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What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
Game Reviews

What worked in The Witcher 3 and what didn’t: looking back on a landmark RPG with CD Projekt Red

by admin May 31, 2025


Do you remember what you were doing when The Witcher 3: Wild Hunt was released? It came out on 19th May 2015. I remember because I was inside CD Projekt Red at the time, trying to capture the moment for you – a moment I’m unlikely to replicate there or anywhere else. I recall sitting in the studio’s canteen in the small hours of the morning, after a midnight launch event in a mall in Warsaw, chewing on a piece of cold pizza and wondering out loud what would come next for the studio, because at the time, who could know? One era was ending and another was about to begin. Would it bring the fame and fortune CD Projekt Red desired?

Today, more than 60 million sales of The Witcher 3 later, we know the answer is yes. The Witcher 3 became a role-playing classic. It delivered one of the most touchable medieval worlds we’ve explored, a rough place of craggy rocks and craggier faces, of wonky morales and grim realities, of mud and dirtiness. And monsters, though not all were monstrous to look at. It was a world of grey, of superstition and folklore, and in it stood we, a legendary monster hunter, facing seemingly impossible odds. The Witcher 3 took fantasy seriously.

But the decade since the game’s release has been turbulent for CD Projekt Red. The studio launched its big new sci-fi series in 2020 with Cyberpunk 2077, and though the game has now sold more than 30 million copies, making it monetarily a success, it had a nightmarish launch. The PS4 version had to be removed from sale. It brought enormous pressure, growing pains and intense scrutiny to the studio, and CD Projekt Red would spend a further three years patching and updating – and eventually releasing an expansion – before public opinion would mostly turn around.

Today the studio returns to safer ground, back to The Witcher world with the new game The Witcher 4, and as we look forward to it we should also look back, to the game that catapulted the studio to fame, and see what has been learnt.

The Witcher 3 is at version 4.04 today, a number that represents an enormously long period of post-release support.Watch on YouTube

It all began with naivety, as perhaps any ambitious project should. It’s easy to forget that 14 years ago, when The Witcher 3 was being conceived, CD Projekt Red had never made an open-world game before. The Witcher 1 and The Witcher 2 were linear in their approaches. It’s also easy to forget that the people making the game were 14 years younger and less experienced. Back then, this was the studio’s chance at recognition, so it aimed high in order to be seen. “The Witcher 3 was supposed to be this game that will end all other games,” Marcin Blacha, the lead writer of the game, tells me. Simply make an open-world game that’s also a story-driven game and release it on all platforms at the same time. How hard could it be?

“When I’m thinking about our state of mind back in those days, the only word that comes to my mind is enthusiastic,” Blacha says. “It was fantastic because we were so enthusiastic that we were full of courage. We were trying to experiment with stuff and we were not afraid. We were convinced that when we work with passion and love, it will pay off eventually.”

Every project has to begin somewhere and for Blacha, the person tasked with imagining the story, The Witcher 3 could only begin with Ciri, the daughter-of-sorts to The Witcher’s central monster hunter character Geralt. As Blacha says, “The most important thing about Geralt and the most important thing about the books is the relationship between Geralt, Ciri and Yennefer. I already did two games with no sign of Ciri, no sign of Yennefer, and then we finally had a budget and proper time for pre-production, so for me, it was time to introduce both characters.”

It’s a decision that would have major repercussions for the rest of The Witcher series at CD Projekt Red. Blacha didn’t know it then, but Ciri would go on to become the protagonist of The Witcher 4. Had she not been the co-protagonist of The Witcher 3 – for you play as her in several sections during the game – who knows if things would have worked out the same way. It’s an understandable progression as it is, though there is still some uncertainty among the audience about Ciri’s starring role.

But Ciri’s inclusion came with complications, because the character we see in the game is not the character described in the books – not exactly. That book Ciri is much closer to the Ciri we’ve seen in the Netflix Witcher TV show: younger, more rebellious, and more teenager in a stereotypical kind of way. She might be an important part of the fiction, then, but that doesn’t mean she was especially well liked. “People were thinking that she’s annoying,” says Blacha, who grew up reading The Witcher books. CD Projekt Red, then, decided to make a Ciri of its own, aging her and making her more “flesh and bone”, as Blacha puts it. He fondly recalls a moment in the game’s development when reviewing the Ciri sections of the game, and saying aloud to studio director Adam Badowski how much he liked her. “I didn’t know that she’s going to be the protagonist of the next game,” he says, “but I said to Adam Badowski, she’s going to be very popular.”

Once Ciri had been earmarked for inclusion in The Witcher 3, the idea to have her pursued by the phantom-like force of the Wild Hunt – the members of which literally ride horses in the night sky, like Santa Claus’ cursed reindeer – came shortly after. CD Projekt Red had introduced the Wild Hunt in The Witcher 2 so it made sense. The outline of the main story was then laid down as a one-page narrative treatment. Then it was expanded to a two-page treatment, a four page treatment, an eight page treatment and so on. At around 10 pages, it already had the White Orchard prologue, almost the entirety of the No Man’s Land zone, and a hint of what would happen on Skellige and in Novigrad. When it was around 40 pages long, the quest design team was invited in.

CD Projekt Red made their Ciri older than she is in the books. | Image credit: CD Projekt Red

The quest design team’s job is to turn a story into a game, and this was a newly created department for The Witcher 3, created because the old way of writers designing the quests wasn’t working any more. “We were struggling a bit with making sure that every written story that we have prepared is also a story that we can play well,” Paweł Sasko says. He joined CD Projekt Red to be a part of that quest design team.

The quest design team carves up a narrative treatment, paragraph by paragraph, and expands those into playable questlines for the game. “It’s basically something between game design and a movie scenario,” Sasko says. There’s no dialogue, just a description of what will happen, and even a one-paragraph prompt can balloon into a 20-30 page design. Among the paragraphs Sasko was given to adapt was a storyline in No Man’s Land concerning a character known as the Bloody Baron.

The Bloody Baron storyline is widely acclaimed and has become synonymous with everything Sasko and CD Projekt Red were trying to do with the game. It’s a storyline that probes into mature themes like domestic abuse, fatherhood, and love and loss and grief. More importantly, it presents us with a flawed character and allows us time and space to perhaps change our opinion of them. It gives us layers many other games don’t go anywhere near.

When Sasko first encountered the storyline, there was only an outline. “It said that Geralt meets the Bloody Baron who asks Geralt to hunt a monster and look for his wife and daughter, and for that, he is going to share information about Ciri and tell Geralt where she went. That was pretty much it.” And Sasko already knew a few things about what he wanted to do. He knew he wanted to show No Man’s Land as a Slavic region bathed in superstitions and complex religious beliefs, one that had been ravaged by famine and war. He also knew the tone of the area was horror because this had been outlined by Blacha and the leaders of The Witcher 3 team.

Says Blacha: “My opinion is that a successful Witcher game is a mix of everything, so you have a horror line, you have a romance, you have adventure, you have exploration. When we started to think about our hubs, we thought about them in terms of a show, so No Man’s Land, the hub with the Bloody Baron, was horror; Skellige was supposed to be an adventure; and Novigrad was supposed to be a big city investigation.”

But there were key missing pieces then from the Bloody Baron sequence we know today. The botchling, for instance – the monstrous baby the quest revolves around. It didn’t exist. It was an idea that came from Sasko after he read a Slavic bestiary. “Yes,” he says, “the botchling idea came from me.”

The Bloody Baron. | Image credit: Eurogamer / CD Projekt Red

He wanted the botchling to be the conduit through which more mature themes of the story could be approached – something overt to keep you busy while deeper themes sunk in. It’s an approach Sasko says he pinched from Witcher author Andrzej Sapkowski, after deconstructing his work. “What he’s doing is he’s trying to find universal truths about human beings and struggles, but he doesn’t tell those stories directly,” Sasko says. “So for instance racism: he doesn’t talk about that directly but he finds an interesting way how, in his world, he can package that and talk about it. I followed his method and mimicked it.”

This way the botchling becomes your focus in the quest, as the Baron carries it back to the manor house and you defend him from wraiths, but while you’re doing that, you’re also talking and learning more about who the Bloody Baron – who Phillip Strenger – is. “I wanted you to feel almost like you’re in the shoes of that Bloody Baron,” Sasko says. “Peregrination is this path in Christianity you go through when you want to remove your sins, and that’s what this is meant to be. He’s just trying to do it, and he’s going through all of those things to do something good. And I wanted the player to start feeling like, ‘Wow, maybe this dude is not so bad.'”

It’s a quest that leaves a big impression. An email was forwarded to Sasko after the game’s release, written by a player who had lost their wife and child as the Baron once had. “And for him,” he says, “that moment when Baron was carrying the child was almost like a catharsis, when he was trying so badly to walk that path. And the moment he managed to: he wrote in his letter that he broke down in tears.”

There’s one other very significant moment in The Witcher 3 that Sasko had a large hand in, and it’s the Battle of Kaer Morhern, where the ‘goodies’ – the witchers and the sorceresses, and Ciri – make a stand against the titular menace of the Wild Hunt. Sasko designed this section specifically to emotionally tenderise you, through a series of fast-paced and fraught battles, so that by the time the climactic moment came, you were aptly primed to receive it. The moment being Vesemir’s death – the leader of the wolf school of witchers and father figure to Geralt. This, too, was Sasko’s idea. “We needed to transition Ciri from being a hunted animal to becoming a hunter,” he tells me, and the only event big enough and with enough inherent propulsion was Vesemir’s death.

Eredin, the leader of the Wild Hunt, breaks Vesemir’s neck. | Image credit: Eurogamer / CD Projekt Red

But for all of the successful moments in the game there are those that didn’t work. To the team that made the game, and to the players, there are things that clearly stand out. Such as Geralt’s witcher senses, which allow him to see scent trails and footsteps and clues in the world around him. Geralt’s detective mode, in other words. Sasko laughs as he cringes about it now. “We’ve overdone the witcher senses so much, oh my god,” he says. “At the time when we were starting this, we were like, ‘We don’t have it in the game; we have to use it to make you feel like a witcher.’ But then at the end, especially in the expansions, we tried to decrease it so it doesn’t feel so overloaded.” He’d even turn it down by a further 10 to 20 per cent, he says.

There were all of the question marks dotted across the map, luring us to places to find meagre hidden treasure rewards. “I think we all scratch our heads about what we were thinking when trying to build this,” Sasko tells me. “I guess it just came from fear – from fear that the player will feel that the world is empty.” This was the first time CD Projekt Red had really the player’s hand go, remember, and not controlled where in the world you would be.

Shallow gameplay is a criticism many people have, especially in the game’s repetitive combat, and again, this is something Sasko and the team are well aware of. “We don’t feel that the gameplay in Witcher 3 was deep enough,” he says. “It was for the times okay, but nowadays when you play it, even though the story still holds really well, you can see that the gameplay is a bit rusty.” Also, the cutscenes could have been paced better and had less exposition in them, and the game in general could have dumped fewer concepts on you at once. Cognitive overload, Sasko calls it. “In every second sentence you have a new concept introduced, a new country mentioned, a new politician…” It was too much.

More broadly, he would also have liked the open-world to be more closely connected to the game’s story, rather than be, mostly, a pretty backdrop. “It’s like in the theatre when you have beautiful decorations at the back made of cardboard and paper, and not much happens to them except an actor pulls a rope and it starts to rain or something.” he says. It’s to do with how the main story influences the world and vice versa, and he thinks the studio can be better at it.

Ciri and Geralt look at a coin purse in The Witcher 3. This is, coincidentally, the same tavern you begin the game in, with Vesemir, and the same tavern you meet Master Mirror in. | Image credit: Eurogamer / CD Projekt Red

One conversation that surprises me, when looking back on The Witcher 3, is a conversation about popularity, because it’s easy to forget now – with the intense scrutiny the studio seems always to be under – that when development began, not many people knew about CD Projekt Red. The combined sales of both Witcher games in 2013 were only 5 million. Poland knew about it – the Witcher fiction originated there and CD Projekt Red is Polish – and Germany knew about it, and some of the rest of Europe knew about it. But in North America, it was relatively unknown. That’s a large part of the reason why the Xbox 360 version of The Witcher 2 was made at all, to begin knocking on that door. And The Witcher 3, CD Projekt Red hoped, would kick that door open. “We knew that we wanted to play in the major league,” says Michał Platkow-Gilewski, vice president of communications and PR, stealing a quote from Cyberpunk character Jackie.

That’s why The Witcher 3 was revealed via a Game Informer cover story in early 2013, because that was deemed the way to do things there – the way to win US hearts, Platkow-Gilewski tells me. And it didn’t take long for interest to swell. When Platkow-Gilewski joined CD Projekt Red to help launch the Xbox 360 version of The Witcher 2 in 2012, he was handing out flyers at Gamescom with company co-founder Michał Kicinski, just to fill presentations for the game. By the time The Witcher 3 was being shown at Gamescom, a few years later, queues were three to four hours long. People would wait all day to play. “We had to learn how to deal with popularity during the campaign,” Platkow-Gilewski says.

Those game shows were crucial for spreading the word about The Witcher 3 and seeing first-hand the impact the game was having on players and press. “Nothing can beat a good show where you meet with people who are there to see their favourite games just slightly before the rest of the world,” he says. “They’re investing their time, money, effort, and you feel this support, sometimes love, to the IP you’re working on, and it boosts energy the way which you can’t compare with anything else. These human to human interactions are unique.” He says the studio’s leader Adam Badowski would refer to these showings as fuel that would propel development for the next year or so, which is why CD Projekt Red always tried to gather as many developers as possible for them, to feel the energy.

It was precisely these in-person events that Platkow-Gilewski says CD Projekt Red lacked in the lead up to Cyberpunk’s launch, after Covid shut the world down. The company did what it could by pivoting to online events instead – the world-first playtest of Cyberpunk was done online via stream-play software called Parsec; I was a part of it – and talked to fans through trailers, but it was much harder to gauge feedback this way. “It’s easy to just go with the flow and way harder to manage expectations,” Platkow-Gilewski says, so expectations spiralled. “For me the biggest lesson learned is to always check reality versus expectations, and with Cyberpunk, it was really hard to control and we didn’t know how to do it.”

It makes me wonder what the studio will do now with The Witcher 4, because the game show sector of the industry still hasn’t bounced back, and I doubt – having seen the effect Covid has had on shows from the inside of an events company – whether it ever will. “Gamescom is growing,” Platkow-Gilewski says somewhat optimistically. “Gamescom is back on track.” But I don’t know if it really is.

Michał Platkow-Gilewski cites this moment as one of his favourite from the Witcher 3 journey. The crew were at the game show PAX in front of a huge live audience and the dialogue audio wouldn’t play. Thankfully, they had Doug Cockle, the English language voice actor of Geralt, with them on the panel, so he live improvised the lines. Watch on YouTube

Something else I’m surprised to hear from him is mention of The Witcher 3’s rocky launch, because 10 years later – and in comparison to Cyberpunk’s – that’s not how I remember it. But Platkow-Gilewski remembers it differently. “When we released Witcher 3, the reception was not great,” he says. “Reviews were amazing but there was, at least in my memories, no common consensus that this is a huge game which will maybe define some, to some extent, the genre.”

I do remember the strain on some faces around the studio at launch, though. I also remember a tense conversation about the perceived graphics downgrade in the game, where people unfavourably compared footage of Witcher 3 at launch, with footage from a marketing gameplay trailer released years before it. There were also a number of bugs in the game’s code and its performance was unoptimised. “We knew things were far from being perfect,” Platkow-Gilewski says. But the studio worked hard in the years after launch to patch and update the game – The Witcher 3 is now on version 4.04, which is extraordinary for a single-player game – and they released showcase expansions for it.

Some of Marcin Blacha’s favourite work is in those expansions, he tells me, especially the horror storylines of Hearts of Stone, many of which he wrote. That expansion’s villain, Master Mirror, is also widely regarded as one of the best in the game, disguised as he is as a plain-looking and unassuming person who happens to have incredible and undefinable power. It’s not until deep into the expansion you begin to uncover his devilish identity, and it’s this subtle way of presenting a villain, and never over explaining his threat, that makes Master Mirror so memorable. He’s gathered such a following that some people have concocted elaborate theories about him.

Lead character artist Pawel Mielniczuk tells me about one theory whereby someone discovered you can see Master Mirror’s face on many other background characters in the game, which you can, and that they believed it was a deliberate tactic used by CD Projekt Red to underline Master Mirror’s devilish power. Remember, there was a neat trick with Master Mirror in that you had already met him at the beginning of The Witcher 3 base game, long before the expansion was ever developed, in a tavern in White Orchard. If CD Projekt Red could foreshadow him as far back as that, the theory went, then it could easily put his face on other characters in the game to achieve a similar ‘did you see it?’ effect.

The real villain in the Hearts of Stone expansion, Gaunter O’Dimm. Better known to many as Master Mirror. There’s a reason why he has such a plain-looking face… | Image credit: CD Projekt Red

The truth is far more mundane. Other characters in the game do have Master Mirror’s face, but only because his face is duplicated across the game in order to fill it out. CD Projekt Red didn’t know when it made the original Witcher 3 game that this villager would turn into anyone special. There was a tentative plan but it was very tentative, so this villager got a very villager face. “We just got a request for a tertiary unimportant character,” says Mileniczuk. “We had like 30-40 faces for the entire game so we just slapped a random face on him.” He laughs. And by the time Hearts of Stone development came around, the face – the identity – had stuck.

Expansions were an important part of cementing public opinion around The Witcher 3, then, as they were for cementing public opinion around Cyberpunk. They’ve become something of a golden bullet for the studio, a way to creatively unleash an already trained team and leave a much more positive memory in our heads.

Exactly what went wrong with Cyberpunk and how CD Projekt Red set about correcting it is a whole other story Chris Tapsell told recently on the site, so I don’t want to delve into specifics here. Suffice to say it was a hard time for the studio and many hard lessons had to be learned. “The pressure was huge,” Platkow-Gilewski says, “because from underdogs we went to a company which will, for sure, deliver the best experience in the world.”

But while much of the rhetoric around Cyberpunk concerns the launch, there’s a lot about the game itself that highlights how much progress the studio made, in terms of making open-world role-playing games. One of my favourite examples is how characters in Cyberpunk walk and talk rather than speak to you while rooted to the spot. It might seem like a small thing but it has a transformative and freeing effect on conversations, allowing the game to walk you places while you talk, and stage dialogue in a variety of cool ways. There’s a lot to admire about the density of detail in the world, too, and in the greater variety of body shapes and diversity. Plus let’s not forget, this is an actual open world rather than a segmented one as The Witcher 3 was. In many ways, the game was a huge step forward for the studio.

Cyberpunk wasn’t the only very notable thing to happen to the Witcher studio in those 10 years, either. During that time, The Witcher brand changed. Netflix piggybacked the game’s popularity and developed a TV series starring Henry Cavill, and with it propelled The Witcher to the wider world.

Curiously, CD Projekt Red wasn’t invited to help, which was odd given executive producer Tomek Baginski was well known to CD Projekt Red, having directed the intro cinematics for all three Witcher video games. But beyond minor pieces of crossover content, no meaningful collaboration ever occurred. “We had no part in the shows,” Pawel Mileniczuk says. “But it’s Hollywood: different words. I know how hard it was for Tomek to get in there, to convince them to do the show, and then how limited influence is when the production house sits on something. It’s many people, many decision makers, high stakes, big money. Nobody there was thinking about, Hey, let’s talk to those dudes from Poland making games. It’s a missed opportunity to me but what can I say?”

The debut trailer for The Witcher 4.Watch on YouTube

Nevertheless, the Netflix show had a surprisingly positive effect on the studio, with sales of The Witcher 3 spiking in 2019 and 2020 when the first season aired. “It was a really amazing year for us sales wise,” Platkow-Gilewski says. This not only means more revenue for the studio but also wider understanding; more people are more familiar with The Witcher world now than ever before, which bodes very well for The Witcher 4. Not that it influenced or affected the studio’s plans to return to that world, by the way. “We knew already that we wanted to come back to The Witcher,” Platkow-Gilewski says. “Some knew that they wanted to tell a Ciri story while we were still working on Witcher 3.”

But, again, with popularity also comes pressure. “We’ll have hopefully millions of people already hooked in from the get-go but with some expectations and visions and dreams which we have to, or may not be able to, fulfil,” Platkow-Gilewski adds. You can already sense this pressure in comments threads about the new game. Many people already have their ideas about what a new Witcher game should be. The Witcher 4 might seem like a return to safer ground, then, but the relationship with the audience has changed in the intervening 10 years.

“I think people are again with us,” Platkow-Gilewski says. “There are some who are way more careful than they used to be; I don’t see the hype train. We also learned how to talk about our game, what to show, when to show. But I think people believe again. Not everyone, and maybe it’s slightly harder to talk with the whole internet. It’s impossible now. It’s way more polarised than it used to be. But I believe that we’ll have something special for those who love The Witcher.”

Here we are a decade later, then, looking forward to another Witcher game by CD Projekt Red. But many things have changed. The studio has grown and shuffled people around and the roles of the people I speak to have changed. Marcin Blacha and Pawel Mielniczuk aren’t working on The Witcher 4, but on new IP Project Hadar, in addition to their managerial responsibilities, and Pawel Sasko is full-time on Cyberpunk 2. It’s only really Michał Platkow-Gilewski who’ll do a similar job for The Witcher 4 as on The Witcher 3, although this time with dozens more people to help. But they will all still consult and they’re confident in the abilities of The Witcher 4 team. “They really know what they’re doing,” says Sasko, “they are a very seasoned team.”

“We learned a lot of lessons down the road,” Platkow-Gilewski says, in closing. “I started this interview saying that we had this bliss of ignorance; now we know more, but hopefully we can still be brave. Before, we were launching a rocket and figuring out how to land on the moon. Now, we know the dangers but we are way more experienced, so we’ll find a way to navigate through these uncharted territories. We have a map already so hopefully it won’t be such a hard trip.”



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May 31, 2025 0 comments
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Sophie and Gustave in matching berets
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Clair Obscur: Expedition 33 didn’t invent Final Frenchtasy or the J’RPG: the newly dubbed subgenre has a long and complicated history

by admin May 30, 2025



Sometimes all it takes to make a new subgenre is an apostrophe. With just one hardworking punctuation mark, the newly christened J’RPG describes a refreshingly French spin on Japanese turn-based roleplaying games, and players can’t get enough of its irresistible je ne sais quoi.

J’RPG is a particularly brilliant fit for Clair Obscur: Expedition 33. Sandfall Interactive’s tale of saving dark-fantasy Paris from a series of increasingly unhappy birthdays boasts whimsical mimes, gilded Belle Epoque architecture, and an English voice cast able to drop merde and putain like they’re in a Marseille rap battle. But Sandfall’s debut—undeniably, spectacularly, proudly French—is just the latest title to deserve the name J’RPG.

(Image credit: Sabotage)

Last year’s Sea of Stars, which just released its free DLC Throes of the Watchmaker, was made by French-Canadian Sabotage Studios in Quebec. While you won’t spot Québécois famous landmarks like the Château Frontenac hotel recreated in pixel art to answer Clair Obscur’s crumpled Eiffel Tower, you will find Gaëtan Piment, a character who speaks entirely in the regional French dialect (there’s even a French Canadian language option), phoenix down replaced by poutine as must-have revives, and groan-worthy French puns whenever you discover a new enemy.


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These J’RPGs may share Francophone origins, but they’re two sides of the same coin. Clair Obscur’s influences are 3D JRPGs: its combat systems, environment design and kaleidoscopic UI effects infused with the DNA of Final Fantasy 7–10, Lost Odyssey, and Persona’s PlayStation 2 and later entries. Sea of Stars looks further back to the 16-bit era, evoking the lush pixel art of Chrono Trigger and timed attacks of Super Mario RPG, with thoughtful modernisations to take the sting from bugbears like MP management and level grinding.

There’s a simple reason for that crucial difference: The Great JRPG Divide. Sabotage Studios’ Canadians grew up immersed in the SNES JRPG golden age. Due to the cost of translating text-heavy scripts to multiple languages, Sandfall Interactive didn’t. Europe, and other PAL regions like Australia, existed in a parallel timeline.

If you didn’t have a chipped console and an import-savvy retailer you were out of luck. We didn’t play Chrono Trigger and Earthbound on the SNES, we got them a decade later on the DS and Wii U. Our first Final Fantasy was number 7. Our first Dragon Quest was the cel-shaded eighth instalment on the PS2. Thanks to magazines, enthusiasts knew about these fabled videogames, but broader awareness was non-existent. Culturally we were cut adrift—like Clair Obscur’s city of Lumiere, tragically separated from the mainland.

(Image credit: Kepler)

Of course this meant when a wave of indie developers made nostalgic 16-bit JRPG homages, they came from North Americans inspired by the SNES JRPG canon we Europeans mostly missed. Californian Zeboyd Games made some pretty excellent retro JRPGs like Lovecraft parody Cthulhu Saves the World and space opera Cosmic Star Heroine in the 2010s. Shadows of Adam in 2016 played Conan-esque fantasy reasonably straight, but some like Omocat’s 2020 hikikomori horror RPG Omori pushed the genre towards its conceptual limits. With Threads of Time in the works from a Toronto-based team, the North American 2D JRPG homages are far from over.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

French-speaking Europeans still left a mark on the 2D RPG scene, though. Thanks to its impressively easy-to-use nature, the 2D game engine RPG Maker had a strong Francophone community across both Canada and Europe in the mid 2000s. It’s just that without the formative impact of 16-bit classics Chrono Trigger, Earthbound, Dragon Quest, and Final Fantasy 1–6, European 2D games followed a different evolutionary path.

OFF, from the French-speaking Belgian team Unproductive Fun Time, became one of the French RPG Maker scene’s biggest successes in 2008, even admired by Undertale’s Toby Fox. This fever dream of an RPG has an unusual cooldown-driven combat system, plus an eclectic set of influences including Killer 7’s lurid fluorescent colour palette and Silent Hill 2’s disturbing monster designs. With a remaster due later in 2025, it’s another J’RPG to watch out for this year.

(Image credit: Armor Games)

A more recent RPG Maker example came out in 2023. Black-and-white timeloop RPG In Stars and Time was made by creator Adrienne Bazir, whose French upbringing shows. Chrono Trigger would usually be the obvious reference point for a 2D timeloop RPG, but Bazir’s influences are instead Gamecube classic Tales of Symphonia, Undertale, and a game Nintendo denied both PAL and NTSC regions: Mother 3. The result, like OFF, is a true original, a moving and inventive experience, remixing the age-old ATB combat system devised by Mr Final Fantasy Hironobu Sakaguchi with an equipment system using memories from past runs.

Clair Obscur’s AA western take on the 3D JRPG stands out because it looks expensive in comparison. Recording every one of Gustave’s gallic shrugs in motion capture doesn’t come cheap, and presumably neither does his voice actor Charlie Cox. Perhaps another factor in its rarity is how Northern American developers gave the western JRPG a mixed reputation, with Ion Storm’s enjoyably barmy 2001 effort Anachronox and BioWare’s biggest non-live service regret Sonic Chronicles: The Dark Brotherhood both considered failures. For me, it’s a point of pride that Europeans, locked out from much of JRPG history, were the ones to finally do the 3D era justice.

(Image credit: Kepler)

Back in the ’90s, it sucked being an JRPG fan in PAL regions. It felt like watching North America enjoy a party we weren’t invited to. Decades later, those quirks of regional distribution are producing wonderfully distinctive takes on a classic genre. The Great JRPG Divide may be over, but its influence is still with us—even if we’re still waiting for Xenogears to get that unbelievably overdue official release.



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May 30, 2025 0 comments
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Ross Ulbricht at Bitcoin 2025. Image: Decrypt/André Beganski
GameFi Guides

Ross Ulbricht Speaks at Bitcoin 2025: ‘You Didn’t Forget Me’

by admin May 30, 2025



In brief

  • Ulbricht thanked the Bitcoin community for years of support, including letters, advocacy, and fundraising.
  • “You never forgot me. You gave me hope,” Ulbricht told the audience.
  • He urged the crypto community to unite around the core values of freedom, decentralization, and unity.

A decade after being sentenced to two life terms plus 40 years without parole, Silk Road founder Ross Ulbricht took the stage at the Bitcoin 2025 conference on Thursday, a free man. No longer behind bars, Ulbricht was overwhelmed by how much the world, Bitcoin, and technology had changed since his imprisonment.

“Just a few months ago, I was trapped behind those prison walls and didn’t know if I would ever get out,” Ulbricht said. “Now I’m free, and it’s because of you.”

Choking up as he recalled the years behind bars, Ulbricht thanked the Bitcoin community for standing by him throughout his time in prison.

“You didn’t abandon me. You didn’t forget me. You wrote me letters. You raised money for my defense,” Ulbricht told the audience. “When I was silenced, you spoke up against the slander and the smears.”

He described his pardon as a ‘miracle’ and said it was disorienting to emerge into a world filled with drones, AI, and cryptocurrency apps.

“I effectively went into a time capsule in 2013,” Ulbricht said, comparing himself to Rip Van Winkle.

“When I walked out of prison a few months ago, I’d never seen a drone, used AI, or tried VR. I hadn’t even chatted with AI,” he said. “Now it’s all hitting me at once — the freedom, the technology, the fact that I have a future again.”



Agents with the U.S. Federal Bureau of Investigation arrested Ulbricht on October 1, 2013, for his involvement with creating and operating the Silk Road.  The dark web marketplace facilitated anonymous sales of illegal drugs and services using Bitcoin.

Ulbricht was charged with conspiracy, drug trafficking, and operating a criminal enterprise. On May 29, 2015, U.S. District Judge Katherine Forrest sentenced Ulbricht to two life terms plus 40 years without parole.

Ulbricht’s conviction sparked a global campaign to set him free. Spearheaded by Ulbricht’s mother, Lyn Ulbricht, the Free Ross movement included a Change.org petition that received over 600,000 signatures asking for clemency.

In the lead-up to the 2024 presidential election, then-candidate Donald Trump promised to free Ulbricht in a bid to appeal to the Bitcoin community.

After 11 years in prison, on January 21, 2025, President Trump signed the pardon that released Ulbricht.

“It took President Trump recognizing that an injustice had been done and that many of you demanded my freedom. I’m thankful we elected him. He’s a man who does what he says — he said he’d free me, and he did. He’s a man of integrity.”

Despite the years he spent in prison, Ulbricht urged the Bitcoin community to stay grounded in its core principles.

Ross Ulbricht at Bitcoin 2025. Image: Decrypt/André Beganski

“With so much speed and chaos, it’s more important than ever to stay true to our principles. It’s easy to lose sight when everything happens at once and countless things pull at your attention,” he said. “Principles should be simple and few and today, I’ll mention three: freedom, decentralization, and unity. Remember those three.”

As he closed his speech, Ulbricht called for solidarity—not just among Bitcoiners but across the entire cryptocurrency community—and for renewed commitment to the values that had carried both him and the movement this far.

“We can argue, but never see each other as enemies. Those who oppose decentralization and freedom thrive on our division. Stay united,” he said. “If we agree that we deserve freedom and that decentralization secures it, we can stand together. Have each other’s backs, as you had mine. Freedom, decentralization, unity—stay true to these, and the future is ours.”

Edited by Sebastian Sinclair

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May 30, 2025 0 comments
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ETH, BNB didn’t get much hype at launch, just like XYZVerse which ranks among the leading cryptos
GameFi Guides

ETH, BNB didn’t get much hype at launch, just like XYZVerse which ranks among the leading cryptos

by admin May 25, 2025



Disclosure: This article does not represent investment advice. The content and materials featured on this page are for educational purposes only.

XYZVerse, once a quiet entrant, is now a leading digital asset, sparking interest with its unexpected surge.

Many leading cryptocurrencies started with little attention, only to surge in popularity later. XYZVerse is a prime example, quietly entering the market and now standing among the top digital assets. Its unexpected rise is turning heads and sparking interest. What led to XYZVerse’s ascent, and what does it mean for the future of digital currencies?

Undervalued XYZ memecoin prepares for major CEX listing

XYZVerse (XYZ) is making serious waves in the crypto world with its bold presale vision: a climb from $0.0001 to $0.10. Now halfway there, the project has already raised over $13 million, with the current token price sitting at $0.003333.

As it enters the 13th stage of its presale, the price will rise to $0.005, giving early investors one last chance to buy in at a deep discount before it moves higher.

Major exchange listing incoming

Once the presale wraps up, XYZ is set to debut on top-tier centralized and decentralized exchanges. While exact platforms haven’t been revealed yet, the team has teased a major launch event, fueling speculation and excitement.

A memecoin for the champions

XYZVerse isn’t just another memecoin; it’s a rallying cry for the relentless. Built for sports lovers, risk-takers, and those with a competitive edge, XYZ speaks to a new generation of crypto investors chasing the next big win.

At the heart of the project is XYZepe — a gladiator in the memecoin arena, fighting for a top spot on CoinMarketCap. Will it follow the legendary path of DOGE or SHIB? The story is still unfolding.

Powered by the community

In XYZVerse, the community is everything. Over 10% of the total supply )10 billion XYZ tokens) has been set aside for airdrops and rewards, making it one of the largest giveaways in memecoin history.

With strong tokenomics, upcoming CEX/DEX listings, and deflationary mechanics like token burns, XYZ is positioning itself for a breakout run. Every step is calculated to fuel growth, reward early believers, and build a movement that lasts.

Claim a spot in the XYZVerse presale now and join the memecoin built to win!

Ethereum

Ethereum (ETH) has seen significant price changes recently. In the past month, its price surged by 69.04%. Over the last week, it increased by 2.31%. However, over the past six months, the price decreased by 19.77%. This suggests a recovery from earlier losses.

Currently, Ethereum’s price ranges between $2303.83 and $2715.19. The nearest resistance level is $2932; if the price breaks this, it could reach the next resistance at $3343. The nearest support level is $2109, with a secondary support at $1698. Breaking above the first resistance could lead to an 8% increase. Falling below the support may result in a 9% decrease.

Technical indicators show possible future movements. The Relative Strength Index (RSI) is 68.30, close to the overbought level of 70. This may suggest a price correction soon. The Stochastic indicator is at 88.60, also indicating overbought conditions. The MACD level is 28.7005, pointing to bullish momentum. The 10-day simple moving average is $2608.14, above the 100-day average of $2509.58, which is a positive sign.

Binance coin

Binance coin (BNB) has been on a consistent rise. In the past week, its price went up by 4.86%. Over the last month, it increased by 14.53%, and in six months, it climbed 8.05%. The current price ranges between $626.63 and $684.83, showing a steady upward trend.

The 10-day Simple Moving Average is $680.39, above the 100-day SMA of $652.46, indicating short-term bullish momentum. The Relative Strength Index is at 69.47, nearing overbought levels, but suggests potential for further growth. The Stochastic oscillator reads 70.41, pointing to a bullish sentiment.

BNB is approaching its nearest resistance at $717. Breaking this could lead to the next resistance at $776, representing potential gains of around 5% and 13% from current prices. Support levels are at $601.47 and $543.27, which could limit downside risks. Traders are watching these levels as BNB’s upward movement continues.

Conclusion

Just as ETH and BNB rose quietly to the top, XYZVerse now stands poised to lead the 2025 bull run with its unique sports-focused ecosystem.

To learn more about XYZVerse, visit the website, Telegram, and Twitter.

Disclosure: This content is provided by a third party. crypto.news does not endorse any product mentioned on this page. Users must do their own research before taking any actions related to the company.



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May 25, 2025 0 comments
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Google Beam
Gaming Gear

The Most Lifelike 3D Video Calling That Didn’t Totally Blow Me Away

by admin May 22, 2025


After Android XR smart glasses, I was most excited to try out Google Beam, a shrunken and commercialized version of Project Starline 3D video calling booth that Google has been plugging away at over the past couple of years. Seemingly everyone who has tried Project Starline has told me how mind-blowing it is to video call with someone inside of what’s essentially a glasses-free 3D TV, and feel like they’re really sitting in front of them. I finally got the opportunity to try the technology at Google I/O 2025—it’s impressive, but it’s far from some perfect replication of the person you’re talking with.

Let me just repeat myself so there’s no confusion: that Google can replicate a person from a bunch of 2D videos that are then stitched together into 3D using a custom AI neural network is nothing short of wizardry. The 3D person inside of the screen really feels as if they’re sitting across the table. In my demo, which was actually using the older Project Starline setup and not the more compact one HP is making, a friendly guy named Jerome, who said he was being streamed from Seattle, Wash. to my screen in Mountain View, Calif., reached out to hand me an apple that was in his hand, and I instinctively tried to grab it. A few beats later, when he told me the demo was over, we high-fived—I, again, did it without much thought. All the while, during our 1-2 minute convo, we made eye contact, smiled, and laughed, as if we were together IRL. It was all very… normal.

Ridiculously short as my demo was, the limitations of the current version of 3D video calling technology were immediately obvious as soon as I sat down in front of the TV “booth.” When Jerome appeared on the screen, I could see that the 3D render of him was jittering very slightly. The entire time, I could see the slightly horizontal jitters as he moved around. The closest thing I can compare it to is like slightly jittery TV scanlines—but it was something that I noticed right away and became fixated on.

Another limitation is the camera tracking and viewing angle—it only really works looking at it dead center. Whenever I shifted my chair to the left or right, Jerome’s picture darkened and became distorted. Even with an 8K resolution, the light field display still looked grainy. I also noticed that if you try to “look around” the other person’s body, there’s nothing there. It’s just… empty particle-like space. That makes sense because Beam/Starline’s cameras are only capturing the front and parts of a person’s sides, not back angles. If you’ve ever seen the back of a person’s portrait mode photo (see below), you’ll know there’s just no captured data back there.

This is too cool: iPhone Portrait mode…exploded into depth layers pic.twitter.com/oA8FicilWG

— Ray Wong (@raywongy) November 22, 2018

I’m also suspicious as hell about how well Beam works in less-than-optimal lighting. The room I was in had nicely diffused lighting. I suspect that the image quality might be greatly degraded with dimmer lighting. There would probably be some real noticeable image noise.

I should also note that my chat with Jerome was actually my second demo. My first demo was with a guy named Ryan. The experience was equally as brief, but Starline crashed and his image froze, and I had to be transferred to Jerome. Prototypes! Sure, Zoom calls can freeze up too, but you know what doesn’t freeze up? Real-life conversations in person.

Because these units were Project Starline ones—the cameras and speaker modules were attached to the sides of the screen instead of built into them—there’s no way to know whether Google Beam is a more polished product or not.

I really expected to have my mind blown like everyone else, but because it felt so natural, the whole experience didn’t quite make me freak out. And I’m known for freaking out when some new technology seems amazing. Maybe that’s a blessing in disguise—there’s no shock factor (not for me, at least), which means the Beam/Starline technology has done its job (mostly) getting out of the way to allow for genuine communication.





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May 22, 2025 0 comments
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