood for the ruthless, dark-fantasy epic. If you preordered the game, you'll find the soundtrack in the bonus goodies section of your shelf. Don't forget, that this is one of the last opportunities to take advantage of the pre-order discounts - that includes the -20% loyalty deal for owners of the previous two The Witcher games on GOG.com!

While you wait, check out one of the sexiest previews of <span class="bold">The Witcher 3: Wild Hunt</span>, brought to you by the hilarity-infused Conan O'Brien:

<iframe width="775" height="436" src="//www.youtube.com/embed/SfjLRuE1CLw?rel=0" frameborder="0" allowfullscreen></iframe>
Post edited May 12, 2015 by Konrad
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skeletonbow: I know of the game series and watched all the movies, but have never seen nor played any of the Resident Evil games so not sure what the genre and style is like.
You can say I missed (okay, skipped, for the most part) earlier RE games, but I've seen my friends playing them, however, when RE4 was released, I grabbed it instantly, as I was very impressed by its original release. Imagine my disappointment for PC version - terrible, terrible dama... I mean port. Controls were horrendous and not even normally adopted to PC, lazy devs haven't even renamed 5+6 for left/right shifts and 1+3 for spacebar and enter. You couldn't use mouse, at all. With their "visuals adaptation", they literally fucked up dat fog that created scary atmosphere, moreover, for some very, very unexplainable reasons, they added compressed videos instead of real-time rendering. Even back in 2007 quality of those videos were bad, it's like having 144p on your big monitor. :).
Regardless, I completed game thrice, and haven't touched gamepad. I even played Super Meat Boy with keyboard. /grin


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skeletonbow: I just won Deadlight on Steamgifts the other day and tried it out last night using the keyboard+mouse. It's a 2D style platformer using the 3D Unreal engine and it looks pretty nice. After playing for a while with the keyboard I started to realize that this particular title most likely would do better on a gamepad so I'll probably switch to that next time I fire it up. :) I can't imagine playing FPS and most TPP games or any RPGs or RTS or 4X games with a gamepad though that would be crazysauce. :)
I have this game, as well as Trine, which I played with keyboard just fine. I agree, in some games I simply do not understand how to use gamepad, and it's not "person who never rode motorcycle" confusion, plus I just dislike gamepads for same developers' negligence we already discussed, when they port their games to PC they do not properly port GUI and controls. That's why in Bethesda's games we have one button to steal, to talk, to grab, to "interact", etc. Not all developers are that bad, Spec Ops: The line controls are quite good in comparison with many other multi-platform games.
And biggest crazysauce is an attempt to play games like ArmA with gamepad. I mean, the entire keyboard is your control deck. How to squeeze all that into gamepad? Simplifications again, 2 dumb team-mates, one universal action, mandatory "tactical" pause in "visceral" action? I think I already played that.
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RudyLis: You can say I missed (okay, skipped, for the most part) earlier RE games, but I've seen my friends playing them, however, when RE4 was released, I grabbed it instantly, as I was very impressed by its original release. Imagine my disappointment for PC version - terrible, terrible dama... I mean port. Controls were horrendous and not even normally adopted to PC, lazy devs haven't even renamed 5+6 for left/right shifts and 1+3 for spacebar and enter. You couldn't use mouse, at all. With their "visuals adaptation", they literally fucked up dat fog that created scary atmosphere, moreover, for some very, very unexplainable reasons, they added compressed videos instead of real-time rendering. Even back in 2007 quality of those videos were bad, it's like having 144p on your big monitor. :).
Regardless, I completed game thrice, and haven't touched gamepad. I even played Super Meat Boy with keyboard. /grin
Ugh, the RE situation sounds horrific. One thing I've noticed with a lot of FPP/TPP console games whether shooters, rail shooters, arcade shooters etc. is that most if not all of them were built around a story that takes place with a "London fog". Oooo! Interesting plot element! Except... all it really is, is an attempt to hide the crappy draw distance needed in the game so that objects don't appear to pop into view magically 2 feet in front of your face because the console has crappy CPU/GPU power. It's not a special effect, it's what I like to call a "special defect". :) As such I classify games with fog as having +1 degree of "consolitis". :)

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RudyLis: I have this game, as well as Trine, which I played with keyboard just fine. I agree, in some games I simply do not understand how to use gamepad, and it's not "person who never rode motorcycle" confusion, plus I just dislike gamepads for same developers' negligence we already discussed, when they port their games to PC they do not properly port GUI and controls. That's why in Bethesda's games we have one button to steal, to talk, to grab, to "interact", etc. Not all developers are that bad, Spec Ops: The line controls are quite good in comparison with many other multi-platform games.
And biggest crazysauce is an attempt to play games like ArmA with gamepad. I mean, the entire keyboard is your control deck. How to squeeze all that into gamepad? Simplifications again, 2 dumb team-mates, one universal action, mandatory "tactical" pause in "visceral" action? I think I already played that.
I know what you mean. I just played Deadlight a couple times in the last 24 hours and I went with the keyboard at first. The on screen key assistance shows both the keyboard keys and gamepad buttons and watching it I started thinking the gamepad might be better for this game as it fits into the category of platformer which is where I usually find gamepads work well. So... next time I started the game, I plugged in my Logitech F310. Game detects it no problem. Up doesn't work, down doesn't work, A and Y are reversed, some other buttons are reversed as well. If I'm not mistaken this means that a game thinks it is connected to an Xbox 360 controller and it isn't, or it thinks it is connected to a normal PC gamepad controller and it is connected to an Xbox controller - either way it has the buttons messed up.

<deep sigh>

This is where my engineer hat comes on and I think - how is it even possible that a team of anywhere from probably 5-20 or more developers design a game like this and have the skill and dedication to do all of that programming and complete the project... and not know how to detect a friggen game controller properly, or not give a crap about common input controllers people are likely to have? I mean, I am not a Windows developer and have never written Windows code before in my life or really looked at the APIs, but my brain refuses to believe that the APIs available in Windows do not present enough information to a game developer to detect what kind of controller it is. In my brain which could be totally mistaken, there is going to be a damn DirectInput API or whatever to invoke to detect connected game controllers, to get a list of connected controllers, to walk the list and look at each one's proper name, number of buttons, number of axes and other gizmos and crap, any other special stuff, haptic feedback yada yada, and then let you choose the controller from a list manually or just wait until you press a button and go "oh, you're using that one, cool, here is the info Windows gave us abuot that one" and just do the right damn thing.

Again, I don't know if there is an API for that but my brain thinks "In 2015, in Windows, for games - there HAS TO BE A FRIGGEN API TO DO THAT!" If not built into WIndows, then built into the Unreal engine or some other API that is being used. Why? Because it is 2015 for shit sake, not 1993! GRRRR!

No excuses! I bet I could google how to do this shit and find answers on Microsoft's website or Unreal engine docs or whatever in probably hours and code the shit myself. Give me the damn source code for the game and let me add proper input controller support. I'll have the damn thing working with my TrackIR before the night's over even if there's no sensible way to make that useful damnit!

Or, maybe I assume the APIs available to game programmers these days are nowhere near as advanced as I think they should be. I'll put my money on my assumptions being right though.

<deep breath> I feel so much better now, wow that was therapeutic!

:)
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skeletonbow: Ugh, the RE situation sounds horrific. One thing I've noticed with a lot of FPP/TPP console games whether shooters, rail shooters, arcade shooters etc. is that most if not all of them were built around a story that takes place with a "London fog". Oooo! Interesting plot element! Except... all it really is, is an attempt to hide the crappy draw distance needed in the game so that objects don't appear to pop into view magically 2 feet in front of your face because the console has crappy CPU/GPU power. It's not a special effect, it's what I like to call a "special defect". :) As such I classify games with fog as having +1 degree of "consolitis". :)
Well, that's "graphomium" for you, from mighty consoles, that are so powerful, so powerful.. Eh... Uhm. Much suspense, very scary, such dense plot, so cinematic experience, wow.
Seriously, though, RE4 is one of few games where darkness and fogginess actually worked. PC version without them lost all charm it has, given the lack of graphonium, it was pretty lustreless game, visually I mean.
As for "popping", I'd rather take fog, than enemies, friendlies, neutrals, objects, whatever, that openly spawn in front of you (or outside of your field of view cone) out of thin air "kinda we jumped from the roof" (wave dragon gauge 2).

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skeletonbow: I know what you mean.
<snip>
Consoles are superior, they say. Consoles are optimized, they say. User experience is awesome, they say. /grin

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skeletonbow: <snip>
<deep breath> I feel so much better now, wow that was therapeutic!
:)
CDPR need new app - GoGshrink. ;)
Hey guys, I'm using the galaxy client and there's a countdown timer, but when I change my date & time settings, exit, and restart the gog galaxy client the timer countdown is changed depending on the time zone you set for your comp, does that mean we can play the game if we fast forward our computer clock? lol
ingame decisions cross platform?

Hi,

I'm just wondering if I can import my charakter from my witcher 2 playthrough on steam to witcher 3 on GOG Galaxy

Would really appreciate an anwer or any kind of opinion!
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Dopefresh: Hey guys, I'm using the galaxy client and there's a countdown timer, but when I change my date & time settings, exit, and restart the gog galaxy client the timer countdown is changed depending on the time zone you set for your comp, does that mean we can play the game if we fast forward our computer clock? lol
Does'nt matter, the global release is the same, it is just on different times depending on where you live.
Does the preload include the Day 1 patch or not? If not, how much am I gonna have to download extra?
Hey guys and GoG! Now I preloaded through the GoG Downloader and these are what my files look like, including the extras. Is this normal and since I used the GoG Downloader how am I supposed to download whatever else after the game goes live? All I see are posts about preloading from GoG Galaxy, but nothing about doing it from the downloader.
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Post edited May 19, 2015 by war624
Why can i not download the Language packs now? will they unlock at 01:00 CET ?
У меня одного не работают достижения в Gog Galaxy??? ( 1.0.2.958 )
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Up_link: У меня одного не работают достижения в Gog Galaxy??? ( 1.0.2.958 )
Нет, последнее обновление клиента GoG убило их работоспособность, до этого все работало.
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Up_link: У меня одного не работают достижения в Gog Galaxy??? ( 1.0.2.958 )
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FuryOfBeasts: Нет, последнее обновление клиента GoG убило их работоспособность, до этого все работало.
А откатиться как-нибудь можно, чтобы они работали?