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CDPR says the Kingdom Come style of systems-heavy RPG is ‘super great’ and, when it comes to The Witcher 4’s direction of travel, ‘these are our next steps for sure’

by admin June 4, 2025



Yesterday brought our first proper look at The Witcher 4, thanks to a highly impressive tech demo, and the Ciri-led sequel is now CDPR’s next big thing. PCG’s Josh Wolens recently sat down with several of the studio’s core figures to discuss the series’ past and future and, with this happening around The Witcher 3’s tenth anniversary, one prominent topic was how the gaming landscape has changed over that time.

The Witcher 4 will release in a very different world from The Witcher 3, and there are several high-profile examples of studios that don’t seem to have kept pace with the times. Bioware’s Dragon Age: Veilguard, for example, was a perfectly decent RPG, but the visuals aside it was almost like a game you could’ve been playing in 2015. But then there are those games that do feel like they’re pushing the RPG forward, like Kingdom Come Deliverance 2 and perhaps most prominently Baldur’s Gate 3. So where is CDPR and The Witcher 4 going to find itself?

“Bioware has changed for sure, but the industry has changed too,” says CDPR co-CEO Adam Badowski. “We have a different strategy for our company. We definitely would like to continue keeping and truly understanding our core rules, how we develop our games, and of course, on top of that, we need to find new things, especially in gameplay, because there’s not such a great progress when it comes to good stories.


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“So here we feel very strongly at the same time, so many great things happened in gameplay [since The Witcher 3]. What are players’ expectations here? And there are great games, great mechanics and plus UI [improvements]. So this is the idea for our development, and we are focusing on that, but at the same time we strongly believe in the core of what we are doing here.”

Badowski goes on to say that he thinks one of CDPR’s strengths is that, while The Witcher and Cyberpunk are very different worlds, at their heart are some pretty similar goals.

“So even if we have multiple games, it doesn’t mean that we are focusing on one big thing, because our games are similar when it comes to the core aspects,” says Badowski. “Of course, Cyberpunk is different from the Witcher, but different enough to feel that it’s something maybe more for me, less for you. But I think the core, the pillars, how we make games stay the same and we continue. Maybe that’s the difference, the difference between our strategy and Bioware’s strategy these days.”

(Image credit: CD Projekt Red)

To get down to brass tacks, then, what does CDPR see when it’s looking at the likes of KCD2 and BG3?

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“I love Kingdom Come because of the realism and the feeling, the sense of humor,” says Badowski. Would he even say it’s a little Witcher-y?

“Thank you,” laughs Badowski, before going on to explain how some of the more simulation-y and systems-heavy aspects of KCD2 are the things CDPR watches with interest, because this is partly The Witcher 4’s direction of travel.

“The Kingdom Come kind of simulation, it’s great,” says Badowski. “There’s so many options, you can change the world, it’s super great. And we would like to keep that, we’d like to follow this trend as well. So these are our next steps for sure, and it’s kind of a similar challenge to what we have in The Witcher 3 because of the open world and storytelling here, freedom of choices. But at the same time, we would like to build very fleshy, very well-motivated characters. So it’s kind of in contradiction from time-to-time. That’s a great design challenge.”

With Larian the influence is less direct. “In Larian’s case it’s turn-based so it’s a different kind of game, and the way you interact with characters is totally different,” says Bakowski. “We like to fully build the characters, understand the past and the future of the character motivation. That’s why it takes so much time. [In BG3] there are great characters as well but sometimes your choices, because there’s freedom of choices in Larian’s work, it pushes you to use different tricks than ours. But I think we observe each other, and there are not that many games like that, so that’s natural, yeah, and we see how players react, how fans react to those tactics.”

The Witcher 4 – Official Cinematic Trailer | State Of Unreal 2025 – YouTube

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It’s a theme that joint CEO Michał Nowakowski echoes: Baldur’s Gate 3 has clearly impressed an awful lot of people at CDPR, even if they’re conscious that The Witcher is always going to be a different type of RPG.

“I think we’re still more in the, you know, we’re a big open world,” says Nowakowski. “But a lot of what Baldur’s Gate 3 showed was an inspiration, and to be honest there’s no shame in that. I think everybody who launches games nowadays is looking back on what was done before, and is looking at what worked and what was great and how and if they can fit it into whatever they are doing.

“So for sure there was a lot of inspiration and what BG3 did, but I think we’re still more sticking to what was The Witcher 3 and Cyberpunk, even if we don’t want to just make another game like that, just with better graphics. We do want to innovate in terms of what’s available in terms of gameplay and so on. I hope when the time comes, that’s going to become clear for the fans as well.”

If that’s all sounding a little fuzzy, Nowakowski circles back to make it clear what CDPR is not doing:

“It’s a bit of an unclear answer, but to make it more clear, we definitely are not going to make a game like Larian did,” says Nowakowski. “That’s the kind of game they can make. But a lot of stuff with how the characters can interact with the world and what it does was for sure some inspiration to us.”



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June 4, 2025 0 comments
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Christmas came early because CDPR just showed over 12 minutes of The Witcher 4 gameplay
Game Reviews

Christmas came early because CDPR just showed over 12 minutes of The Witcher 4 gameplay

by admin June 4, 2025


As the developer of one of the largest, most prestigious, and highly anticipated Unreal Engine 5 games currently in the works, CD Projekt Red was invited to the stage of the latest edition of State of Unreal to deliver an updated look at The Witcher 4.

The event’s main focus was on the engine’s 5.6 iteration, and CDPR brought a demo running on the latest version of the engine to showcase a number of technical innovations – and some gameplay.


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It’s important to note that while the build was being played live with a controller, this is still a tech demo meant to highlight how CD Projekt Red is utilising the tools and features of Unreal Engine 5.6. This is the studio’s first game on Epic’s engine, too, so it’s not a stretch to say the final game may not look like that.

All that being said, the demo was running on a standard PS5, at 60fps with raytracing. It’s a pretty impressive showcase of what a next-gen Witcher could look like, even if it’s hard to belive final code will look that good.

The footage does not feature any monster hunting, or really any combat whatsoever. But, it does show crowd interactions, facial animations, animation motion-matching for multiple characters, and how quickly the game can load complex geometry to deliver a dense and incredibly detailed world.

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We’re not likely to see much more of the game for a while, so better crank the video all the way up to 4K60 to enjoy it as artifact-less as possible. The Witcher 4 does not have a release date, but the game is in development for PC, PS5, and Xbox Series X/S.



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June 4, 2025 0 comments
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CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned?
Game Reviews

CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video – so what have we learned?

by admin May 26, 2025



Developer CD Projekt RED has uploaded a generous batch of Switch 2 Cyberpunk 2077 footage week – 37 minutes of direct 4K capture to be exact – giving us an early glimpse at the state of its docked 30fps quality mode. Since it releases on 5th June as a Switch 2 launch title, we don’t really have too long to wait to see the real thing in action, though given that this footage comes with no “early build” disclaimer or suchlike it appears CDPR is confident in what it’s showing in this material – and for good reason. Poring over all the assets, we have plenty to work with for some preliminary comparisons and even frame-rate analysis. In short, the prospects for this Switch 2 rendition are encouraging overall.


In terms of content, CDPR is showing all manner of gameplay: driving, combat, major mission set pieces – you name it, it’s included. Some clips even reveal, quite openly, the challenges Switch 2 faces in running such a complex open world game – notably for high speed car action. To its credit, frame-rate delivery at 30 frames per second is strong based on this footage overall, with drops into the 20-30fps range mainly being a problem while speeding through Night City’s streets. Especially at points where multiple AI cars clog up its roads, it appears drops and traversal hitches are possible, something we’re keen to re-test on its release. It’s a positive showing overall, though: on-foot exploration around its markets, the bustling parade sequence teeming with NPCs, and even combat during the Phantom Liberty DLC all run at a perfect 30fps here.


In performance terms, this showing is perhaps best put in the context of what’s currently possible on last-gen consoles, and also Series S. In re-testing the base PS4 version today for example, it’s sobering to find that open world roaming there still plays out with hitching, geometry pop-in and drops to 20-30fps – certainly more than is evident in this Switch 2 footage. Going hands-on with the final build ourselves is a must for any final word on this, but early signs point to fewer glaring issues in traversal and battle.

Sit back, relax and enjoy another massive episode of DF Direct Weekly.Watch on YouTube

  • 0:00:00 Introduction
  • 0:00:39 News 1: 37 minutes of Cyberpunk 2077 Switch 2 footage released!
  • 0:18:51 News 2: AMD introduces 9060 XT
  • 0:31:43 News 3: AMD teases “FSR Redstone”
  • 0:44:15 News 4: Doom has hidden performance metrics on Xbox
  • 0:53:38 News 5: Mario Kart World originally planned for Switch 1
  • 1:02:49 News 6: Hellblade 2 coming to PS5
  • 1:11:29 Supporter Q1: What do you make of the Nvidia/Gamers Nexus controversy?
  • 1:19:41 Supporter Q2: If Microsoft is working on an Xbox emulator for Windows, does that signal the end for traditional Xbox consoles?
  • 1:28:56 Supporter Q3: Should Nintendo release a non-portable, home-only Switch 2?
  • 1:35:32 Supporter Q4: Could Switch 2 become a dumping ground for last-gen games?
  • 1:40:29 Supporter Q5: What are your hopes and concerns for Switch 2?

On the other hand, Xbox Series S’ performance level – in its own 30fps quality mode – is a more aspirational target for Switch 2. We described this version as ‘what last-gen should have been’ in our original review, thanks to it boasting a broadly rock-solid 30fps experience, and it even went on to receive a 60fps mode post-release. A question mark hovers over the viability of Switch 2’s own 40fps performance mode though, where we have no recent assets. More to come on this when we get the game ourselves.


In terms of comparisons, image quality is a plus point for Switch 2 when compared to the older PS4 release, and even Series S. Much of this boils down to Nvidia’s DLSS upscaling technology being available to Switch 2’s Tegra 239 processor. CDPR has already confirmed the use of DLSS to hit a 1080p target in docked play in this case (and a 720p target in handheld mode). However, the actual native pixel counts are typically lower than 1080p – with dynamic scaling taking us to 1280×720 at its nadir during the most extreme 20fps drop on record here while driving. More typically though, numbers like 792p, 810p and 864p crop up at less taxing points in the footage, which is a high enough base pixel count for DLSS to (usually) work its magic and reconstruct a 1080p frame.


For perspective, Series S’ quality mode renders at a 1296p-1440p range using AMD’s FSR 2 as its upscaler (as of a late 2022 patch 1.61, following an upgrade from TAA). Meanwhile, base PS4 continues to run at a 720p-900p range using CDPR’s own in-house temporal AA solution. In both cases Switch 2 has an advantage in temporal stability, at least. Even though it runs at a lower pixel count than Series S, DLSS more adeptly cleans up the game’s visual noise in certain scenarios compared to FSR 2. Shimmer is minimised across the dampened floors of the market area, while during static moments, fences and character detail up-close resolve with added sharpness via Switch 2’s upscaler.


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On the downside, for all its benefits, DLSS does not always hide its lower base pixel input. Driving at speed reveals blocking artefacts on Switch 2, while a later Johnny Silverhand dialogue sequence shows similar break-up around two background NPCs playing basketball. There are some limits on show, then, but it’s a respectably competitive result next to Series S all things considered. In fact, it’s similar to what we found with Street Fighter 6 comparisons between these two consoles, where Switch 2 pushes a sharper, less visibly noisy frame via DLSS – and despite Capcom’s fightert running at a lower native res in that case.


Focusing on visual quality, it’s a surprise to find Switch 2 is on par with both PS4 and Series S in a great many of its core settings. Paired side-by-side with each, there is scarce evidence of any differences in recreated shots: texture quality is a match, SSR is enabled across the floors, and motion blur is engaged too. There is a difference in ambient occlusion (resulting in thicker pockets of object shading on Switch 2) that needs further investigation – and it’s clear that Switch 2 also loses the lens flare effect of the Series S release. That aside, the variance in time of day and NPC placement account for a majority of the differences in the open city – whereas in confined interiors that are perfectly matched, the main difference is again DLSS’ impact on image quality.


It’s a positive peak at CDPR’s optimisation efforts so far and it appears to be an improvement on the build I played at Nintendo’s Switch 2 event in London last month. We’re just ten days away from what’s undeniably one of the most technically challenging third party games on Switch 2, and it’s certainly a big one for coverage plans at Digital Foundry. In fact as I type this, there’s an ongoing effort to bank as much Cyberpunk 2077 footage on other platforms for comparison. Roll on June 5th!



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May 26, 2025 0 comments
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