We’ve been averaging about a blog post a month — not by design, it just works out that way — which means if we stick to that pace, then in just one more posting, the launch of the game will be imminent.
Well, I think we will post a little more frequently, because we’ll have increasing amounts to say about the game as we get closer to release. In the meantime, here’s:
(It is longer than Long Screenshot #1!)
This week we just finished recording the majority of the final voiceover. We’re going to do a little more in early January, but most of it is in the can. After New Year’s we’ll make some postings where we announce who the voice actors are (you may know some of them from other recent games!)
Physical Box Release
We’ve had some people asking us whether there will be a physical retail release of The Witness. It’s seeming likely, as we have been in talks with a couple of parties for a while about that possibility. *However*, it looks like if there is a retail release, it won’t happen until a little bit after the digital release. The reason is just that we need all the time we can get up until the release date in order to get all the finishing touches into the game; but because of the lead-time involved in physical manufacturing and distribution, we would have to freeze the game right about now in order to have it on store shelves for the release date. *Or* we could delay the digital release date in order to wait for the physical. But I don’t see a good reason to do either of those things. I would rather just focus our energy on making the game as good as we can make it, and a retail version can lag behind by a little bit.
What Else is Going On
We’ve gotten the bulk of the translations into the game for all the languages mentioned in the previous blog posting. There is a small percentage of text that will come in a little later, but for the most part those languages are in. Also, we will be adding Hungarian to the list of languages suppoorted at release.
Here are some screenshots of Arabic and Russian:
Of all the languages, supporting Arabic took by far the most programming work, and as you can see from some gaps between the letters, and a couple of cases where letters are too close to each other, it’s not quite done yet. I will be working on that as soon as I finish with this blog posting! But I think even with these issues it is starting to look nice.
We’re doing *lots* of little gameplay fixes all around the island, like, what does collision feel like in this area when you bump into things, what happens if you are standing in this doorway and the door tries to close on top of you, all that kind of thing.
Visuals are mostly locked down at the moment; we are no longer changing big things about how the game looks, we’re more making spot-fixes here and there every time we see something we don’t totally like.