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Witcher

CD Projekt Red confirms Witcher 4 Unreal demo showcases tech tools, doesn't represent final game
Game Updates

CD Projekt Red confirms Witcher 4 Unreal demo showcases tech tools, doesn’t represent final game

by admin June 4, 2025


UPDATE 4:28pm UK: CD Projekt Red has confirmed to Eurogamer the demonstration in the Unreal livestream was a tech demo played live and running at 60fps on a base PS5, although this isn’t meant to represent a final version of The Witcher 4.

“This tech demo runs at 60fps on PS5, and that’s the performance we’re aiming for in The Witcher 4,” said a representative from the studio. “It’s still too early to confirm exact specs for every platform, but we’re working closely with Epic to create an open-world experience that’s both beautiful to look at and smooth to play.”

Further, when asked if this tech demo could give unrealistic expectations on how The Witcher 4 will perform at launch, given The Witcher 3’s initial performance, the studio responded: “It’s important to keep in mind that this tech demo isn’t meant to represent The Witcher 4 – it’s a showcase of the tools we’re developing together with Epic Games. That means specific visuals like character models and environments may be different to The Witcher 4.”

ORIGINAL STORY 2:59pm UK: A first look at a tech demo of The Witcher 4 has just been shown off during today’s State of Unreal stream.

During its time on the stage, we saw some in-game cinematics of a monster attacking a wagon, and Ciri coming across the scene some time later. It then transitioned into gameplay, with Kajetan Kapuscinski cinematic director at CD Projekt Red playing through it.

All this while Wyeth Johnson, senior director and project strategy at Epic Games, and Sebastian Kalemba, VP and game director at CD Projekt Red, narrated what we were seeing. This build was running on a standard PS5 at 60fps with ray tracing enabled, according to those on stage.

You can watch the full State of Unreal stream here.Watch on YouTube

We see some horse riding courtesy of Ciri’s horse Kelpie. Kelpie has realitic muscles and skin movement thanks to the Unreal Chaos Flesh Solver and machine-learned deformations, so the horse will look natural without performance issues. We also see Nanite Foliage in action, which according to senior director Wyeth Johnson allows for fast-rendering high quality shrubbery and scenery.

Ciri eventually comes to the city of Vargrest, filled with lots of NPCs rushing around and doing their own thing, be it looking at a bear or shopping at stalls. The build shows Ciri transition smoothly from gameplay to another in-game cinematic, leaning on a fence while talking to a quest giver.

From here, the trio pull away from Ciri and look around the town some more, zooming in at NPCs chatting about fish with various nifty bits of tech at work. The idea expressed by Kalemba is that the difference between Ciri and your regular old NPC isn’t too drastic.

The build then has a circus added, with its crowd ramped up with an increasing number of NPCs reacting to the show without any visual stuttering or lag. Following this, Kalemba pulls back to Ciri one final time stating, “We’re making this game to be the most immersive and ambitious open world Witcher game ever, and we’re making this a reality thanks to our work on Unreal with the team at Epic.”

Recently in a CD Projekt financial report, we learned development progress on The Witcher 4 was well underway. We also know The Witcher 4 won’t be out until 2026, so consider this an early technical peak at what’s to come.



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The Witcher 4's northern setting revealed in new Unreal livestream
Game Reviews

The Witcher 4’s northern setting revealed in new Unreal livestream

by admin June 3, 2025


The Witcher 4 will be set in the far northern region of Kovir, not yet seen in the previous games.

Earlier today, we saw a first in-game look at CD Projekt Red’s forthcoming Ciri-starring sequel at the State of Unreal livestream. It showed off how the studio is using Unreal’s technology, but also hinted at the game’s location.

The end of the trailer shows a first look at Lan Exeter, the winter capital of the Kovir region. In a press release, the studio has confirmed the sequel will take place in Kovir.

State of Unreal 2025 Official 4K Livestream I Unreal Fest OrlandoWatch on YouTube

The kingdom of Kovir and Poviss is to the far north of the world, beyond the Dragon Mountains. It’s fitting, then, that as Ciri peers out to the city beyond snow-capped mountains, a dragon flies overhead.

Earlier, the tech demo showed the city of Valdrest, which appears to be a new creation by the studio.

If Kovir sounds familiar, it’s referenced in The Witcher 3 by Triss as she’s asked to be court advisor to King Tancred in Kovir. Geralt is less keen to settle down in the region, though.

That’s Lan Exeter in the distance. | Image credit: CD Projekt Red

But perhaps he does ahead of The Witcher 4? Fans have speculated he may be the leader of the new Lynx Witcher school, from which Ciri learns her skills. And when that lynx medallion was first revealed it was in the snow, perhaps foreshadowing the cold northern region in which the game will take place.

The trailer also revealed Ciri’s horse Kelpie, just like in the books.

CD Projekt Red stated the game was running on a base PS5 at 60fps with ray tracing turned on. Here’s a look at some screenshots:

Thanks for tuning in to The Witcher 4 — Unreal Engine 5 tech demo and joining us during the State of Unreal 2025! #UnrealFest

The full presentation will be uploaded and shared with everyone later today, but in the meantime, here’s four screenshots straight from the demo to tide… pic.twitter.com/LL7bJH1biV

— The Witcher (@thewitcher) June 3, 2025

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In the company’s financial call in March, CD Projekt Red stated The Witcher 4 won’t be out until after 2026, suggesting it could even be a next-generation game.

The Witcher 3 recently celebrated its 10th anniversary: here’s a look back at the landmark RPG.





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The Witcher 4 Looks Truly 'Next-Gen' In New Gameplay Tech Demo
Game Updates

The Witcher 4 Looks Truly ‘Next-Gen’ In New Gameplay Tech Demo

by admin June 3, 2025


The Witcher 4 looks astonishing in a new Unreal Fest tech demo today, but I’ve been on the path long enough to know that the visuals that delight our eyeballs years out from release don’t always reflect how a game ends up looking once it’s finally out on a gaming console. Still, a new cinematic trailer and extended tech showcase have me wishing The Witcher 4 wasn’t still two to three years away and probably cross-gen with PlayStation 6.

The Week In Games: What’s Coming Out Beyond Marvel’s Spider-Man 2

CD Projekt Red developers shared the stage at Epic Games’ Unreal Fest in Orlando, Florida on Tuesday to show how new improvements to Unreal Engine 5 are helping make The Witcher 4 feel like the true generational shift fans might expect for a game coming out over a decade after its predecessor. The sequel will be the Polish studio’s first after ditching its in-house game engine tools for UE5, and CDPR shared a taste of those early results running at 60fps on a base PS5 with fans during the conference, including the player’s new horse pal called Kelpie.

A new cinematic trailer showed crooked elites getting their just desserts when a dragon flies down in the night and rips their wagon to shreds. A mysterious wanderer emerges the next day to investigate the remnants of the crime scene, eventually revealing herself to be Ciri, the former princess and Geralt of Rivia’s mentee all grown up. Observing for clues as if her mind had shifted into detective mode, it’s clear she looks a little different from her appearance in The Witcher 4‘s initial reveal at The Game Awards 2025. Is that emblematic of a shift moving forward?

While she’s supposed to be much older now, her new model looked different than what fans may have expected from playing The Witcher 3. CD Projekt Red later revealed a behind-the-scenes video about the making the of the 2024 cinematic trailer and noted that character models naturally look different depending on the rendering-style and medium. “At this point, any character’s appearance may vary depending on the medium—whether it’s in a trailer, a 3D model, or in-game,” game director Sebastian Kalemba wrote at the time.

A spokesperson for CD Projekt Red told Kotaku that only two changes were made to Ciri in the new trailer, one of which has already been changed again. “It’s the same character model used in the [2024] trailer,” they said. “Ciri’s face is a direct copy of The Witcher 3 model, adapted to work with the latest MetaHuman technology. Two subtle changes were made to improve animation quality: slightly raised eyebrows, and a more relaxed eye area—the latter was present in the trailer but has since been removed.”

The real treat today was nearly 10 minutes of seeing Ciri wander around a new open world. A gameplay tech demo showed the monster slayer wandering through sprawling sections of wilderness and village streets lined with NPCs. There’s even a bear that pops out at one point, and a knocked-over fruit crate that sends apples tumbling down a cobblestone path. It’s a UE5 showcase intended to wow and amaze with its extensive detail, hyper-realistic movement, and seamless transitions. Gently falling snowflakes and icy river currents all add to the effect. More immersive! More visceral! Video Games!

The spokesperson for CDPR stressed to Kotaku that today’s footage is a tech demo for Unreal, not the game itself. Ciri’s look, the open world, all continue to evolve throughout development. “It showcases the powerful foundation we’re building in close collaboration with Epic Games to push open-world design further than ever before and the core systems and features we’re developing using Unreal Engine 5. We’re really proud of this early milestone and excited to give you a sneak peek at some of the cool tech like UAF, Nanite Foliage, Smart Objects, ML Deformer and FastGeo Streaming that are helping shape the future of The Witcher.”

I don’t need to remind Witcher fans of E3 “downgrade”-gate, which saw players poring over preview footage and showing how it looked better than what eventually launched in The Witcher 3 in 20215. As then-CD-Projekt-Red visual effects artist José Teixeira explained at the time, you can’t downgrade a game that doesn’t exist, and what’s really happening in these situations is that trade-offs are made to keep a game performant while also making it look as good as possible.

The takeaway from Unreal Fest is that CDPR feels confident it’ll be able to do that using UE5 in a way that makes the wait worth it for all the Witcher-heads out there. It looks like it’s working so far! The in-game footage is even better-looking than the cinematic.

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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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Witcher 3 Getting One Last Big Patch: Mod Support On Consoles
Game Reviews

Witcher 3 Getting One Last Big Patch: Mod Support On Consoles

by admin May 30, 2025



Image: CD Projekt Red

The Witcher 3 turned 10 years old this month, but the seminal fantasy role-playing game keeps finding new ways to reinvent itself. Three years after its “next-gen” upgrade brought the open-world adventure to PlayStation 5 and Xbox Series X/S, CD Projekt Red revealed that Geralt and Ciri’s adventures will continue when mod support arrives on consoles later this year.

Clear Your Calendar For Final Fantasy 7 Rebirth

“Later this year, we will release one more patch for The Witcher 3: Wild Hunt,” the Polish studio announced on the game’s website on Friday. “This update will introduce cross-platform mod support across PC, PlayStation 5, and Xbox Series X|S via mod.io. Creating, sharing, and enjoying mods will be easier and more accessible, as players on PC, PS5, and Xbox Series X|S will be able to share a modding ecosystem.”

Mod support, including access to CDPR’s own REDkit tools since last year, has let players on PC experience all sorts of custom options and additions to the third-person RPG, from graphical updates and overhauls to character swaps and entirely new fan-made quests. That extra user-generated content will soon be available to players on PS5 and Xbox Series X/S as well at no extra cost (sorry Switch fans).

That’s great news for anyone revisiting Velen, Skellige, and Novigrad while CDPR continues plugging away at The Witcher 4. That Ciri-led adventure isn’t expected out until around 2027 or 2028, and remains the studio’s main focus even as Cyberpunk 2 enters pre-production. Despite that, it’s nice to see The Witcher 3 continue to get a little TLC. From the bevy of patches that fixed bugs and improved UI after launch to the incredible DLC expansions, it’s really the game that keeps on giving.

And now players on console will finally get to experience the joys of things like the restored dialogue in the Brother In Arms mod, brighter torches, and most importantly: no inventory weight limit!

.



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May 30, 2025 0 comments
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Surprise, The Witcher 3's getting one more cheeky patch ten years on so you can enjoy mod support across consoles and PC for Gerry's big adventure
Game Reviews

Surprise, The Witcher 3’s getting one more cheeky patch ten years on so you can enjoy mod support across consoles and PC for Gerry’s big adventure

by admin May 30, 2025


The Witcher 3. It’s a decade old now. CD Projekt’s well on its way with The Witcher 4. However, in a really cool turn of events, the studio’s now realed it’ll be putting out one more patch for TW3 later this year, finally bringing mods for it to consoles.

Yep, clearly CDPR didn’t get enough of a kick out of releasing those REDkit modding tools on PC and seeing all the cool stuff folks got up to with them. We need more Witcher 3 modding, and by Sigi Reuven’s bald bonce, we’re getting it.


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“As we celebrate the 10th anniversary of The Witcher 3: Wild Hunt, we’re excited to share some good news for our players and modders,” CD Projekt wrote in its announcement, “Later this year, we will release one more patch for The Witcher 3: Wild Hunt. This update will introduce cross-platform mod support across PC, PlayStation 5, and Xbox Series X|S via mod.io.

“Creating, sharing, and enjoying mods will be easier and more accessible, as players on PC, PS5, and Xbox Series X|S will be able to share a modding ecosystem.”

#10YearsofTheWitcher3 and one more patch! 🎉

We will introduce cross-platform mod support for PC, PlayStation 5, and Xbox Series X|S later this year. For the first time, creating, sharing, and enjoying mods for The Witcher 3: Wild Hunt will be easier and more accessible than… pic.twitter.com/qiSh9nqd8i

— The Witcher (@thewitcher) May 30, 2025

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You’ll need a mod.io account to download mods on console, and it’s worth noting CD Projekt reccomends that mods available via this new support be made using its official REDkit tools on PC, with that being a hard rule for any console mods which use scripts (so I’d imagine most complex stuff). That said, it adds that “Cross-Platform Mod Support will support mods created in other ways too”.

Obviously, if you’re playing on PC, you’ll be good to keep on doing what you’ve been doing to get your Witcher 3 mods if you wish.

CD Projekt says it’ll share more info, such as a concrete release date, in the run up to the patch’s deployment later this year. Until then, maybe plot out where you hope to sail your Jankdaw.

Will you be hopping back into The Witcher 3 for another playthrough once this mod support drops? Let us know below!





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May 30, 2025 0 comments
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The Witcher 3: Wild Hunt nearly had a very different name
Game Reviews

The Witcher 3: Wild Hunt nearly had a very different name

by admin May 30, 2025


There was a time when The Witcher 3 wasn’t called Wild Hunt and CD Projekt Red was trying out various names for its new game – and we’ve just unearthed a couple we’d never heard before.

“I liked Northern Lights,” Michal Platkow-Gilewski, vice president of communication and PR, told Eurogamer. “For a moment there was The Witcher 3: Northern Lights. It never made it into even a logo design but on the whiteboard, for a while, it was there.”

There was also, he revealed, A Time of Axe and Sword, and he said that for a while, this name was going to be ‘the one’. However, it’s a bit of a mouthful to say.

“Yes!” Platkow-Gilewski said, speaking as part of an interview for a larger article looking back on 10 years of The Witcher 3, which we’ll publish tomorrow. “That’s why it died pretty fast. But I remember I created a doc with the final name and that was the final name, and with some colleagues we were betting how long it would last.

“It didn’t last long,” he added. “So we were toying with the name but the moment we found Wild Hunt…”

It’s the lore. Of The Witcher.Watch on YouTube

The moment the studio tried “Wild Hunt”, the name fit. It not only directly referenced the titular threat of the Wild Hunt in the game – the phantasmal group of riders which relentlessly pursues Ciri – but it, regardless of whether you knew the lore or not, left a strong impression of what the game might be about.

That was a big concern for CD Projekt Red at the time: bringing new players in. Remember back in 2013, far fewer people knew about The Witcher games, the studio making them, or the The Witcher lore – those books written by Andrzej Sapkowski. The two released Witcher games only had a cumulative 5 million sales at that point, which is an order of magnitude less than the 60 million copies The Witcher 3 has now sold. There was no Netflix Witcher TV show, either.

That number 3 in the game’s title was a potentially off-putting thing for a prospective audience, then. Would people who hadn’t played the other two games feel like they needed to in order to enjoy this? It’s for precisely this reason the game’s logo changed mid-campaign, switching from displaying an actual number 3 to displaying three claw-like slash marks instead. “We decided, in the middle of the campaign, with all the questions of like, ‘Should I play? Do I have to play?’ that we should turn the three into these marks from Eredin’s helmet in the centre of the logo,” Platkow-Gilewski said.

Today, 10 years later, The Witcher 3: Wild Hunt is the name in our heads. The question is, would a different name have had any effect on the legacy it left?

We also now look forward to a new Witcher game, The Witcher 4, which is in full development although not likely to be released until after 2026. The new game will star Ciri as its protagonist, moving her into a central role after being the co-protagonist, of sorts, in The Witcher 3. It’s a decision that’s met some resistance but one the game’s makers, and people such as Geralt’s English language voice actor Doug Cockle, have openly and vocally stood behind.



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May 30, 2025 0 comments
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Gaming Gear

CD Projekt Red reflects on its hubris following The Witcher 3’s success, and how that led to Cyberpunk 2077’s problems: ‘I think that was the beginning of a bit of magical thinking for the company’

by admin May 25, 2025



The Witcher games are one of the clearest examples of improvement over a series in videogame history. No backsliding here: The Witcher was a mess, The Witcher 2 was genuinely quite decent, and The Witcher 3: Wild Hunt was a masterpiece. The Witcher 3’s success put CD Projekt Red on Sony’s speed-dial, but it had other consequences as well.

The Witcher 3 at 10

(Image credit: CD Projekt RED)

To celebrate its 10th anniversary, all this week we’re looking back on The Witcher 3—and looking ahead to its upcoming sequel, too. Keep checking back for more features and retrospectives, as well as in-depth interviews with the developers who brought the game to life.

“It gave us confidence that we can deliver a truly ambitious and engrossing RPG of a big scale,” says Michał Nowakowski, joint CEO and member of the board, speaking to PC Gamer’s Joshua Wolens. “And that we can punch above our weight and we can get head to head with the big ones. I remember, I was like, really, really afraid of the standard that Dragon Age: Inquisition’s going to set,” Nowakowski recalls.

While the two did duke it out for RPG of the Year awards (“I thought it was a fantastic game,” Nowakowski says of the competitor), The Witcher 3 was such a smash it changed expectations at CD Projekt Red. “That gave us confidence,” Nowakowski says. “Maybe in many ways even too much confidence looking back, to be honest, because I think that was the beginning of a bit of magical thinking for the company, which only stopped after Cyberpunk.”


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Or as Adam Badowski, CD Projekt Red’s other joint CEO and member of the board puts it, “We turn from underdog to the company that is visible in the industry.”

The idea of magical thinking brings to mind BioWare magic, the idea that a troubled videogame will inevitably come together during the final stage of development because that’s what happened last time. And while the concept’s been torn apart repeatedly, it persisted because so many videogames do come together at the last moment. Even a classic like Thief: The Dark Project wasn’t fun to play until it was almost finished.

“I do remember, for The Witcher 3 specifically, seeing a version of the game that was put together, I think it was like February, 2015?” Nowakowski recalls. “I remember I walked up to Adam and said, ‘How are we in a good shape? Because that looks really not that great.’ You know, like, ‘Don’t worry. We’re gonna make the final push with the patch. That’s gonna be a day-zero patch.’ I remember talking to some of the key tech people, and they were tired—exhausted, to be honest—but it’s OK. We’re gonna make it happen. And they did. Of course there were a lot of patches afterwards, but the whole thing was like a force of nature. Lots of chaos, and a lot of final-moment efforts over there, without I think proper planning.”

(Image credit: CD Projekt Red)

The fact The Witcher 3 came together in that final push didn’t help the way the studio thought about things. “Everybody felt I think for a few moments that whenever something’s going on, we’re gonna have a magic fairy at the end that’s gonna come down and sprinkle some dust, and things are gonna be OK,” Nowakowski says. “I’m of course exaggerating, but there is some truth in that. So that’s a negative change. The positive change was that confidence, which I think helped us to build the ambition, which I still think is a big value of the company.”

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

Cyberpunk 2077’s development demonstrated both the benefits of ambition, and the risks of overconfidence. Even as the studio got bigger, Nowakowski says, “A lot of things were developed in almost isolation, as weird as it may sound, so we sometimes didn’t see the actual effects of how it actually interacts until it was put together.” If those things developed in isolation don’t magically come together, you end up with a game full of disconnected systems, and sidequests that feel like they don’t mesh with the main questline. Which is to say, you end up with Cyberpunk 2077.

The Witcher games were developed in a similar way, Nowakowski says, but the issues that resulted were easier to fix. “It was probably never fine,” he says, “but it worked when the scope of the games were smaller. Like for Witcher 1 and 2. But I think at The Witcher 3, we could already hear the boat is creaking a little bit.”

(Image credit: CD Projekt)

Following the launch of Cyberpunk 2077, the studio worked to tear down that isolation. “I don’t want it to sound like it was all chaos, you know, burning cart on fire, because that would also not be true,” Nowakowski says. “We had great producers, and there was a lot of planning involved that made sense.” But the processes at CD Projekt Red in need of addressing finally were, “and that’s a big change that happened after Cyberpunk.”

When you’re spending $81 million to make a game like The Witcher 3, and $320 million on Cyberpunk 2077’s launch version, you don’t get to be the underdog any more. It can be hard to let go of the idea you’re the upstart rebels disrupting an industry and approach work more responsibly, though. “It was cool to be underdog,” says Michał Platkow-Gilewski, VP of PR and communication. “Yeah, it’s sexier.”



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May 25, 2025 0 comments
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The Witcher 3: Wild Hunt is getting special 10th anniversary Xbox controllers
Game Reviews

The Witcher 3: Wild Hunt is getting special 10th anniversary Xbox controllers

by admin May 22, 2025


CD Projekt has teamed up with Microsoft to create some fancy new Witcher 3-themed Xbox controllers to celebrate the game’s 10th anniversary – which I really can’t quite believe because I personally haven’t aged a day.

The controllers – officially known as the ‘Xbox Wireless Controller – The Witcher 3 10th Anniversary Special Edition’ and the ‘Xbox Elite Wireless Controller Series 2 – Core The Witcher 3 10th Anniversary Special Edition’ – are described as being “tempered and battle-ready”, and promise “intricately crafted details”.

They feature The Witcher 3’s wolf medallion iconography, as well as Glagolitic script. I personally don’t know what the script says, but apparently it can be translated and those symbols “are not random”. If you work out what it means, please let me know.

Introducing The Witcher 3 10th Anniversary Special Edition Controllers. Watch on YouTube

Away from the cosmetic sides of things, these chaps also boast all the features you’d expect from an Xbox controller. So, rubberised back grips, remappable controller inputs, Bluetooth support and so on. You can check how they look in the video above.


They’ve been created by CD Projekt’s own designers, with Gabriela Pešková from CD Projekt and Mekias Bekalu from Xbox calling this “such a special moment for both” teams.

“We explored a lot of directions when creating this controller, but from the beginning we knew we wanted to tell a story,” added CD Projekt design lead Joshua Flowers. “We wanted it to feel like something that has been with you on the path, something worn and personal. As we developed concepts, we began crafting the story of this controller – and how it might exist in The Witcher 3’s world. This narrative is what we fell in love with. It had to feel like it belonged in The Witcher 3 universe – like it had lived through battles and carried stories of its own.”

The Xbox Wireless Controller variant is available now for £74.99 while the Xbox Elite Wireless Controller costs £149.99. Both are exclusive to the Microsoft Store.

As for the future of the series, The Witcher 4 won’t be out until after 2026, but we got a first trailer at the end of last year. Earlier this week, Geralt voice actor Doug Cockle called out so-called fans as “stupid” for describing The Witcher 4 as “woke” for having Ciri as the protagonist.



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May 22, 2025 0 comments
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"Cannot wait for what is yet to come" As The Witcher 3 turns 10, CD Projekt devs share the defining memories it created and look to the future
Game Reviews

“Cannot wait for what is yet to come” As The Witcher 3 turns 10, CD Projekt devs share the defining memories it created and look to the future

by admin May 21, 2025


The Witcher 3 has just turned 10 years old. Yep, time flies when you’re running around The Continent slaying beasties and also saving the world from becoming a bit chilly. Naturally, a bunch of devs at CD Projekt have chosen to commemorate the anniversary be sharing their defining memories of the game’s development, as well as do a bit of looking forward.

Most of their thoughts were shared on Twitter, as a response to the studio putting out a post in recognition of it being ten years since TW3 debuted all the way back on May 18, 2015. God, I can’t even process how many hours of my life the game’s nicked since that point, and I was relatively late to the party with it – bouncing off a couple of times before things finally clicked.


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Starting off, Paweł Sasko – current associate game director on Cyberpunk 2077’s sequel and a quest designer on TW3, wrote as part of a thread: “I was there from the very first day, saw it develop from the first pitch, have been so lucky to impact it’s shape to some small degree, and never thought you will love it this much. Art does not exist without the audience and you all are an important part of this story.

“I want to make you proud of us and excited again,” he added, “Capture the lightning in the bottle, give you lifetime of memories, make you laugh and break down crying. So we can have another anniversary like this, one day again.”

Decade ago we have shipped The Witcher 3 — game that now only changed the course of my life, but impacted the future of the whole studio. I had such a high hopes regarding this game, but never really thought any of it is really possible. Feeling really blessed and thankful 🥺 pic.twitter.com/EE98kQNGDi

— Paweł Sasko (@PaweSasko) May 18, 2025

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Meanwhile, CD Projekt joint-CEO Michał Nowakowski recalled: “10 years ago, I remember being exhausted, anxious (to see the scores and players’ reactions), buzzing with excitement I think no one on the team had a decent sleep that night and we were all refreshing websites of media sites.

“In the year prior to that launch I spent more time on the road preaching W3 to our partners than I did at home with my family. If there ever was game changer in my professional life, I think that was it more than anything else before. Cheers to the fantastic CDPR Team and to all the fans that have been with us through all the good and bad. Cannot wait for what is yet to come.”

Those two were far from alone, with a number of devs currently working on The Witcher 4 and/or Cyberpunk 2 – including narrative director Philipp Weber, cinematic director Kajetan Kapuściński, and senior cinematic designer/coordinator Michał Zbrzeźniak – joining in. “I still remember just watching the wind in the trees on an early version of Skellige,” Weber wrote.


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CD Projekt comms staffers Marcin Momot and Pawel Burza both wrote about firing the game up for the first time, and we even got a post from the voice of Geralt. “What a time it’s been friends…” wrote actor Doug Cockle, clearly keen to provide a line that’d sound cool in a gravelly voice ahead of featuring in a CD Projekt stream celebrating the anniversary that’s set for later today (May 19) – you can catch that stream here at 4PM BST/11AM ET.

What are your favorite Witcher 3 memories and how tough a task do you think the series’ currently under construction next entry will have following in its award-winning footsteps? Let us know below!





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May 21, 2025 0 comments
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