The Witcher 4 Team is Tapping Into the “Good Creative Chaos” From The Witcher 3’s Development

CD Projekt Red has been the subject of much debate lately, and that’s before The Witcher 4 announcement. Cyberpunk 2077 With redemption, the studio has significantly changed the way it develops, minimizing crunching whenever possible. However, CIRI’s debut as the main character utilizes the “Scrappy Energy” used. The Witcher 3: Wild Huntalong with the story director Philip Weber.

He described the atmosphere of the time as “good creative confusion” at Gamesradar. “Sometimes I say, ‘Let’s get it done. Stain it. Do it the way we were doing it!

“How we want to do justice (The Witcher 3) Legacy is to take the philosophy we had The Witcher 3 – How to make a game, how to really care about these things, how to tell a story – and keep it up. “But the developers say, “There are also new questions we want to answer, because this should feel like a real sequel, not just redoing what we’ve done before, but also a real sequel. And I think it’s really trying to (about it) have a healthy mix of moving forward and trying out some new things.”

Obviously there is no such shortage. Each designer appears to offer “10 times more ideas” than what actually becomes in-game. Thankfully, the philosophy of not having a fetch quest is The Witcher 3.

The Witcher 4 Although it won’t be released early until 2027, CD Projekt Red has big visual plans. Recently, we discussed the mentality of console-first development at 60 frames per second using raytraced global lighting on the base PS5. It’s easier than that (Xbox series performance requires work), but given the impressive tech demos these days, it should be fun to witness.


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