CD Projekt is remaking the first Witcher game in Unreal Engine 5
gamedeveloper.com
gamedeveloper.com
The more interesting part of the story is Unreal is being used. For a while Unity and Unreal have been pushing out in-house engines. Again standard tools make it easier to hire expertise and use existing solutions and assets, they're also far cheaper than running a full engine team. Supporting a custom engine is a massive undertaking at the high end (ignore the tech, on-boarding people, docs, QA, surrounding tools for artists, sound designers, localisation etc. And then making it work on a wide variety of hardware and working around any graphics bugs etc).
If you want to stand up to competition, you need a cash cow. I don't blame any independent studio to do just that. They have to balance risks.
This is exactly the case for CD Projekt Red. They built their own engine (RED Engine) for Witcher 1 and built on top of it for the two Witcher sequels and also pushed it to its very limits for Cyberpunk 2077. A lot of useful criticism of the technological pains (delays, marketplace reception issues) they experienced with Cyberpunk was that they were using an in-house game engine unprepared for that genre (jumping from a game series where the fastest vehicle was a horse to one with cars and flying cars and planes is maybe not the easiest straight line). CDPR responded to that criticism, especially from their shareholders, that they would be minimizing that risk in future games development and externalizing that dependency and moving to an out-of-the-box game engine moving forward (including in that announcement that it would be Unreal).
This announcement for the Witcher 1 remake seems like a proper and interesting "full circle" for this story: CDPR's last engine was built entirely for Witcher 1. Using off-the-shelf Unreal to remake Witcher 1 sounds like a smart way on paper to get their feet wet and move on from the old engine to the new one using a project they are already familiar with and can help them realign from old pipelines to new ones.
Close. REDEngine was created for Witcher 2: Assassins of Kings. Witcher 1 was built on a modified copy of Bioware's Aurora Engine (the Neverwinter Nights engine).
REDEngine versions were:
REDEngine 1: The Witcher 2: Assassins of Kings
REDEngine 2: The Witcher 2: Assassins of Kings – Enhanced Edition
REDEngine 3: The Witcher 3
REDEngine 4: Cyberpunk 2077
Not that Unreal Engine 5 can handle a world like CP77 either, despite what people may think with the Matrix demo.
Why can't Unreal handle something like CP2077? Could be an "explain like I'm five" - details would be cool but I'm not sure I would even fully understand them, haha.
Think of it like using the wrong data structure for the problem.
I just assumed in 99% of cases, you could just "tweak" Unreal but if its issues with core components of the engine... I could see why an engine from scratch may work better.
Video games use a trick called Level Of Detail, which means if something is far away, you only render a very low definition version of that object, UE5 has it as well, however we don't know if it's capable enough for something like Night City, obviously the RED engine was built with a very hardcore LOD system that might be a massive pain to do in UE5.
I also have my doubts if they would haven been able to do the same thing better on older consoles with Unreal Engine.
Most of the worst issues with CP2077 have nothing to do with the game engine, things like the NPC AI and broken difficulty curve, the rough melee combat and hiring a shady testing company.
The one thing that could be blamed on the engine is the potentially difficult tooling for the content creators, which can easily be solved, just look at the amount of mods out there.
From the outside, this looks more like a business decision rather than a technical one, that's not to say that it could not work out for CDPR if Epic works with them very closely, however I'm very annoyed when games journalists imply that CP2077 would have been amazing at launch if they would have used Unreal.
Here’s a dumb question: in theory, would Rockstar’s internal engine (RAGE) have worked for CP77, or are the technical challenges simply too different?
Also, I think there are other engines that do as well as RAGE, but none of them are licensed for external use either and are secret sauce to their various developers.
Are there other internal engines that have been used for open-world games with detail and scale at the level of GTA or RDR?
Volition's multiple unnamed/unbranded engines for the Saints Row franchise.
The RenderWare fork used for Crackdown 1. The unknown engine for Crackdown 2 (presumed to be an iteration of the Crackdown 1 engine). (Crackdown 3 used Unreal Engine 4. Useful to mention for those elsewhere in this thread concerned Unreal "can't" do it.)
You can argue that BioWare has tried its raw best to push EA DICE's Frostbite engine as much as possible in that direction. DAI and MEA didn't have truly seamless open-world games, but they tried to get the biggest scale of levels that Frostbite seemed capable of and at their best felt "close". (Obviously at their worst they felt nothing at all like GTA/RDR level of detail/size.)
Do you have a link to the one you’re referring to?
Witcher 3 being a third person game with no fast movement is also very doable. There's a plenty of adventure games made in UE using stteaming mechanics.
The moment you as cars or planes it gets much trickier. There's no example of UE5 flight sim I know of, for instance...
We had janky vehicles in UE way back when in the old Unreal Tournament 2003 - but that did not involve streaming levels.
You're wrong in more than one way. As others already noted, Witcher 1 did not use REDengine - but also, it's not CD Projekt RED who is remaking Witcher 1; they outsourced the development to another studio.
What made it unprepared? What special needs did CP2077 pose against a game like Witcher 3 when both are similarly open-world exploration RPGs heavy on dialogue and cinematics?
Which is not to say that that was definitely the reason for some of those issues existed, but it does line up with what you would expect adding faster vehicles to an engine that hadn't been prepared for that.
Overall I see the adoption of Unreal Engine as a net negative for the industry, it's reducing the landscape to a monoculture. For all the talk that Epic does about being against monopolies, Unreal Engine is becoming one in a big way, and killing the ecosystem as it grows.
On CDPR specifically, I hope didn't make the decision to drop Red Engine because they happened to be at their lowest/weakest point in the last couple years after Cyberpunk came out and before Cyberpunk had a comeback -- and that's why they didn't feel strong enough to maintain their own engine.
Before that moment they were on top, and very recently Cyberpunk has had a sort of public redemption and a surprisingly strong long-term player base, so it feels like a shame. I still haven't seen a game in Unreal that matches Cyberpunk on high end PC hardware overall. The only game other than Cyberpunk that justifies raytracing is Minecraft RTX IMO.
I cannot comment to why they decided to switch to Unreal, but it is one of the reasons I left. I hope it works out for them but I wouldn't hold my breath waiting for the next game release.
I can't think of many things worse in software development than "I'm an expert on my employer's obscure, only-used-here system."
Your employer knows you can't work anywhere else, and assuming they don't shoot themselves in the foot by allowing one person to become mission critical, they've definitely got the power in negotiations.
Unreal Engine is standard in so far as studios use it as a base in developing their own game, where they end up creating a fork because they need to adapt or more often replace entire systems. So in the end each studio ends up with their own non-standard fork of the engine, branched from a specific revision, and merging the latest changes from upstream will be at least a month long endevour. This is what I know from personal experience and from interviewing at about a dozen studios last year.
With this you get a slightly different version of the engine and tools at each studio, and it affects disciplines differently. For some creatives it ends up being the same at every studio because the tools they interact with remain largely unchanged, for others they end up using custom built tools at each studio. Likewise some programmers are fine just using the engine and developing systems on top, but others are not and it drives a lot of skilled people away.
So as an employee it is a double edged sword, on the one hand there's at least some standardisation where you are at least familiar with the tools and engine used in the new studio you're joining, but on the other hand you're now one in tens-of-thousands and much more of a replacable cog.
That is one of the supposed selling points of Unreal Engine to studios - that they can hire staff more easily - but if every studio uses the same engine then it's not a benefit. It also means that some skilled people won't want to join the studio, as they don't want to rewrite systems or be a code-janitor, and I've heard many people leaving studios because they switched to Unreal.
Add to that things like huge install base that should make it pretty well tested at this point, big asset library, plenty of educational material available, and I guess it's a pretty easy decision for game studios. But I'm not in the business, maybe there are big downsides as well.
A good example of something that was better served by inhouse engine is Factorio, but that' uncommon
What was a graduation thesis 20 something years ago, is nowadays a basic feature in a bullet point feature list.
Personally I check the steam store regularly and buy new games often but I rarely end up playing them much because I prefer to just jump back in to Skyrim or some other game I have been playing for years.
Frankly I wish there were more remakes rather than Call of Warzone 86. So many games are deserving. Imagine getting a full-fat remake of Banjo Kazooie and Tooie.
I do own Witcher 1/Witcher 2 (bought no-doubt during some Steam sale for like $5-$15, tops), and I vaguely recall playing W1 for like a half hour, then put it down and never touched it again. But somehow I then put 90+ hours into Witcher 3.
So yes, the idea of Witcher 1's story remade into a modern engine sounds great. Heck, I would've settled for just Witcher 3's engine. I don't think I'd plop $60 for it--especially considering I waited until I could grab W3 GOTY Edition for like $20 before buying--but it's definitely something I'd eventually want to check out.
I almost regret how long it put me off 3
They could have redone it as a Carmen San Diego style dialog game and it would have been better than the turd they shipped. It's really quite bad.
The story carried Witcher 1. Gameplay was vastly improved in 2 and I have mixed feelings about 3, the game was definitely more successful and I think you can partially attribute that to changes that made it easier to play and thus much more console friendly.
I for one welcome a UE5 remake of Witcher 1 and will purchase it for sure, if only for nostalgia sake.
W2 made alchemy useless cause potions lasted like 3 minutes and cut-scenes were included in that time (so you take a 3 minute potion, enter a 2 minute cut-scene and your potion stops working 1 minute into the boss fight). And W3 made potions less of a hassle by auto-refill but streamlined this too much - you could refill anywhere so you always had potions so resource management wasn't required. And the secondary ingredients and side effects were gone so the system is much simpler.
Also the tactical aspect of combat was ok in W1 - adjusting the fighting style and sword combination to the enemies. It just wasn't an action-RPG despite the action-RPG interface. It would be better served by turn-based combat.
The Witcher 1 combat is secretly not bad. It looks like an action game though and the game does a terrible job explaining why this is wrong. So it feels absolutely horrible. You have to understand it's more of a rhythm game. It's closer to Assassin's creed or Batman combat systems. There's a lot happening on screen but you are mostly waiting for the right moment and choosing tactics.
I was always of the impression that it was Witcher III that achieved this.
I'm Polish so I genuinely don't know. Were the previous two installments popular outside of Poland?
So I'd say Witcher 2 was when the series started to get popular. Witcher 3 was riding on 2's coattails. Now that the Netflix show is popular, Witcher1 does deserve a remake.
I would guess so, but the third one was even more popular. Maybe 3 is a bit like Skyrim.
I only played the third one. One of my friends was already a fan of the other 2 back then.
Witcher 2 was the first time I heard of the franchise.
I don't know why we're only talking about the PC version anyway, there's apparently been 40 million copies sold across all platforms according to a quick Google search, so most people didn't even play on PC.
Because the post I was replying to was about the popularity of The Witcher in the west before The Witcher III, and the first Witcher game was a PC exclusive so there are no console sales to factor in to the comparison.
I think thats getting towards very roughly ~1/4 the success of Witcher 3, volume wise. Not bad, considering Witcher 3 volume includes a portable Switch release.
> https://www.eurogamer.net/the-witcher-2-sales-top-1-7-millio...
etc.
I've seen the Switcher. Wasn't actually half as bad as I anticipated. All the more surprising that CDPR is abandoning their own engine in favour of UE5.
I think less time on game engine tech and hopefully more on shipping creative features sounds good to me, although it is sad to lose yet another independently developed game engine.
That's normal and fully expected. You generally don't maintain an in-house engine the way general-purpose engines are maintained. You don't make it as generic as possible to accommodate for various uses, like Godot, Unreal or Unity do. Instead, you make games and then your engine is an optional byproduct of those games. It gets to be as specific to your game as you need or want it to be.
Still haven't finished the main story of the third game tough...
2 and 3 switched to a more console-friendly style of play and had good success there, though, so I expect they did more to spread the word than 1 did.
I somehow didn't know about Witcher until the third made a big wave! Granted, I was only playing some of the most obvious/big RPGs at the time
At the time I was more into FPS
What's impressive is how much better each sequel was compared to the previous game. It was a giant leap in both graphics and gameplay from 1 to 2 and 2 to 3.
Not as much as the 3rd one but popular enough to get two sequels.
Witcher 1 Enhanced Edition: 12,685
Witcher 2 Enhanced Edition: 12,884
Witcher 3 Wild Hunt: 103,329
It was an amazing game at the time.
StarCraft remastered was done really well, but I believe they built on top of their existing engine.
No one seems to care about Witcher 1's engine, because it was hot garbage. Any engine (even an off-the-shelf one like Unreal5) will be grossly superior to the trash that the original game was.
This remake can have slow, barely workable controls and pretty bad graphics and still be far better than the original game.
They really just need the Witcher 1 remade so that people have an entry point into the story. The actual "gameplay" from the original will _NOT_ be missed. IMO anyway.
What are these engine issues in Witcher 1 you speak of? As a player I did not notice them back in the day.
I've played many 3d action-RPG games. Zelda, Monster Hunter, Dynasty Warriors, etc. etc. Witcher1's combat is by far the worst of the series.
Just... laggy, non-responsive controls. But in a bad way (ex: Monster Hunter is also laggy/non-responsive, but in a way that's "obvious" that the slowdown is purposeful and tactical. You need to be very careful about when you attack or not attack vs various monsters in that game).
Witcher 1's combat in contrast, has a lot of repetition and not a lot of depth IMO. At least, from what I remember. Witcher2 onwards had much better ideas of "fun combat" experiences.
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I can still go back to old PS2 era Dynasty Warriors, mash square and have fun. Its not about "dated graphics". I admit dynasty warriors is a mashy-heavy game with a casual mindset, but I think Witcher couldn't really decide if it wanted to be a punishing slow game (like Monster Hunter/Souls series), or a faster twitch game, and just weirdly plays in this unfun position between the two extremes.
Its fine to have a slow punishing game (Monster Hunter / Souls / etc. etc.), but you need a huge variety of bosses to keep interest. Witcher 1 felt pretty stale after a short time, since there's just not as much variety.
Somehow, I don't find Dynasty Warriors gameplay stale (despite being a square-mash simulator). I don't fully understand why however. I guess DW is more about positioning of the player-character (the enemy army is always winning where you are _not_ located, so Dynasty Warriors feels more like a firefighter simulator, where you're running around the battlefield trying to fix issues in the army... rather than really being a combat game?)
Once you 'get' this, everything makes way more sense, the game flows, and it becomes really quite fun. I played it when it first came out. I didn't get it, and quit before beating the first chapter. I later replayed it, got it, and ended up playing through it multiple times on max difficulty.
That's actually why I stopped playing Monster Hunter: I really hate the non-responsiveness, it feels like wading through molasses.
Monster Hunter basically forces you to memorize the way the monsters move. Its not for everyone, but its in the title. "Monster Hunter". You gotta keep practicing vs the same monster over-and-over until you memorize its patterns before you really get the joy of success in that game.
When you're finally cool with one monster, you move on to learn the patterns of the next, etc. etc. Its a "take it at your own pace" kinda game. No story, just hunting.
But that's not what I'm looking for in a game, I generally want the agility of e.g. Mirror's Edge ^^
Indeed, it would be weird if CDPR had trouble with Polish.
In other words, the first Witcher game is in more of a niche genre with significantly less mainstream appeal in terms of gameplay and UI.
The fighting system is pretty old-school but once you get used to it, it is quite fun. It is very authentic to how Geralt is fighting in the Witcher books. It is simply more about rhythm and tactics than one might be used to.
Just because Witcher 1 is kind of hard to recommend for a casual gamer in 2022, does not mean it is garbage. It is just different. It has more of a niche appeal.
I am absolutely glad I got to play the original and some of its charm are the things are probably going to be modernized away in the remake.
They picked an off-the-shelf engine that was designed to simulate tabletop games like Dungeons & Dragons in 3D. Maybe they got a good deal on it.
The bird's-eye click-to-move camera mode is what the engine was designed for, but the developers kludged in some keyboard controls because they were making an action game.
The odd timing-based fighting styles sort of make sense, because the engine wanted to handle combat with dice rolls on a mostly-fixed interval.
It could have turned out a lot worse, when you consider what they were working with. I hope they keep some of the weird quirks, like the rhythm swordplay.
One of the biggest things indie game developers can do to not look like an indie game is to stop using the default settings on the default materials. Not necessarily even using custom materials. Just don't use the default settings.
these are more examples of modelling issues but it shows how little care and QA went into the remake:
they rounded out this 6-sided nut : https://old.reddit.com/r/GTA/comments/quutz7/definitive_lazy...
hot dog fingers: https://www.youtube.com/watch?v=qQWw0hHMUoc
Compare with Warcraft III Reforged. Modding with the original WC3 was extremely popular: DotA started as a mod for WC3, so Blizzard should have focused on compatibility. Not doing so led to the poor reception.
absolutely. whenever a friend is playing anything with specific shader/specular/lighting styles I always yell "Unity!" while watching him. I'm generally dead-on accurate with those guesses. It's definetly not coincidence at this point; there is some default behavior or lighting gimmick I can generally always cue in on with regards to Unity. I think it's their style of specular lighting glow that gets painted onto way too many things by most creators.
I don't use the engine myself, so I can't tell you exactly what it is I hone in on, but I can for most titles.
Great game though.
Witcher 1's main quest is the most interesting of the 3 games, I hope they do not commit the mistake of adding a minimap to casualize the remake, paying attention to the dialogues, environmental details and exploring the maps is very much what made the game interesting to me. It's one of these games where you can get stuck if you are not paying attention to the story, or miss certain timed events, which increases its replay value. It's much more interesting that just spamming witcher senses all the time to complete quests.
To those who didn't play the game, this is very much a "detective" story and most quests are shrouded in mystery, it can works ONLY if the player has to pay attention to the dialogues, lore and story. It will not work if the player is spoon-fed every little detail about who is whom, what potion to use or the devs resorts to bringing back the "witcher senses".
Just like Witcher 2, one can "side" with either of 2 camps, unlike Witcher 2, one can decide not to side with anybody, although choosing the latter option might not lead to the most positive outcome...
This is nice usually, but such a curse for procedural games. Once you start internalizing the RNG you stop thinking of yourself as exploring an environment, and more in terms of rolling dice: "oh, rolled a general shop, no mimic, one fountain and the Gnomish Caves entrance". At least nethack has enough crazy shit happening that it gives the levels personality regardless.
Same thing with AI enemies in strategy/4X games. Deep down it's just some form of RNG+rules based on "personality" values and current situation, but there's no real strategy. Just a simulation of it.
Which makes you think, with AlphaStar defeating pro players since 2019, where's the AI 4X games deserve? While 4X games might be crazy when good humans play multiplayer, the average 4X solo player does a limited set of actions and uses much less strategy than in StarCraft.
Fantastic site.
I'm a software engineer with a ton of Linux experience so hacking the Deck doesn't scare me at all; I've read quite a bit about it. But I figured I'd give it a go first with the out-of-the-box configuration and so far have been thoroughly impressed.
Easier to build a game you already know in a new game engine than to create a completely new game. Especially if you don't want the game to be filled with bugs.
CD has always used in an house game engine for their games.
I also think this is the reason for Naughty Dog rereleasing The Last of Us on PS5. Though the engine itself was written in C++, it used a lot of Scheme code to generate game data and components and I think they want to move off that because it's baffling to the new devs they want to onboard.
I'm waiting for Id Software to throw in the towel and rerelease Unreal versions of Doom (2016) and Doom Eternal.
Note Id had a texture streaming system in Rage in order to support a large seamless game world, but they cut that large open world for Doom:2016 and Eternal. In contrast, CDPR's games just grew with each new Witcher release.
https://www.reddit.com/r/gaming/comments/rkdbnv/started_play...
But yeah I want new stories more.
also this is just follow-up to a previous announcement where they announced 5 projects in various stages of development on top of info about the CP2077 expansion: https://ftw.usatoday.com/2022/10/cd-projekt-red-witcher-cybe...
You said:
>Its a third party studio doing the remake, CDPR probably won't be diverting many internal resources away from their existing in-house projects for this.
but the link claims:
>On Tuesday, CD Projekt Red announced five all-new games currently in development at the studio
Their stock price is near 5 year low, how can they afford it?
Stock price has nothing to do with how much money CDPR has in their bank accounts. Stock trading is basically a public opinion poll on the future of the company, but not a penny from those trades actually goes to company accounts.
TL;DR: Companies still depend on equities as a funding mechanism.
nevertheless, I didn't mean they can't fund it because of low stock price, they got lots of free money from Polish government development fund, but CDPR delivered only 4 big games and only 2 were big hits, The Witcher and The Witcher 3. CP77 sold in many copies, I have one too, but I'm not buying them unless they prove it's worth the price. They completely lost my trust and employees with internal knowledge, who were committed to make Witchers a success story.
Previously delivering 2 (or 3) good games, having stock prices high during that time, getting free money from development fund vs now stock price low, trust in company and their quality dropped, 5 projects in progress? Aren't they shooting too high?
Nearly every stock in Tech is down a lot this year. High growth, low profitability stocks are generally underwater. You'd have to compare their stock to similar companies to see if they are down more or less than those comparable peers.
My take on that is that with Witcher games and even with Cyberpunk they made a lot of money. In fact they made the amounts not often seen in Polish economy (I think at some point they were most valuable company in Poland). They should have a lot of cash saved, no need to borrow money.
EDIT: In fact I did find the info about their cash reserves and they are about $220M, which might not seem much from US perspective, but in Poland it is equivalent to their 3 years expenses.
It's new to me that the company makes its money selling its stock, not games.
Also "currently in development" does not mean every game is getting equal resources, or that each game is in the same stage of development.
It recently went up almost 50%.
Like 2 months ago their price was around 77-80
Now it is around 120~
I expect (I bet my money on) it to be around 150 around december/january
I could say a bunch of soft science things like, go with a sure thing in an uncertain market, blah blah. I think it's simply easier
But maybe that’s just me being nostalgic since that’s also around the time I began being an adult. It does seem convenient how it’s usually timed out so that parents can geek out with their kids; so the industry inherits a new generation of fans. My recent example of that is how apparently Pokémon is very popular again. I was too old to care in the 90s but those kids now have kids of similar age as they were at the time.
The phenomenon as a whole didn’t seem to exist so strongly prior to that. In the 80s if my dad showed me something he liked as a kid I just laughed it off as some old toy that had no relevance to me. My 4 yo loves Spider-Man and has no clue he’s older than me. They made a new show specifically targeting this age group (Spidey and his Amazing Friends).
Sibling comment has a link.
Hopefully they will revisit them just long enough to throw them in the trash and implement an entirely different combat system than the bad ones they had in Witcher 1.
I hope they fix these kinds of glitches as well.
> [removed] the playing cards players can earn that depict pinup art of Geralt's various sexual partners. The system has been criticized over the years for treating women's bodies as a reward for player progression.
This pin-up card collection of your sex partners was edgy in 2007 and 2011 as well. Its not like it was an especially unenlightened age of days bygone. The Pin-Up card system is definitely what put it on the map. Its really funny that CD Project [may] opt to launder its reputation now to reach a broader audience after only getting on the map for being absurd and over the top. I'm not advocating for anything, only observing.
The lesson broadcasted is that you have to do "degrading" and shocking things like that to stand out at all. Kind of like how many individuals get started in many industries to support themselves.
I'll just wait for it to be modded back in.
[EDIT] Actually a few other mainstream non-porn games have done almost the same thing, since, too. The Saboteur comes to mind. Some whole series are all about that sort of thing, like DOA.
I think the cards had basically nothing to do with the game success, and judging from the comments here, it seems the first game wasn't even all that successful in the first place.
The cards show a “notch on your belt”, which is something a lot of people are sensitive to and don’t want to perpetuate, when given the choice
So that’s what people are reacting to, not the mere presence of sexual encounters and explicitness at all
Said another way: Of the subset of people that are fine with explicit depictions in this medium, a broader subset of them want to depict more women as collaborators as opposed to prizes and collectibles. They found that depiction detracted from this particular series.
Of all three series, TW1 combat is the one I liked the best (seriously). Once you got the hang of it, it felt quite natural. On the other hand, TW2 combat felt like a stupid regression. TW3 combat was good but not as good as the first installment of the series.
Other things I liked from the first game and I honestly think are the best in all three games:
- lore system and content - signs - alchemy - potions - character progression and development.
Also, it is quite playable on Intel onboard GPUs.
I'm excited to learn that a remake is in the works, but I am afraid that all the above (and also romance cards, due to stupid PC stuff) will be gone in the remake.
* The gunplay was mediocre, in my opinion. "Better than Fallout" is the rating I'd give it, and that's a "you did better coloring inside the lines than the kid with a motor disability" on my scale.
* While I'm talking about gameplay, driving ranks as "Better than GTA4", and see above for where that falls on my scale.
* The environment was pretty as all hell, but it felt shallow and unlived in due to a lack of unique characters that weren't copy-paste NPCs populating the world, a few fleshed out characters relating to the main story, and some uninspired side mission fillers. Witcher 3 may not be as shiny, or as dense, but the world feels more alive due to the detail put into it.
* This is a personal gripe, but I really did not care for the story and ludonarrative dissonance it creates. I'm also not a fan of being given an illusion of choice, when all the endings ultimately play out the same way with a different skin (see: Mass Effect 3).
There's more, but those are my biggest issues with the game, even discounting the AWFUL state the game was in for a long time.
I wonder if they will give them their cut-scene creation technology. It was one of the best parts of The Witcher 3 - the cinematography was great and showed the emotions much better than in any CRPG I played to this day.
That said, original game with customized Aurora engine is very good. No big need for a remake, but if they'll make it fully open world it might be adding something interesting, besides simply improved graphics.
Excited b/c the Witcher is amazing and should be brought back for new players to experience.
Terrified b/c it gives Bethesda another way to put Skyrim out into the void - "The Unreal_edition_final_we_promise."
I think we’re at the point where it’s virtually impossible to make a modern looking game from scratch. We’re already there with browsers.
For people who never played it, meh ok, for me who has consumed pretty much every game since the c64 in the golden days.
It's like this "West" vs Russia thing, we had a cold war already, the 90s were awesome but I'm not looking forward to history repeating, 10 steps back into the cold war and hopefully not hot war.
Life is about making new experiences, repeating old experiences with better graphics is not exciting at all. It's also lazy.
But I'm still enamoured with the perfect imperfections of their first effort.