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Turn back the clock to E3 2014, and Geralt took us on a horseback tour through the incredible Novigrad hub - a vibrant, colourful harbour brimming with NPCs. Much of this promise came to bear in the final product, but it was hard to overlook some of its omissions. Lighting became visibly flatter in the transition from the showfloor to the home experience - and missed the crisper, saturated look we enjoyed on first sighting. Assets were also notably changed too; we got lower-resolution floor textures, and draw distances were reined in across the city. A compromise was apparent.
Even at maximum settings on PC, we didn't get an exact match for that original display of Novigrad. However, with the engine changes promised for this latest expansion, realising that level of ambition elsewhere is now a more feasible prospect. In a recent interview with Eurogamer, senior environment artist Len de Gracia explains this expansion uses a brand new approach to rendering The Witcher 3's environments. The team started off from scratch in building all the details in this region to cater to this new method - from the sun-kissed stone arches to the rose vines coiling around its central castle.
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