Latest news with #TheWitcher3


Express Tribune
29-07-2025
- Entertainment
- Express Tribune
The Witcher 4 dev shares concern over meeting expectations set by The Witcher 3
CD Projekt Red's upcoming release The Witcher 4 is facing high expectations, and the studio acknowledges the pressure of following up one of the most critically acclaimed RPGs of all time. In a recent interview with GamesRadar+, narrative director Philipp Weber admitted that the development team is aware of online discussions questioning how the next game will match the success of The Witcher 3. Weber responded to this by saying, 'I'm like 'yeah, how are we going to do that?'' He added that while expectations are high, the team remains committed to the creative principles that guided the previous title. 'The way we want to do justice to the legacy of The Witcher 3 is to take the philosophy we had during The Witcher 3 – how to make a game, how to really care about these things, how to tell stories – and keep that philosophy.' He also explained that the goal isn't to replicate the previous game, but to create a new experience that honours its foundation. 'This is supposed to feel like a true sequel, not just redoing what we did before,' Weber noted. Although the game is still in early development, it has been confirmed that The Witcher 4 is set in Kovir and will use Unreal Engine 5. CD Projekt Red has not yet announced a release date.


Daily Mirror
26-07-2025
- Entertainment
- Daily Mirror
CD Projekt Red on 10 years of the Witcher 3 and how it will inform Ciri's upcoming sequel adventure
Following the most recent demonstration of The Witcher 4 at this year's State of Unreal presentation, we discuss the past, present, and future of the series with CD Projekt Red. We sit down with CD Projekt Red's Senior VP of Technology, Charles Tremblay, to talk about all things past, present, and future on The Witcher 3's 10th anniversary. For many players there exists two moments in history: a time before the release of The Witcher 3 and the time after. A lot may have changed in the industry since 2015, but something that's remained a constant is how revered CD Projekt Red 's open-world rendition of the celebrated Polish book series remains. 2025 marks a decade since its initial release on PS4, Xbox One, and PC, and in that time it'd be fair to say that a lot of other open-world games have been playing catch up. Sure, we had The Elder Scrolls 5: Skyrim beforehand, but The Witcher 3 more than earns its place alongside Bethesda 's game as a true classic of the fantasy RPG genre. Knowing this makes it easy to understand why CD Projekt Red's next game, The Witcher 4, is so highly anticipated. The sequel is still without its release date, but we know that it will include a new region to explore – Kovir – alongside a totally new protagonist to do it with in Ciri. To find out more about how much CD Projekt Red as a studio has evolved since the Witcher 3's release, the switch to Unreal Engine 5, and how these changes may inform Ciri's adventure, we flew to the studio's HQ in Poland and spoke to Senior VP of Technology Charles Tremblay. How has CD Projekt Red's approach to making games changed since The Witcher 3 first released? I think The Witcher 3 was quite a sweet spot in terms of team size, mostly because we were quite a smaller team when I joined. We were 150-ish people, and we grew to 200 to 250 to make the whole [game]. The communication was fine. I could just walk to anyone at a walking distance. Right now, if I want to walk to the Witcher 4 team, I have to walk a few kilometres to the other building. The art team [and] the programming team were much more aligned also. We still had problems, but we were able to make the game as we used to do in the industry for decades. When we scaled up to Cyberpunk 2077, we almost doubled the team. Now it's getting a bit scarier because the more people you have, the more the communication problems start to arise where there's expectation on one side and reality on the other. Before we very quickly could align. Now, there's so many people in the loop. We tried to learn how to adapt, but it was extremely challenging and we did fail in quite a few ways. Some expectations from art were not aligned with engineering, especially [with] what we could do with the hardware we had at the time. But the ambition was there. If we had a small team, it would have probably been simpler and we didn't think too much about this problem until it was too late. Fast forward [to] where we are now. Especially after the launch of Cyberpunk, we had some self-introspection about, 'okay, we do not see a way we can scale down back to 150 people because of the reality of the ambition, plus what people expect from our product'. We needed to change the way we approach game development a little bit. We don't think it's sustainable to grow to thousands of people to make a game. We want to keep around the ballpark of Cyberpunk's scale, if not less. We try to now have a more multidisciplinary team working together. I cannot say too much about Witcher 4, but I think that we are getting to a point where we get some good results. But still, we are learning and evolving how to make the game better and faster, and better for the players. Is it hard to switch back to making and designing a fantasy world versus something more modern like Night City? Oh, on the technology side, it's completely different. One is a sprawling city with verticality. It was not a city like New York; it's much more organic. A very disgusting world [with] lots of trash and lots of details that needed to be handled. You have vehicles, which we don't necessarily have in The Witcher universe. Bigger crowd, different behaviours, encounters… graffiti everywhere. When we go back to The Witcher, though, it is a much more dynamic world, mostly because of the forest. The forest is a completely different challenge, technically, to make it as good as possible. You can imagine we will definitely have some city in some form going forward, like Novigrad that we had in The Witcher 3, so they're still there in some form. But I think one of the biggest issues we have right now is how to design forest and how to make everything move all the time. How to [give] it [a] feeling that it's alive. How do we improve from the Witcher 3 forest? How do make monsters, wildlife and everything so it fits into this universe's completely different design? Also, the agenda is quite different. The Witcher, of course, Ciri or Geralt, they are full-fledged characters. They have their own personality. There are things that they will not do. While when you go [back] to Cyberpunk, V is a more a mercenary. She has more freedom about how she wants to tackle the world, in an evil or good way. It's very difficult to see Geralt starting to go GTA style, so there's a different constraint. The most recent glimpse of Witcher 4 we saw from the State of Unreal presentation. Were you happy to people's reaction to that gameplay slice? Oh definitely, I think that even our friends from PR were not expecting that it would be as well received, because it's very difficult to explain a tech demo, right? How do we discuss this with you guys? I think it turned out very well. There was a lot of things that we needed to prove within [the] technology and we aligned into what we showcased. And with Epic, it was much easier to now have a result on the screen. We want to go at 60fps on PS5. Now the reception, when we were in Orlando and we were doing the rehearsal, I had shivers. I had complete shivers the first time I saw it from the beginning to end, and I was like, 'this is just fantastic'. Of course, we saw it on the little screen and were iterating on it, but when we saw on the big screen we were like, 'okay, this is going to be great'. And I think when we did the first official rehearsal everybody from Epic and our side were very impressed about the result. Speaking of Epic, how are you finding the process of developing Witcher 4 in Unreal Engine 5 as opposed to the Red Engine from before? We are a very ambitious company and now, since we work together [with Epic] on what it means to make the next generation of open-world, we need to align differently. That's why we did this. The two technologies are completely different, the way they handle a few things. Definitely some things would have been way easier on RED Engine and somethings are way easier on Unreal. Now we just try to take all the good things we have on Unreal and all the things we add with Unreal Engine, and try to now have some kind of a beautiful baby, just to be sure that we can scale up to the hardware. We don't want to go back and to have a less quality product. For us, it's not very acceptable to step back, right? The ambition is still there. We want to push forward always. This was very important for us, and I think this is why with Epic, we managed to have very good collaboration. I think the fact that they managed to work with us to make this open world and deliver the technology that is required to make it at performance [where] everybody will benefit, not just us. Finally, with it being The Witcher 3's 10th anniversary, do you have a favourite quest? I think the most interesting one is probably when you reunite with the witchers in Kaer Morhen. All those characters have been following you around since starting your journey with Geralt. It was really great to continue building into those great characters. All the quests with those characters were great. I'm a sucker for a nostalgic moment, especially when you're an IP fan or a game fan and you have all those moments that you know those characters, you've been working with them, or having discussions with them in previous games. There is, of course, all the quests that go back to The Witcher 2, Letho, which if you didn't kill him, spoilers, I think it's great to have him back and having this character back, and the dialogue was just fantastic.


Time Out
24-07-2025
- Entertainment
- Time Out
Catch The Witcher in Concert's Asia debut in Singapore this November
You've played the video game, you've watched the Netflix series, now it's time to witness The Witcher in Concert as it gallops into Singapore for the first time. Following a successful world tour across North America and Europe, The Witcher in Concert is finally making its Asia debut in Singapore this November to mark the 10th anniversary of the critically acclaimed video game The Witcher 3: Wild Hunt. This live concert experience brings to life the epic tale of Geralt of Rivia as he embarks on a monster-filled, heartbreak-laced quest to find his adopted daughter Ciri. A stunning celebration of the game's rich storytelling and unforgettable score, The Witcher in Concert blends soul-stirring music with cinematic gameplay visuals, all performed live by an ensemble orchestra and the Polish folk‑metal maestros Percival Schuttenbach, with arrangements helmed by The Witcher 3 co-composer Marcin Przybyłowicz. It's a Medjay‑level experience for any Geralt fan. When does The Witcher in Concert come to Singapore? Set your alarms – the concert is happening on Saturday, November 29 and Sunday, November 30, 2025. There are multiple timings – 2pm and 7.30pm on the first day, and only 6.30pm on the second. Where is The Witcher in Concert held? This spectacle is set to unfold at the Sands Theatre, Marina Bay Sands. When do The Witcher in Concert tickets go on sale? Tickets are now on sale via Marina Bay Sands Ticketing (MBS), Sistic and Klook. If you're a DBS cardholder or a Singtel member, make the most with the early bird discounts of up to 20 percent from now till August 31, and discounts of up to 15 percent from September 1. But if you're neither, get 10 percent off tickets when you book via MBS or SISTIC from now till August 31. What are the ticket prices for The Witcher in Concert? Expect a range of prices to suit every fan's pocket: Premium / Dress Circle: $168 A Reserve: $148 B Reserve: $128 C Reserve: $108 VIP Box (four seats): $672 A Reserve Box (four seats): $592 Booking fees and dynamic pricing may apply. Get yours now via MBS, Sistic or Klook.


Time of India
24-06-2025
- Entertainment
- Time of India
7 lessons GTA 6 can take from The Witcher 3
Rockstar Games is known for creating iconic open worlds, but The Witcher 3: Wild Hunt did things so right, it still lives rent-free in our heads years later. With GTA 6 on the horizon, it's the perfect time for Rockstar to take notes from CD Projekt Red's magnum opus. Tired of too many ads? go ad free now Here are 7 things The Witcher 3 nailed that GTA 6 can absolutely learn from. 1. Side Quests Shouldn't Feel Like Side Quests Every side mission in The Witcher 3 has purpose, flavor, and emotional weight. You don't just fetch herbs; you uncover haunted pasts, tragic lovers, or deadly secrets. Compare that to GTA's 'go here, shoot them, drive back' formula. In GTA 6 , Rockstar should build side stories that matter just as much as the main plot. Make us care . GTA 6 : New LEAKS shows Choices... 2. Choices Should Actually Matter What you do in The Witcher 3 changes how characters see you—and how the world evolves. Actions have long-term consequences. GTA often gives us 'fake' choices that don't really affect the game. Rockstar can level up by introducing branching outcomes. Make our decisions alter alliances, mission paths, and even the ending. 3. NPCs Deserve Better Lives In The Witcher 3 , NPCs farm, argue, pray, and mourn. They feel real . In GTA, they scream, run, and sometimes walk in circles. Time for a glow-up. Rockstar should breathe life into Leonida by making its people dynamic. Imagine citizens reacting to weather, news, and your actions like they actually live there. 4. Let the World Talk Back From peasant gossip to bard songs, The Witcher 3 constantly reflects your journey. The world acknowledges what you've done. That feedback loop builds immersion. Rockstar can steal this trick by letting GTA 6's radio stations, social media apps, or NPC chatter reflect your story decisions and chaos. 5. Tone Can Be Serious and Fun Yes, The Witcher 3 is dark, but it's also hilarious. Tired of too many ads? go ad free now Drunk Geralt. Talking trolls. Absurd contracts. Rockstar's strength is comedy, but when it comes to serious moments, they sometimes flinch. GTA 6 can strike a better balance—lean into mature themes, but don't lose the satire. We want to feel and laugh. GTA 6 WORLD REVEAL 6 Big Cities, 40+ Locations 😱 FULL Breakdown! 6. Worldbuilding > Map Size Sure, The Witcher 3 is massive—but it's the details that hit. Shrines, books, ruins, camps—they all tell stories. GTA maps are big, but often feel hollow outside missions. Leonida needs dense storytelling: graffiti with lore, shops with secrets, abandoned places with mysteries. Big maps are cool. Deep maps are unforgettable. 7. The Protagonists Should Grow Geralt evolves from an emotionless monster hunter to someone full of heart and regret. Most GTA characters stay the same. Rockstar should give Jason and Lucia room to grow . Make us feel their choices, trauma, and victories. Give them arcs that hit hard . Make us remember them like we remember Geralt. GTA 6 already has the hype, but The Witcher 3 showed us that open-world games can be both massive and meaningful. If Rockstar blends their chaos with Witcher's storytelling soul, we're looking at a once-in-a-generation game. Don't just build a city—build a world that stays with us.


Android Authority
23-06-2025
- Entertainment
- Android Authority
Watch this person play The Witcher 3 on their Galaxy Watch Ultra
TL;DR A Redditor has shown off GeForce Now running on the Galaxy Watch Ultra. The user's uploaded video shows them playing The Witcher 3 on the smartwatch. The smartwatch isn't actually doing any of the heavy lifting, but it's still a cool showcase. We've already seen people running retro games on their smartwatches thanks to emulators, but it turns out that you can also play full-fledged PC games on your Wear OS watch. Then again, I'm not sure why you'd want to do so in the first place. Redditor BranaMitrovicFloyd posted a video online showing GeForce Now running on the Galaxy Watch Ultra. The user was specifically playing 2015's The Witcher 3: Wild Hunt with the aid of on-screen controls and a stylus. community on Reddit Posts from the galaxywatch community on Reddit It's worth stressing that this isn't actually running locally on the smartwatch, as GeForce Now is a game streaming service. That means NVIDIA's servers perform all the heavy lifting, and the gameplay is then streamed to your device via your internet connection. So, while this isn't a demonstration of the Galaxy Watch Ultra's horsepower, it does highlight the possibilities on this hardware. Of course, I'm not sure you'd actually want to play PC games on a smartwatch in the first place. The small screen makes things tough to see, while the virtual controls are simply too tiny for your fingers. On the upside, you can connect a Bluetooth controller to your watch if you're really committed to this endeavor. This also comes a few months after a Redditor got the PPSSPP emulator running on their Galaxy Watch 5. This was all running locally on the smartwatch, and the user was apparently able to play most PSP games at 60fps. Got a tip? Talk to us! Email our staff at Email our staff at news@ . You can stay anonymous or get credit for the info, it's your choice.