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Witcher

Even The Witcher author is dogpiling on George R. R. Martin now
Game Updates

Even The Witcher author is dogpiling on George R. R. Martin now

by admin June 24, 2025


George R. R. Martin just can’t catch a break, huh?

The author of the A Song of Ice and Fire series, which adapted into the HBO show Game of Thrones, is suffering from perhaps the worst case of writer’s block in recorded history; Martin published A Dance with Dragons, the fifth ASOIAF book, in 2011 and hasn’t completed the planned seven-book series since. He receives plenty of flak from fans for not finishing the books yet, and now a contemporary in Andrzej Sapkowski, the author of The Witcher book series, is throwing shade too.

“I will write something else. Relax. No need to fear. And unlike George R. R. Martin — whom, by the way, I know personally — when I say I’ll write something, I will,” Sapkowski said to start a panel at Opole book festival (via Redanian Intelligence) in comments originally made in Polish.

Sapkowski meant no ill will, and empathized with the position Martin is in. “I totally understand him. Because if someone had pulled a stunt like that on me, filming a series based on my books, and then getting ahead of what I intended to write, I’d also be wondering whether there’s any point in writing anymore,” Sapkowski said, touching on how HBO’s Game of Thrones lapped the ASOIAF novels and provided an unsatisfactory conclusion for the series’ story. “If it’s already been done, right? Makes no sense. It’s nice when they adapt your work, that’s the author’s bloody right, but to adapt what doesn’t exist yet, to extrapolate like that? That’s just indecent.”

He echoed the theory that Martin isn’t continuing the series because the idea of it has lost its luster after Game of Thrones’ disappointed with its final seasons. “So Martin still isn’t writing, probably because he got offended that they filmed the continuation [of Game of Thrones], but I bet he didn’t give the money back, knowing how life goes. I wouldn’t have given it back.”

Sapkowski himself is no stranger to adaptations; The Witcher was adapted into a Polish film in 2001 and a TV series that lasted one season the following year. The Witcher gained mainstream popularity once CD Projekt Red got a hold of the license, culminating in 2015’s The Witcher 3: Wild Hunt. Netflix is currently in the throes of adapting it for TV; the third season in 2023 saw the exit of star (and huge fan) Henry Cavill, leading to Liam Hemsworth wearing the medallion for the final two yet-to-be-released seasons. Sapkowski opts not to comment on the quality of the Netflix adaptations, which include two animated Witcher films, saying, “I appear in the end credits. Which means: if I say something positive, you’ll say, ‘Well of course, the magpie praises its own tail.’ And if I say something negative, you’ll say, ‘Idiot.’ So I won’t say anything.”

The Witcher ended as a seven-book series in 1999 with The Lady of the Lake, but Sapkowski returned to it in 2013 with Season of Storms, set sometime before the events of the first novel. He’s returned to it again with Crossroads of Ravens, which released in Poland last year before a wider international release later in 2025. It’s a prequel that follows a young Geralt, fresh off of completing his Witcher training at Kaer Morhen.



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June 24, 2025 0 comments
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Here's our first look at gameplay from former The Witcher developers' fantasy RPG, The Blood of the Dawnwalker
Game Reviews

Here’s our first look at gameplay from former The Witcher developers’ fantasy RPG, The Blood of the Dawnwalker

by admin June 22, 2025


Rebel Wolves, the studio from former CD Projekt director Konrad Tomaszkiewicz, has dropped a new trailer giving us our first meaningful look at The Blood of the Dawnwalker’s gameplay.

Recorded on PC – and clearly labelled as a pre-beta “work-in-progress” – the trailer presents a bumper-length introduction to some of the game’s features and gameplay mechanics. You can check it out below:

The Blood of Dawnwalker — Gameplay Overview.Watch on YouTube

As well as watching protagonist Coen in action, and some of the gorgeous environments he’ll visit, we also get a good long look at his perks menu, too, and learn a little more about how to balance his human qualities with his superhuman ones.

“Using hexes consumes his health,” explains design director, Daniel Sadowski. “The way our magic system works, there’s always a price to pay for manipulating reality.”

Rebel Wolves confirmed its first project would be dark fantasy RPG Dawnwalker at the beginning of last year. Described as a “brand-new role-playing saga”, it’s single-player and open-world, with a “strong focus on story and narrative”, casting players as Coen – a “young man turned into a Dawnwalker, forever treading the line between the world of day and the realm of night”. You must “fight for your humanity or embrace the cursed powers to save your family”.

Alongside Tomaszkiewicz, Rebel Wolves counts former CD Projekt scribe Jakub Szamałek as its narrative director and main writer, with other team members including design director Daniel Sadowski, animation director Tamara Zawada, art director Bartłomiej Gaweł, CFO Michał Boryka, and studio head Robert Murzynowski – who have collectively worked on games such as Cyberpunk, Thronebreaker, Shadow Warrior 2, and The Witcher series.

The Blood of Dawnwalker is coming to PC, PS5, and Xbox Series in 2026.



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June 22, 2025 0 comments
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Inside The Witcher 4 tech demo: the CD Projekt Red and Epic interview
Game Reviews

Inside The Witcher 4 tech demo: the CD Projekt Red and Epic interview

by admin June 17, 2025


Unreal Fest 2025 kicked off with an impressive demonstration of how The Witcher 4 developers CD Projekt Red are getting to grips with Unreal Engine 5. The 14-minute tech demo features lush forest landscapes, detailed character rendering and impressive hardware RT features, all running at 60fps on a base PlayStation 5. It’s one of the most visually ambitious projects we’ve seen for current-gen consoles even at this early stage, and we wanted to learn more about how the demo was created.

To find out, Digital Foundry’s Alex Battaglia took a trip to CDPR’s offices in Warsaw and spoke to key figures at CD Projekt Red – including Charles Tremblay, VP of technology; Jakub Knapik, VP of art and global art director; Kajetan Kapuscinski, cinematic director; Jan Hermanowicz, engineering production manager – as well as Kevin Örtegren, lead rendering programmer at Epic Games.

A selection of questions and answers from the interview follows below. As usual, the text has been slightly edited for clarity and brevity. You can see the full interview via the video embedded below. Enjoy!

Here’s the full video interview from CD Projekt Red in Warsaw, featuring Alex, Charles, Jakub, Kajetan, Jan and Kevin. Watch on YouTube

When did the cooperation between CDPR and Epic begin for The Witcher 4 tech demo, given the announcement of The Witcher going to Unreal in 2022?

Jan Hermanowicz: That will be about three years by now. When it comes to this particular demo, it’s sometimes hard to draw a line, but this is a relatively fresh thing that we started working on somewhere last year.

Why did CDPR switch from RedEngine to Unreal Engine in 2022?

Charles Tremblay: I get this question often, and I always preface it by saying that I don’t want people to think the tech we had was problematic – we’re super proud of what we achieved with Cyberpunk. That being said, when we started the new Witcher project, we wanted to be more of a multi-production company, and our technology was not well made for that. It was one project at a time, put the gameplay down, then move on. Second, we wanted to extend to a multiplayer experience, and our tech was for a single-player game. So we decided to partner with Epic to follow the company strategy.

Seeing the Witcher 4 demo running first on PS5, it goes against the grain of what CDPR has done in the past in terms of its PC-first development and PC-first demos for Cyberpunk 2077 and The Witcher 3. So why target PS5 at 60fps?

Charles Tremblay: When we started the collaboration, we had super high ambition for this project. As you said, we always do PC, we push and then we try to scale down. But we had so many problems in the past that we wanted to do a console-first development. We saw it would be challenging to realise that ambition on PS5 at 60fps, which is why we started to figure out what needs to be done with the tech. We have all our other projects at 60fps, and we really wanted to aim for 60fps rather than going back to 30fps.


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Jan Hermanowicz: We had a mutally shared ambition with Epic about this, that this was the first pillar we established.

Kevin Örtegren: It was a really good opportunity for the engine as well, to use this as a demo and showcase that 60fps on a base console is achieveable with all the features that we have.

Do you see 60fps as a challenge or a limitation?

Charles Tremblay: We’re perfectly aware that we still have a lot of work ahead of us – this is a tech demo; the whole gameplay loop isn’t implemented, there’s no combat and there’s a lot of things that don’t work. But still, the ambition is set. It’s too early to say if we’ll nail it, but we’ll work as hard as we can to make it, for sure.

How did you manage to get hardware Lumen running at 60fps on console, when almost all other implementations are at 30fps?

Kevin Örtegren: It comes down to performance and optimisations on both the GPU side and CPU side. On the CPU, there’s been a ton of work on optimising away a lot of the cost on the critical path of the render thread: multi-threading things, removing all sync points we don’t need, allowing all types of primitives to actually time slice… On the GPU, tracing costs need to be kept low, so having good proxies and streaming in the right amount of stuff in the vicinity… making this work out of the box is core to that 60fps.

The Witcher 4 presentation at Unreal Fest Orlando is well worth watching in its entirety, starting with the trailer and then moving onto more detailed explanations. Watch on YouTube

Why target 60fps with hardware Lumen when the software path exists and runs faster?

Kevin Örtegren: The software path has a lot of limitations, things that we simply cannot get away from, no matter how hard we try. The distance field approximation is effectively static, right, and the more dynamic worlds we build, we want that to also be part of the ray tracing scene. So using hardware RT is much better quality-wise, we can get much better repesentation with RT than with distance fields. Generally, it is also kind of the future, so we’re focusing on hardware Lumen and we consider software Lumen to hopefully be a thing of the past.

Jakub Knapik: Looking at it from a Witcher point of view, this game will have a dynamic day/night cycle, so you need to secure the environments lighting-wise for all light angles, and it’s an open world game, so you need to make sure the way you make content will work and it will not light leak in all those situations. Hardware Lumen is much better for securing this. And like Kevin said, you can actually move trees and have proper occlusion.

For us, going with software Lumen would have a lot of limitations that would kill us from a production point of view; otherwise we’d have to change the design of the game.

Kevin Örtegren: It’s a good point. If you do software Lumen on one platform, but you want to scale up to hardware Lumen on another platform, working with both is problematic. You want to have the one representation, it’s much better.

Having hardware RT form the baseline makes some aspects of artist asset creation easier. | Image credit: CD Projekt Red/Epic Games/Digital Foundry

What effect does having RTGI and RT reflections on consoles as baseline tech have on art design?

Jakub Knapik: It was challenging to find a middle ground artistically with Cyberpunk so that it works on both consoles and high-end PCs. With this approach, we only have to alter the game once, and we can make sure it’s visually similar – it just gets better – and the art direction is consistent on all platforms.

Can you explain what it was like using Lumen for the first time in cinematics?

Kajetan Kapuscinski: The tools we were provided from Epic and the tools we’re co-developing with them open up a lot of possibilities to have creative freedom and create the things you’ve now seen in the beginning of the demo. It’s liberating in many ways.

Jakub Knapik: There are many aspects to the look, apart from Lumen, that we actually introduced in this demo – like lens simulation, film simulation, ACES tone mapping, all of that stuff we also added when working on the technology for The Witcher. So that all contributes to a slightly more effortless approach to scenes.

How were the world and terrain created for this demo?

Jan Hermanowicz: The pipeline we’re using for this is actually the pipeline for the main game, so there’s ideation and then landscape creation within DCC tools. We do the first pass outside of the engine, then import that height map into the engine, then do the rest of the sculpting in Unreal Engine. That’s purely the terrain; what you see is a layered picture with meshes like additional rock formations, trees, that sort of stuff, there’s a procedural (PCG) layer. Effectively, we replace the auto grass with the runtime GPU-based PCG, and we use that for the small debris, trash, grass and stuff like that.

How did the team view the paradigm shift in how vegetatation is made? After all, it’s been done with alpha cutout cards since I was a child!

Jakub Knapik: I think that combo of Nanite foliage plus PCG is a killer combo. Creating big trees is one problem, creating small foliage is another problem, and with this demo we tried to combine both techniques. Having big moveable trees that are illuminated properly was our biggest concern, because if you have a static tree, that’s an approachable problem. If you have a moving tree, that’s really hard.

I remember being in a conversation with our art director, Lucjan Więcek, and saying to him “you can have good lighting, or moving trees”. It’s hard to have both. There was a lot of effort from CDPR’s and Epic’s tech teams to solve that problem. That was by far the biggest change and concern we had with The Witcher.

Nanite foliage is one of the core technologies for The Witcher 4, replacing the card-based system used for multiple console generations. | Image credit: CD Projekt Red/Epic Games/Digital Foundry

Kevin Örtegren: As you said, alpha cutout cards has been the technique for many, many years. But it doesn’t really cut it – it’s flat, so it looks good from a certain angle but not every angle, shadows might be problematic as well. Throwing geometry at it is the only way to make it real volumetric.

Jan Hermanowicz: Exactly, and it opens up new possibilities for artists. So, for example, the pine needs that you see up-close in the demo is a perfect case for geometry. It requires some change of thinking among foliage artists, but the possibilities outweighed any new challenges.

Charles Tremblay: The reason we had the pine tree is because we thought it was the worst case scenario, and we worked on it for a long time. I was super stresed when we started work on the demo, and we had to consider also the asset space on disk, all the assemblies… In The Witcher, the forest is the soul of the game, so it couldn’t be done the traditional way.

Jan Hermanowicz: One of the best days was finding out this crazy amount of polygons without alpha actually ran faster than the classic cards approach.

Do you see this approach also working on other areas of rendering?

Kevin Örtegren: It’s possible, we’ve discussed it. The voxel idea isn’t actually all that new, Brian Karis who came up with nanite, had an HPG talk with a section on voxels a few years ago… at the time, it wasn’t a perfect fit, but it turns out it was actually a very good fit for foliage. So anything that looks like foliage might be a contender to use this tech.

How does this voxel-based approach to foliage fit into the classic lighting pipeline? How is everything lit and shaded?

Kevin Örtegren: They actually fit in every nicely – part of the standard Nanite pipeline is replaced by the voxel path, and that same path runs for VSMs. That’s why it’s kind of cheap to render into shadows in the distance, because they’re just voxels – that just works out of the box. Lighting-wise, it’s regular directional light, with improvements to the foliage shading model, on the indirect side, we have a simplified representation which is static for performance reasons, so it scales up.

How did you get virtual shadow maps (VSMs) running at 60fps when that’s relatively rare for shipping UE5 games on console?

Kevin Örtegren: There’s been a lot of work for a long time on improving performance in VSMs; I think a lot of times, developers turn it off because they have a lot of non-Nanite geometry. Obviously the settings are important as well, you can’t go with the highest resolution and highest LOD bias; here with the demo, we have a sensible setup. You can see some flickering on skin and some surfaces from lower-resolution shadows, but it works for us.

It takes special techniques to achieve good visual results on the very first frame following a camera cut. | Image credit: Digital Foundry

How was the demo’s flawless frame-rate achieved? I know you’re using triple buffering, but how does it work?

Kevin Örtegren: First of all, the average frame-time has to be reasonable, and we use dynamic resolution scaling to make sure we’ve got an achievable 60fps on every frame. Then we have the camera cuts, where we lose the history and we have to re-render a lot of stuff. Overdraw is massive on that first frame, and spikes can be 10ms or more and you can drop a frame.

Tackling that required an optimisation to prime that data so we have something to cull against, which brings spikes down significantly. In cases where we’re going above 16.6ms anyway, given we don’t have a super low latency mode enabled, we actually have quite a bit of a buffer zone. If one frame goes over, but the next one doesn’t, you can start to catch up and not drop that frame. Essentially if by the time you submit your work from the CPU to the GPU – the time that work has to finish before the next present – you have two or three frames of buffer to eat those hitches.

If you look at the demo more closely, you can see that the first frame is pretty good after the camera cut, and that’s because we render two frames before the next present, and then just discard one of them. The first one provides the history for the second one, which means that second one looks much better. So if we manage our frame times well enough, we can get away with that.

Would this technique work in other games? If there was a button in the options that said “smooth cutscenes”, I’d always click it.

Kevin Örtegren: There are two options here, one being the way we sync the game thread to the GPU – there are already options for that. You can do really low latency stuff, you can sync with the presents. Or you can sync your game thread to the render thread, then you get a bit of a pipeline going which smooths things out. Then you can select double buffering or triple buffering.

Jan Hermanowicz: There’s some work we did on the game thread side of things, on the CPU side. We uploaded as much as we could to async, so it can be computed over time, and Unreal animation framework also helps a lot because it moves a lot of animations to the other threads. Plus we’re now smoothly streaming geometry with FastGeo in this demo, so we’re not loading big chunks of a world. Plus, it requires some strategising, we know our world – in the demo and in the full game – and we know when it’s a good time to start loading certain things so that it isn’t just like “oh, it happened!” and there’s a hitch. You can’t predict everything, but having this thought process is an important part of this.

The Digital Foundry team share their first reaction to the Witcher 4 tech demo on the latest Unreal Engine 5.Watch on YouTube

How would CDPR potentially scale graphics to platforms more powerful than the base PS5, eg PS5 Pro or PC?

Jakub Knapik: This is one of the topics that we’re currently discussing. We said before that we wanted to start with the PS5 as the base and that it would be easier to scale up than down. We know that Lumen and these other technologies are providing pretty consistent representation across the scale. What it means exactly is another question – we’re CDPR, we always want to push PCs to the limit. It’s a creative process to decide how to use it. What it means for sure is that we’re going to expand all of the ray tracing features forward.

Kevin Örtegren: It’s another really good argument for hardware Lumen. If you start there, you can scale up easily and add super high-end features like MegaLights.

Charles Tremblay: I don’t want to go into too much detail, and don’t want to over-promise, but it’s something that’s super important to us, if people pay good money for hardware, we want them to have what the game can provide, not a simplified experience. The company started as a PC company, and we want to have the best experience for the PC gamer. But it’s too early to say what it’ll mean for The Witcher 4.

There’s also the Xbox Series S. What would it take to get this demo running on something with less memory and less GPU resources?

Charles Tremblay: I wish we had already done a lot of work on that, but we have not. This is something that’s next on our radar for sure. I would say that 60fps will be extremely challenging – it’s something we need to figure out.

The interview continues beyond this question, but due to time and space constraints we’ll conclude things there. Please do check out the full video interview above. Thanks to our panellists at CDPR and Epic for contributing their time and expertise.



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June 17, 2025 0 comments
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Ciri speaking.
Product Reviews

CD Projekt Red says The Witcher 4 will be a ‘more console-first development’

by admin June 16, 2025



Digital Foundry interviewed CD Projekt Red and Epic about the Unreal Engine 5 tech demo for The Witcher 4 and it’s an interesting look at the state of the art when it comes to how many polygons you need to make a pine tree look all nice (answer: a lot). One of the first topics that came up was the fact this tech demo was shown running on a PlayStation 5 rather than a PC.

“We always do PC and we push and then we try to scale down,” said Charles Tremblay, VP of technology at CD Projekt Red. “But then we had so many problems in the past that we tried to see, OK, this time around we really want to be more console-first development, right? And then we worked with Unreal, with our partner, and then we saw the challenge—to realize the ambition that to make what we want at 60 fps on PS5 would be, you know, there would be work.”

Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview – YouTube

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While your mind might race back to Cyberpunk 2077’s PlayStation launch, which was so bad Sony pulled it from sale, it’s not like The Witcher 3 didn’t undergo a lot of heavy-duty patching shortly after its release either. Much as you or I might like CDPR to say that our platform of choice is their baby darling and the one they think of first when they wake up in the morning, obviously something has to change if The Witcher 4’s launch isn’t going to be another five-alarm fire. (Hola!)


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“We wanted to solve certain foundations for us,” said Jakub Knapik, VP of art and global art director at CDPR. “It’s pretty logical in thinking about it—it’s easier to scale up than down. Because we know that both Lumen and all those technologies are providing us pretty consistent representation across the scale-up, we knew that once we’ll set up certain foundations both visually and technically, there’s room to scale up. Now what that means is another question. Because we’re CDPR, we always like to push PCs to the limit. It’s just a creative process how to really use it. We know we have a really great foundation right now on the console that we still need to push, but we’ll still figure out what it means—for sure we’re going to expand all the raytracing features forwards.”

So basically, don’t set fire to your pitchforks yet. Just because The Witcher 4 is going to be designed to hit 60 fps on a PlayStation 5 doesn’t mean you won’t be able to crank it up to ultra and see every pore on the face of some grubby peasant who is giving you a quest.

“The company started as a PC company and we definitely will want to have the best experience for the PC gamer for sure,” Tremblay said. “But it’s too early to say what will it mean for The Witcher 4.”

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



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June 16, 2025 0 comments
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Witcher 4 Dev Wants Studio To Harness The "Scrappy Energy" That Made Witcher 3 So Successful
Game Updates

Witcher 4 Dev Wants Studio To Harness The “Scrappy Energy” That Made Witcher 3 So Successful

by admin June 15, 2025



The Witcher 4 is CD Projekt’s next big RPG, and the studio is trying to harness some of the “scrappy” vibes the team had more than a decade ago when it was making The Witcher 3.

Narrative director Philipp Weber told GamesRadar that when the team was making The Witcher 3, there was “good creative chaos” going on at the studio. In practice, what this meant was that developers were working in a “vibe-based” manner and getting stuff done even if it was outside of their specific job remit.

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“Sometimes I like to just say, ‘Get it done. Do it dirty. Do it the way we used to do it!” Weber said.

This development philosophy worked out for the studio, as The Witcher 3 sold more than 60 million copies and is one of the top 10 best-selling video games of all time. For The Witcher 4, Weber said CD Projekt aims to “do justice” to the franchise’s story history by trying to retain what made The Witcher 3’s development special. But the Polish studio is also trying new things.

“There are [also] new questions we want to answer, because this is supposed to feel like a true sequel, not just redoing what we did before. And I think it’s really [about] trying to have that healthy mix of moving forward and also trying out some new things,” Weber explained.

The Witcher 4 doesn’t have a release date yet, but it’s not expected to launch until 2027 at the soonest. It’s one of multiple games in development now at CD Projekt. Some of the others include Cyberpunk 2, a remake of the original Witcher, and a game produced in partnership with Saudi Arabia.

The Witcher 4 focuses its story on Ciri, and this has generated some amount of debate and controversy. Some people are calling the game “woke,” but Geralt’s voice actor has slammed these critics. In other news, a new tech demo for the game debuted recently, and while it looked very impressive, the developers want people to know it wasn’t actually the game.



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June 15, 2025 0 comments
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Orianna, from The Witcher 3 launch trailer
Gaming Gear

Why was The Witcher 3 so dark? ‘It’s dishonest to always show and paint the world in a positive light’

by admin June 15, 2025



As part of The Witcher 3’s 10th anniversary celebration, CD Projekt Red spoke to GamesRadar about the “secret sauce” that made its quests so special. Maturity was cited as the main ingredient by Paweł Sasko, a quest designer on The Witcher 3, because the majority of its developers were entering their 30s and 40s. Also, importantly, they were Polish.

“I would say we, as Polish people, are much more negative than western societies,” Sasko said. “We have a tendency to see glass half empty rather than half full. Part of creating mature entertainment is just realizing that not everything in life is going to go great. In all of our lives, horrible shit is going to happen.”

And there sure is a lot of horrible shit in The Witcher 3. Fetus zombie? Fingernail torture? Baby in an oven? The Witcher 3’s got it all. Sasko compared these elements of awfulness in CDPR’s RPG to the moment you come to terms with the fact your parents are one day going to die. “I’m a development psychologist,” he explained, “so I think about those things a lot. For me this moment of transition, of understanding that your parents are aging and they’re going to get sick and die, is a part of our human experience. It’s dishonest to always show and paint the world in a positive light.”


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“You cannot prevent your parents dying,” he went on. “You cannot prevent the fact that maybe the pet you spent 15 years of your life with has cancer. You cannot completely prevent this. [But it’s about] being thankful for everything you experienced. Even in this fucking dystopian horrible world of Cyberpunk, or this dark noir Witcher world, there are good people. There are good moments. There are friendships. There’s love! I think that’s the ambition: to encourage people toward this, and it might be a bit dark when I’m speaking about it, but I want to make sure that ray of sunlight is visible in our work.”

Like the scene in Seven where Morgan Freeman, Brad Pitt, and Gwyneth Paltrow just have a lovely dinner together, these shining moments of contrast are cast in stark relief because they’re surrounded by, in Sasko’s own words, “horrible shit”.

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



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June 15, 2025 0 comments
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The Blood of Dawnwalker is vampire Witcher, and it looks rad in its latest gameplay trailer
Game Reviews

The Blood of Dawnwalker is vampire Witcher, and it looks rad in its latest gameplay trailer

by admin June 9, 2025


The Blood of Dawnwalker is a title many fans of The Witcher series have had an eye on even before it was given its name. That’s because it comes from Rebel Wolves, a team of CD Projekt Red veterans, and one that revealed its presence back in 2022.

Even before the action RPG was properly revealed, Witcher publisher Bandai Namco signed Rebel Wolves’ first game, which no doubt carries a certain level of trust in the project. The game was actually revealed earlier this year, and we just had a a fresh look at it this week.


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As part of the Xbox Games Showcase, we got treated to a new gameplay trailer for The Blood of Dawnwalker, the open-world action RPG from former CDPR creatives. The footage is almost entirely gameplay, showing the Unreal Engine 5 project in action.

Though its Witcher inspirations are clear, the flow of combat appears to be a lot; faster and more fluid. It’s going to be very interesting to see how much of the vampiric powers come into play compared to how often Witcher powers were used in those games.

But, if the trailer you’re about to watch doesn’t quite sell you on it, Rebel Wolves is hosting a proper gameplay reveal event on Saturday, June 21 at 12pm PT, 3PM ET, 8pm UK on Twitch.

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The Blood of Dawnwalker may not be the easiest name to remember, but the game very much looks like a Witcher with vampire powers. It takes place in Europe in a fictionalised version of the 14th-century Black Death bubonic plague.

Vampires use the chaos to emerge as a new power and reclaim their lost rule. In this first chapter, we play as Coen, a human-turned Dawnwalker who can navigate both the realms of night and day.

Rebel Wolves promises strong elements of choice and consequence, and the ability to carve a path that will test your conviction to humanity against all the good you can do with the powers of a vampire.

The Blood of Dawnwalker comes out 2026 on PC, PS5, and Xbox Series X/S.



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June 9, 2025 0 comments
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Ciri surveys a lush, mountainous vista.
Product Reviews

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?

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

“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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Get A New Look At The Witcher IV In Unreal Engine Technical Showcase
Game Updates

Get A New Look At The Witcher IV In Unreal Engine Technical Showcase

by admin June 4, 2025


CD Projekt Red took the stage during today’s State of Unreal showcase to unveil a new look at The Witcher IV. In it, CDPR takes viewers through a technical showcase highlighting new Unreal Engine 5 Nanite technology, NPC animations, and, of course, Ciri, the protagonist monster slayer of this fourth installment in the series. The Witcher IV looks gorgeous, and CDPR says today’s demo is running on a standard PlayStation 5 at 60 FPS. 

The demo begins with a cinematic showing a stagecoach in peril before we get a new look at Ciri. After the cinematic, CDPR took the stage to go hands-on-sticks for the technical showcase, which shows our first look at Ciri in representativ gameplay, her new horse companion Kelpie, and the gorgeous Kovir region the duo will explore. The demo takes viewers through some foliage for a look at new Nanite technology before bringing Ciri and Kelpi to the city of Valdrest. 

Check out the technical showcase for yourself below (thanks for the capture, GamesPrey): 

 

Jumping into some of the more technical details of this look at The Witcher IV, CDPR says Unreal Engine 5 features “Multi-Character Motion Matching” that keeps Ciri and Kelpie perfectly synchronized when mounting from any angle or speed, and claims “controlling Kelpie feels realistic and grounded” as a result. The new “Unreal Chaos Flesh Solver” allows realistic muscles to move and stretch under Kelpie’s skin without compromising the game’s performance. 

After Ciri and Kelpie ride into a wild forest of the Kovir region of this world, CDPR explains that “Nanite Foliage,” a new feature of Unreal Engine 5, allows artists to model every single leaf and pine needle. Each one can be represented as an “adaptive, volumetric, fully 3D voxel representation” that turns them into cubes the size of a pixel. According to Unreal, this technology makes designing foliage that reacts realistically to the world and light around it easier. 

The final piece of technology highlighted during The Witcher IV showcase is an “entirely new Unreal animation framework,” that CDPR says has allowed it to put over 300 animated NPCs “going about their business” without compromising a 60 FPS gameplay vision. 

Valdrest

The entire technical showcase looks beautiful and is quite ambitious. Of course, The Witcher IV is likely years away, and this showcase represents technology and not necessarily what the final game will look like. Still, it’s an exciting look at the possibilities of CDPR’s next open-world RPG. 

What did you think of the technical showcase? Let us know in the comments below!



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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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