• Je me sens si seul et déçu. Les accusations de mauvaise gestion à l'égard des organisateurs de Gamescom Latam résonnent en moi comme un écho douloureux. Plus de 250 développeurs du Brésil se sont levés, exprimant leur frustration et leur désespoir face à un soutien inexistant lors de ce qui aurait dû être un moment de fierté et de célébration.

    Nous avions tous imaginé cet événement comme une vitrine éclatante pour nos créations, un lieu où nos rêves pourraient briller. Mais maintenant, tout ce que je ressens, c'est un profond sentiment d'abandon. Les espoirs que nous avions placés en Gamescom Latam se sont évaporés, remplacés par un vide amer.

    Il n'est pas facile de porter le poids de ces attentes déçues. Chaque développeur a investi non seulement du temps et des ressources, mais aussi une part de son âme dans ce projet. Nous avons cru en la promesse d'une communauté unie, mais avec cette gestion inappropriée, ce rêve semble s'éloigner de jour en jour. Les mots des organisateurs, bien que présents, manquent de chaleur, de compréhension. Ils semblent vides, comme une promesse jamais tenue.

    J'ai toujours pensé que l'industrie du jeu vidéo était un refuge, un endroit où la créativité et la passion pouvaient s'épanouir ensemble. Mais aujourd'hui, je me sens trahi, isolé dans une mer d'incertitude. Où est le soutien que nous méritons ? Pourquoi avons-nous été laissés à nous débattre dans la tourmente ?

    Je regarde autour de moi et je vois des collègues, amis, et inconnus, tous partageant ce même sentiment de désespoir. Nous aurions dû être unis, célébrant nos réussites et apprenant des échecs ensemble. Mais maintenant, ce lien semble si fragile, craquant sous la pression de l'inattention et de l'oubli.

    Nous méritons mieux. Nous méritons d'être entendus, soutenus, et valorisés. Ce n'est pas juste une question d'événements ou de jeux ; c'est une question de respect, de reconnaissance de notre travail acharné et de notre passion. J'espère qu'un jour, ceux qui gèrent ces événements réaliseront à quel point chaque voix compte, et à quel point chaque développeur mérite d'être soutenu.

    J'éprouve un besoin urgent de connexion, de comprendre que je ne suis pas seul dans cette lutte. Peut-être, ensemble, nous pourrons surmonter ce sentiment de solitude et de désespoir. Mais pour l'instant, je reste ici, perdu dans mes pensées, espérant des jours meilleurs.

    #GamescomLatam #Développeurs #JeuxVidéo #Solitude #Frustration
    Je me sens si seul et déçu. 🎭 Les accusations de mauvaise gestion à l'égard des organisateurs de Gamescom Latam résonnent en moi comme un écho douloureux. Plus de 250 développeurs du Brésil se sont levés, exprimant leur frustration et leur désespoir face à un soutien inexistant lors de ce qui aurait dû être un moment de fierté et de célébration. 😔 Nous avions tous imaginé cet événement comme une vitrine éclatante pour nos créations, un lieu où nos rêves pourraient briller. Mais maintenant, tout ce que je ressens, c'est un profond sentiment d'abandon. Les espoirs que nous avions placés en Gamescom Latam se sont évaporés, remplacés par un vide amer. 💔 Il n'est pas facile de porter le poids de ces attentes déçues. Chaque développeur a investi non seulement du temps et des ressources, mais aussi une part de son âme dans ce projet. Nous avons cru en la promesse d'une communauté unie, mais avec cette gestion inappropriée, ce rêve semble s'éloigner de jour en jour. Les mots des organisateurs, bien que présents, manquent de chaleur, de compréhension. Ils semblent vides, comme une promesse jamais tenue. 😢 J'ai toujours pensé que l'industrie du jeu vidéo était un refuge, un endroit où la créativité et la passion pouvaient s'épanouir ensemble. Mais aujourd'hui, je me sens trahi, isolé dans une mer d'incertitude. Où est le soutien que nous méritons ? Pourquoi avons-nous été laissés à nous débattre dans la tourmente ? 🌧️ Je regarde autour de moi et je vois des collègues, amis, et inconnus, tous partageant ce même sentiment de désespoir. Nous aurions dû être unis, célébrant nos réussites et apprenant des échecs ensemble. Mais maintenant, ce lien semble si fragile, craquant sous la pression de l'inattention et de l'oubli. Nous méritons mieux. Nous méritons d'être entendus, soutenus, et valorisés. Ce n'est pas juste une question d'événements ou de jeux ; c'est une question de respect, de reconnaissance de notre travail acharné et de notre passion. J'espère qu'un jour, ceux qui gèrent ces événements réaliseront à quel point chaque voix compte, et à quel point chaque développeur mérite d'être soutenu. J'éprouve un besoin urgent de connexion, de comprendre que je ne suis pas seul dans cette lutte. Peut-être, ensemble, nous pourrons surmonter ce sentiment de solitude et de désespoir. Mais pour l'instant, je reste ici, perdu dans mes pensées, espérant des jours meilleurs. #GamescomLatam #Développeurs #JeuxVidéo #Solitude #Frustration
    Update: Gamescom Latam organizers respond to mismanagement allegations
    Event organizers have responded after over 250 developers from Brazil accused Gamescom Latam of failing to provide adequate support during the high-profile showcase.
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  • SAG-AFTRA proposed AI protections will let performers send their digital replicas on strike

    TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.SAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeSAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeA tentative agreement proposed by the union will also require game studios to secure informed consent from performers when using AI.Chris Kerr, Senior Editor, NewsJune 13, 20251 Min ReadImage via SAG-AFTRAPerformer union SAG-AFTRA has outlined what sort of AI protections have been secured through its new-look Interactive Media Agreement.The union, which this week suspended a year-long strike after finally agreeing terms with game studios signed to the IMA, said the new contract includes "important guardrails and gains around AI" such as the need for informed consent when deploying AI tech and the ability for performers to suspend consent for Digital Replicas during a strike—effectively sending their digital counterparts to the picket line.Compensation gains include the need for collectively-bargained minimums covering the use of Digital Replicas created with IMA-covered performances and higher minimumsfor what SAG-AFTRA calls "Real Time Generation," which is when a Digital Replica-voiced chatbot might be embedded in a video game.Secondary Performance Payments will also require studios to compensate performers when visual performances are reused in additional projects. The tentative agreement has already been approved by the SAG-AFTRA National Board and has now been submitted to union members for ratification.If ratified, it will also provide compounded compensation increases at a rate of 15.17 percent plus additional 3 percent increases in November 2025, November 2026, and November 2027. In addition, the overtime rate maximum for overscale performers will be based on double scale.Related:The full terms off the three-year deal will be released on June 18 alongside other ratification materials. Eligible SAG-AFTRA members will have until 5pm PDT on Wednesday, July 9, to vote on the agreement.  about:Labor & UnionizationAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #sagaftra #proposed #protections #will #let
    SAG-AFTRA proposed AI protections will let performers send their digital replicas on strike
    TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.SAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeSAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeA tentative agreement proposed by the union will also require game studios to secure informed consent from performers when using AI.Chris Kerr, Senior Editor, NewsJune 13, 20251 Min ReadImage via SAG-AFTRAPerformer union SAG-AFTRA has outlined what sort of AI protections have been secured through its new-look Interactive Media Agreement.The union, which this week suspended a year-long strike after finally agreeing terms with game studios signed to the IMA, said the new contract includes "important guardrails and gains around AI" such as the need for informed consent when deploying AI tech and the ability for performers to suspend consent for Digital Replicas during a strike—effectively sending their digital counterparts to the picket line.Compensation gains include the need for collectively-bargained minimums covering the use of Digital Replicas created with IMA-covered performances and higher minimumsfor what SAG-AFTRA calls "Real Time Generation," which is when a Digital Replica-voiced chatbot might be embedded in a video game.Secondary Performance Payments will also require studios to compensate performers when visual performances are reused in additional projects. The tentative agreement has already been approved by the SAG-AFTRA National Board and has now been submitted to union members for ratification.If ratified, it will also provide compounded compensation increases at a rate of 15.17 percent plus additional 3 percent increases in November 2025, November 2026, and November 2027. In addition, the overtime rate maximum for overscale performers will be based on double scale.Related:The full terms off the three-year deal will be released on June 18 alongside other ratification materials. Eligible SAG-AFTRA members will have until 5pm PDT on Wednesday, July 9, to vote on the agreement.  about:Labor & UnionizationAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #sagaftra #proposed #protections #will #let
    WWW.GAMEDEVELOPER.COM
    SAG-AFTRA proposed AI protections will let performers send their digital replicas on strike
    TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.SAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeSAG-AFTRA proposed AI protections will let performers send their digital replicas on strikeA tentative agreement proposed by the union will also require game studios to secure informed consent from performers when using AI.Chris Kerr, Senior Editor, NewsJune 13, 20251 Min ReadImage via SAG-AFTRAPerformer union SAG-AFTRA has outlined what sort of AI protections have been secured through its new-look Interactive Media Agreement (IMA).The union, which this week suspended a year-long strike after finally agreeing terms with game studios signed to the IMA, said the new contract includes "important guardrails and gains around AI" such as the need for informed consent when deploying AI tech and the ability for performers to suspend consent for Digital Replicas during a strike—effectively sending their digital counterparts to the picket line.Compensation gains include the need for collectively-bargained minimums covering the use of Digital Replicas created with IMA-covered performances and higher minimums (7.5x scale) for what SAG-AFTRA calls "Real Time Generation," which is when a Digital Replica-voiced chatbot might be embedded in a video game.Secondary Performance Payments will also require studios to compensate performers when visual performances are reused in additional projects. The tentative agreement has already been approved by the SAG-AFTRA National Board and has now been submitted to union members for ratification.If ratified, it will also provide compounded compensation increases at a rate of 15.17 percent plus additional 3 percent increases in November 2025, November 2026, and November 2027. In addition, the overtime rate maximum for overscale performers will be based on double scale.Related:The full terms off the three-year deal will be released on June 18 alongside other ratification materials. Eligible SAG-AFTRA members will have until 5pm PDT on Wednesday, July 9, to vote on the agreement. Read more about:Labor & UnionizationAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Subway Surfers Blast developer Outplay Entertainment has laid off 21 workers

    TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Subway Surfers Blast developer Outplay Entertainment has laid off 21 workersSubway Surfers Blast developer Outplay Entertainment has laid off 21 workers'This step was taken to align our operations with current business.'Chris Kerr, Senior Editor, NewsJune 5, 20251 Min ReadImage via OutplaySubway Surfers Blast and Angry Birds Pop developer Outplay Entertainment has laid off 21 employees.The Scottish studio confirmed the news in a email sent to MobileGamer.biz and said the layoffs were made in response to "current business realities.""This step was taken to align our operations with current business realities and to support a strategic shift toward partnering with publishers for future game releases," wrote Outplay CEO Douglas Hare in the email."This was not a decision we took lightly. We are incredibly grateful to the talented individuals affected, many of whom have made lasting contributions to our games and culture. We are doing everything we can to support them through this transition."Outplay was established in 2010 and is based in Dundee. The company styles itself as the largest independent mobile studio in the UK and claims its roster of titles has amassed over 160 million downloads to date. It now joins a chorus of other studios across the world in making layoffs.Those cuts are frequently made to adapt to what companies often refer to as "headwinds" or the "business realities" of an industry that is still reckoning with the over-investment and bad bets made by decision-makers during the pandemic.In recent months, companies such as People Can Fly, EA, Niantic, Playtime, Meta, Mighty Yell, Devolver, and PlaySide, Embracer, and Cyan Worlds have all made significant cuts. It is, unfortunately, a trend that has become something of a permanent fixture across the video game industry.Related: about:Layoffs & Studio ClosuresTop StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #subway #surfers #blast #developer #outplay
    Subway Surfers Blast developer Outplay Entertainment has laid off 21 workers
    TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Subway Surfers Blast developer Outplay Entertainment has laid off 21 workersSubway Surfers Blast developer Outplay Entertainment has laid off 21 workers'This step was taken to align our operations with current business.'Chris Kerr, Senior Editor, NewsJune 5, 20251 Min ReadImage via OutplaySubway Surfers Blast and Angry Birds Pop developer Outplay Entertainment has laid off 21 employees.The Scottish studio confirmed the news in a email sent to MobileGamer.biz and said the layoffs were made in response to "current business realities.""This step was taken to align our operations with current business realities and to support a strategic shift toward partnering with publishers for future game releases," wrote Outplay CEO Douglas Hare in the email."This was not a decision we took lightly. We are incredibly grateful to the talented individuals affected, many of whom have made lasting contributions to our games and culture. We are doing everything we can to support them through this transition."Outplay was established in 2010 and is based in Dundee. The company styles itself as the largest independent mobile studio in the UK and claims its roster of titles has amassed over 160 million downloads to date. It now joins a chorus of other studios across the world in making layoffs.Those cuts are frequently made to adapt to what companies often refer to as "headwinds" or the "business realities" of an industry that is still reckoning with the over-investment and bad bets made by decision-makers during the pandemic.In recent months, companies such as People Can Fly, EA, Niantic, Playtime, Meta, Mighty Yell, Devolver, and PlaySide, Embracer, and Cyan Worlds have all made significant cuts. It is, unfortunately, a trend that has become something of a permanent fixture across the video game industry.Related: about:Layoffs & Studio ClosuresTop StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #subway #surfers #blast #developer #outplay
    WWW.GAMEDEVELOPER.COM
    Subway Surfers Blast developer Outplay Entertainment has laid off 21 workers
    TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.Subway Surfers Blast developer Outplay Entertainment has laid off 21 workersSubway Surfers Blast developer Outplay Entertainment has laid off 21 workers'This step was taken to align our operations with current business.'Chris Kerr, Senior Editor, NewsJune 5, 20251 Min ReadImage via OutplaySubway Surfers Blast and Angry Birds Pop developer Outplay Entertainment has laid off 21 employees.The Scottish studio confirmed the news in a email sent to MobileGamer.biz and said the layoffs were made in response to "current business realities.""This step was taken to align our operations with current business realities and to support a strategic shift toward partnering with publishers for future game releases," wrote Outplay CEO Douglas Hare in the email."This was not a decision we took lightly. We are incredibly grateful to the talented individuals affected, many of whom have made lasting contributions to our games and culture. We are doing everything we can to support them through this transition."Outplay was established in 2010 and is based in Dundee. The company styles itself as the largest independent mobile studio in the UK and claims its roster of titles has amassed over 160 million downloads to date. It now joins a chorus of other studios across the world in making layoffs.Those cuts are frequently made to adapt to what companies often refer to as "headwinds" or the "business realities" of an industry that is still reckoning with the over-investment and bad bets made by decision-makers during the pandemic.In recent months, companies such as People Can Fly, EA, Niantic, Playtime, Meta, Mighty Yell, Devolver, and PlaySide, Embracer, and Cyan Worlds have all made significant cuts. It is, unfortunately, a trend that has become something of a permanent fixture across the video game industry.Related:Read more about:Layoffs & Studio ClosuresTop StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025

    Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025
    10 highlights from Geoff Keighley's annual livestream

    Feature

    by Samuel Roberts
    Editorial Director

    Published on June 7, 2025

    Geoff Keighley's annual Summer Game Fest showcase had a few big moments, including a major showing from Capcom, some sharp-looking indie games from well-known developers, and a creative tie-in between Hitman and James Bond by IO Interactive.
    Find a selection of 10 key SGF 2025 highlights below, including all-new reveals and several worthwhile updates on already-announced games.
    End of Abyss
    Created by Section 9 Interactive, a Malmö-based studio of developers who worked on the Little Nightmares games, and published by Epic Games itself, this was the horror highlight of SGF. In End of Abyss, a combat technician explores a facility that's riddled with fleshy monsters, in what looks a little like a twin-stick survival horror shooter.
    New pathways will emerge in the game as players become stronger, suggesting something of a Metroidvania structure. This one doesn't have a specific release date yet beyond 2026, but it's coming to Xbox, PlayStation, and PC.
    Lego Voyagers

    This two-player Lego game from the developers of Lego Builders Journey left an impression with a simple but perfect pitch: what if you played as a single Lego brick, and the entire game was built around that notion?
    Anyone still craving high-value co-op experiences for couch play after finishing this year's wonderful Split Fiction should keep this beautiful-looking game on their radar. It's coming to PC and consoles, including the original Nintendo Switch, and will be playable either locally or online.
    Mina the Hollower

    To see this content please enable targeting cookies.

    Mina the Hollower, the long-awaited new game from Shovel Knight developer Yacht Club Games, got a release date of October 31, 2025 during SGF. This trailer will set off fireworks for anyone familiar with its inspirations: Link's Awakening and the other Game Boy Color Zelda games, for example, as well as the side-scrolling adventures of the Castlevania series.
    Marvel's Deadpool VR

    Rather a lot of licensed games made the cut in this Summer Games Fest. Meta's big reveal at SGF was Deadpool VR, another superhero-themed exclusive coming to Quest 3, following last year's killer app Batman: Arkham Shadow.
    This game stars Neil Patrick Harris as Marvel's Merc with a Mouth, and comes from 'Splosion Man developer Twisted Pixel. As ever, Deadpool's delivered-via-sledgehammer meta humour is something of an acquired taste, yet the recent history of pop culture would suggest it's never been more popular.
    Deadpool VR's first-person combat and storytelling look authentic to the character, which is either a dream come true or a living nightmare, depending on who you ask. It launches exclusively on Quest 3 and 3S in late 2025.
    Ill and Mundfish's push into publishing
    Mundfish, the latest developer to move into publishing, had a big presence in this year's SGF livestream. That included a colourful-if-muddled trailer for Atomic Heart 2, a follow-up to its 2023 hit FPS.
    But perhaps more interesting was the horror-themed FPS Ill, the debut game from studio Team Clout. What could be more frightening than being chased by dozens of decaying bald men, and occasionally, some fetid-looking evil giant babies? This game will launch on PC, Xbox, PlayStation, but it doesn't have a release date yet.
    Scott Pilgrim EX

    Considering the Scott Pilgrim graphic novels ended 15 years ago, the longevity of a story about a down-on-his-luck 20-something fighting all his new partner's exes in sequence continues to amaze. This spiritual sequel to 2010's acclaimed Ubisoft tie-in Scott Pilgrim Vs The World: The Game sees Scott and six of his pals teaming up to fight three different warring gangs who have taken over Toronto.
    Developer Tribute Gamescomprises staff who worked on that prior Ubisoft title. Pleasingly for fans, too, series creator Bryan Lee O'Malley is behind the story on this project. With four-player co-op part of the mix, Scott Pilgrim EX launches in 2026.
    Casino Royale's Le Chiffre comes to Hitman: World of Assassination

    With IO Interactive's James Bond game First Light not arriving until 2026, this reveal was a real treat for fans of 007, and a fun stopgap. Actor Mads Mikkelsen joined IO's Hakan Abrak on-stage in announcing that his Casino Royale villain Le Chiffre has been added to Hitman: World of Assassination's Paris level as a limited-time Elusive Target. Players have until July 6 to take him out.
    Blighted

    Guacamelee studio Drinkbox is behind this visually stylish action RPG, which looks like it'll scratch the itch of anyone who got deep into Hades but wants something with a fresh twistto play. The setting is described as a 'psychedelic western nightmare' by the developers, and a 'blighted' mechanic alters the difficulty of the game dynamically depending on how afflicted the player is. It's coming soon to Steam.
    Stranger Than Heaven

    First unveiled last year as Project Century, this deeper look at the next project by Like A Dragon developer RGG Studio showed off the game's 1943period Japanese setting, as well as its combat and other gameplay elements like moral choices.
    Considering the last trailer was set in 1915, it would appear to suggest the game takes place across multiple decades. It's exciting to see this studio trying something a little different, even if some of the parts are superficially similar.
    Resident Evil Requiem

    The reveal of the ninth mainline Resident Evil game closed the livestream with a bang. Requiem is slightly hard to grasp from this first trailer, perhaps by design: the protagonist is an agent called Grace Ashcroft, and we see several glimpses of the ruins of Raccoon City amid the horrors in this teaser.
    No doubt Capcom will gradually put the pieces together in the run-up to its February 27, 2026 release date on PC, Xbox, and PlayStation. It firmly looks like a stylistic follow-up to the first-person hits Resident Evil 7 and Village. On-stage, it was promised the game will feature "high-stakes cinematic action" as well as survival horror.
    #resident #evil #stranger #than #heaven
    Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025
    Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025 10 highlights from Geoff Keighley's annual livestream Feature by Samuel Roberts Editorial Director Published on June 7, 2025 Geoff Keighley's annual Summer Game Fest showcase had a few big moments, including a major showing from Capcom, some sharp-looking indie games from well-known developers, and a creative tie-in between Hitman and James Bond by IO Interactive. Find a selection of 10 key SGF 2025 highlights below, including all-new reveals and several worthwhile updates on already-announced games. End of Abyss Created by Section 9 Interactive, a Malmö-based studio of developers who worked on the Little Nightmares games, and published by Epic Games itself, this was the horror highlight of SGF. In End of Abyss, a combat technician explores a facility that's riddled with fleshy monsters, in what looks a little like a twin-stick survival horror shooter. New pathways will emerge in the game as players become stronger, suggesting something of a Metroidvania structure. This one doesn't have a specific release date yet beyond 2026, but it's coming to Xbox, PlayStation, and PC. Lego Voyagers This two-player Lego game from the developers of Lego Builders Journey left an impression with a simple but perfect pitch: what if you played as a single Lego brick, and the entire game was built around that notion? Anyone still craving high-value co-op experiences for couch play after finishing this year's wonderful Split Fiction should keep this beautiful-looking game on their radar. It's coming to PC and consoles, including the original Nintendo Switch, and will be playable either locally or online. Mina the Hollower To see this content please enable targeting cookies. Mina the Hollower, the long-awaited new game from Shovel Knight developer Yacht Club Games, got a release date of October 31, 2025 during SGF. This trailer will set off fireworks for anyone familiar with its inspirations: Link's Awakening and the other Game Boy Color Zelda games, for example, as well as the side-scrolling adventures of the Castlevania series. Marvel's Deadpool VR Rather a lot of licensed games made the cut in this Summer Games Fest. Meta's big reveal at SGF was Deadpool VR, another superhero-themed exclusive coming to Quest 3, following last year's killer app Batman: Arkham Shadow. This game stars Neil Patrick Harris as Marvel's Merc with a Mouth, and comes from 'Splosion Man developer Twisted Pixel. As ever, Deadpool's delivered-via-sledgehammer meta humour is something of an acquired taste, yet the recent history of pop culture would suggest it's never been more popular. Deadpool VR's first-person combat and storytelling look authentic to the character, which is either a dream come true or a living nightmare, depending on who you ask. It launches exclusively on Quest 3 and 3S in late 2025. Ill and Mundfish's push into publishing Mundfish, the latest developer to move into publishing, had a big presence in this year's SGF livestream. That included a colourful-if-muddled trailer for Atomic Heart 2, a follow-up to its 2023 hit FPS. But perhaps more interesting was the horror-themed FPS Ill, the debut game from studio Team Clout. What could be more frightening than being chased by dozens of decaying bald men, and occasionally, some fetid-looking evil giant babies? This game will launch on PC, Xbox, PlayStation, but it doesn't have a release date yet. Scott Pilgrim EX Considering the Scott Pilgrim graphic novels ended 15 years ago, the longevity of a story about a down-on-his-luck 20-something fighting all his new partner's exes in sequence continues to amaze. This spiritual sequel to 2010's acclaimed Ubisoft tie-in Scott Pilgrim Vs The World: The Game sees Scott and six of his pals teaming up to fight three different warring gangs who have taken over Toronto. Developer Tribute Gamescomprises staff who worked on that prior Ubisoft title. Pleasingly for fans, too, series creator Bryan Lee O'Malley is behind the story on this project. With four-player co-op part of the mix, Scott Pilgrim EX launches in 2026. Casino Royale's Le Chiffre comes to Hitman: World of Assassination With IO Interactive's James Bond game First Light not arriving until 2026, this reveal was a real treat for fans of 007, and a fun stopgap. Actor Mads Mikkelsen joined IO's Hakan Abrak on-stage in announcing that his Casino Royale villain Le Chiffre has been added to Hitman: World of Assassination's Paris level as a limited-time Elusive Target. Players have until July 6 to take him out. Blighted Guacamelee studio Drinkbox is behind this visually stylish action RPG, which looks like it'll scratch the itch of anyone who got deep into Hades but wants something with a fresh twistto play. The setting is described as a 'psychedelic western nightmare' by the developers, and a 'blighted' mechanic alters the difficulty of the game dynamically depending on how afflicted the player is. It's coming soon to Steam. Stranger Than Heaven First unveiled last year as Project Century, this deeper look at the next project by Like A Dragon developer RGG Studio showed off the game's 1943period Japanese setting, as well as its combat and other gameplay elements like moral choices. Considering the last trailer was set in 1915, it would appear to suggest the game takes place across multiple decades. It's exciting to see this studio trying something a little different, even if some of the parts are superficially similar. Resident Evil Requiem The reveal of the ninth mainline Resident Evil game closed the livestream with a bang. Requiem is slightly hard to grasp from this first trailer, perhaps by design: the protagonist is an agent called Grace Ashcroft, and we see several glimpses of the ruins of Raccoon City amid the horrors in this teaser. No doubt Capcom will gradually put the pieces together in the run-up to its February 27, 2026 release date on PC, Xbox, and PlayStation. It firmly looks like a stylistic follow-up to the first-person hits Resident Evil 7 and Village. On-stage, it was promised the game will feature "high-stakes cinematic action" as well as survival horror. #resident #evil #stranger #than #heaven
    WWW.GAMESINDUSTRY.BIZ
    Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025
    Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025 10 highlights from Geoff Keighley's annual livestream Feature by Samuel Roberts Editorial Director Published on June 7, 2025 Geoff Keighley's annual Summer Game Fest showcase had a few big moments, including a major showing from Capcom, some sharp-looking indie games from well-known developers, and a creative tie-in between Hitman and James Bond by IO Interactive. Find a selection of 10 key SGF 2025 highlights below, including all-new reveals and several worthwhile updates on already-announced games. End of Abyss Created by Section 9 Interactive, a Malmö-based studio of developers who worked on the Little Nightmares games, and published by Epic Games itself, this was the horror highlight of SGF. In End of Abyss, a combat technician explores a facility that's riddled with fleshy monsters, in what looks a little like a twin-stick survival horror shooter. New pathways will emerge in the game as players become stronger, suggesting something of a Metroidvania structure. This one doesn't have a specific release date yet beyond 2026, but it's coming to Xbox, PlayStation, and PC. Lego Voyagers This two-player Lego game from the developers of Lego Builders Journey left an impression with a simple but perfect pitch: what if you played as a single Lego brick, and the entire game was built around that notion? Anyone still craving high-value co-op experiences for couch play after finishing this year's wonderful Split Fiction should keep this beautiful-looking game on their radar. It's coming to PC and consoles, including the original Nintendo Switch, and will be playable either locally or online (with only one purchase necessary for the latter). Mina the Hollower To see this content please enable targeting cookies. Mina the Hollower, the long-awaited new game from Shovel Knight developer Yacht Club Games, got a release date of October 31, 2025 during SGF. This trailer will set off fireworks for anyone familiar with its inspirations: Link's Awakening and the other Game Boy Color Zelda games, for example, as well as the side-scrolling adventures of the Castlevania series. Marvel's Deadpool VR Rather a lot of licensed games made the cut in this Summer Games Fest (who could've predicted that this year's livestream would offer viewers a real-time strategy game tie-in to Game of Thrones, a TV show that ended on a contentious note in 2019?). Meta's big reveal at SGF was Deadpool VR, another superhero-themed exclusive coming to Quest 3, following last year's killer app Batman: Arkham Shadow. This game stars Neil Patrick Harris as Marvel's Merc with a Mouth, and comes from 'Splosion Man developer Twisted Pixel. As ever, Deadpool's delivered-via-sledgehammer meta humour is something of an acquired taste, yet the recent history of pop culture would suggest it's never been more popular. Deadpool VR's first-person combat and storytelling look authentic to the character, which is either a dream come true or a living nightmare, depending on who you ask. It launches exclusively on Quest 3 and 3S in late 2025. Ill and Mundfish's push into publishing Mundfish, the latest developer to move into publishing, had a big presence in this year's SGF livestream. That included a colourful-if-muddled trailer for Atomic Heart 2, a follow-up to its 2023 hit FPS. But perhaps more interesting was the horror-themed FPS Ill, the debut game from studio Team Clout. What could be more frightening than being chased by dozens of decaying bald men, and occasionally, some fetid-looking evil giant babies? This game will launch on PC, Xbox, PlayStation, but it doesn't have a release date yet. Scott Pilgrim EX Considering the Scott Pilgrim graphic novels ended 15 years ago, the longevity of a story about a down-on-his-luck 20-something fighting all his new partner's exes in sequence continues to amaze. This spiritual sequel to 2010's acclaimed Ubisoft tie-in Scott Pilgrim Vs The World: The Game sees Scott and six of his pals teaming up to fight three different warring gangs who have taken over Toronto. Developer Tribute Games (creators of the brilliant Teenage Mutant Ninja Turtles: Shredder's Revenge) comprises staff who worked on that prior Ubisoft title. Pleasingly for fans, too, series creator Bryan Lee O'Malley is behind the story on this project. With four-player co-op part of the mix, Scott Pilgrim EX launches in 2026. Casino Royale's Le Chiffre comes to Hitman: World of Assassination With IO Interactive's James Bond game First Light not arriving until 2026, this reveal was a real treat for fans of 007, and a fun stopgap. Actor Mads Mikkelsen joined IO's Hakan Abrak on-stage in announcing that his Casino Royale villain Le Chiffre has been added to Hitman: World of Assassination's Paris level as a limited-time Elusive Target. Players have until July 6 to take him out. Blighted Guacamelee studio Drinkbox is behind this visually stylish action RPG, which looks like it'll scratch the itch of anyone who got deep into Hades but wants something with a fresh twist (or co-op) to play. The setting is described as a 'psychedelic western nightmare' by the developers, and a 'blighted' mechanic alters the difficulty of the game dynamically depending on how afflicted the player is. It's coming soon to Steam. Stranger Than Heaven First unveiled last year as Project Century, this deeper look at the next project by Like A Dragon developer RGG Studio showed off the game's 1943 (seemingly) period Japanese setting, as well as its combat and other gameplay elements like moral choices (of the Xbox 360 era 'spare/kill' variety). Considering the last trailer was set in 1915, it would appear to suggest the game takes place across multiple decades. It's exciting to see this studio trying something a little different, even if some of the parts are superficially similar. Resident Evil Requiem The reveal of the ninth mainline Resident Evil game closed the livestream with a bang. Requiem is slightly hard to grasp from this first trailer, perhaps by design: the protagonist is an agent called Grace Ashcroft, and we see several glimpses of the ruins of Raccoon City amid the horrors in this teaser. No doubt Capcom will gradually put the pieces together in the run-up to its February 27, 2026 release date on PC, Xbox, and PlayStation. It firmly looks like a stylistic follow-up to the first-person hits Resident Evil 7 and Village. On-stage, it was promised the game will feature "high-stakes cinematic action" as well as survival horror.
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  • Reports of Switch 2 screen punctures raise questions over hardware packaging

    Chris Kerr, Senior Editor, NewsJune 5, 20252 Min ReadSwitch 2 promotional photo via NintendoMultiple consumers on social media claim GameStop employees who chose to staple receipts to the packaging of Switch 2 hardware have inadvertently caused screen punctures.As clocked by IGN, a number of Switch 2 owners who managed to secure a device on launch day say they began unboxing their device only to find the display sported puncture wounds.The culprit, it seems, were receipts that had been stapled to the cardboard packaging by retail workers. "My Switch 2 has staple holes in the screen. They stapled the receipt to the box," wrote one X user, who also posted pictures of the damage."GameStop stapled the receipt for me and my friends Switch 2s to the box. FML," said another person on X before sharing similar images. "Genuinely insane now I’m gonna have to wait 3 months for the restock. And yes we were there for the midnight release so I bet everyone in this line is gonna have this same issue."There have also been similar posts on Reddit, where multiple users claim to have encountered the same issue and suggested the problem might be widespread. It seems many of those impacted picked up their console from GameStop's Staten Island branch."Me and my homie herewere unfortunately at the same GameStop and this happened to me and another buddy! Think the entire pre-order batch is completely fucked," they wrote in a thread.Related:Who decided to package Switch 2 consoles with the screens facing outward?It's an issue that raises questions about the decision to package the Switch 2 with the screen facing outward. As shown by the images being shared on social media and multiple unboxing videos, the console's 7.9 inch display is visible as soon as the box is opened and is only protected by a plastic wrap and the cardboard lid of the box itself.Game Developer has reached out to Nintendo for comment.  about:Nintendo Switch 2Top StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #reports #switch #screen #punctures #raise
    Reports of Switch 2 screen punctures raise questions over hardware packaging
    Chris Kerr, Senior Editor, NewsJune 5, 20252 Min ReadSwitch 2 promotional photo via NintendoMultiple consumers on social media claim GameStop employees who chose to staple receipts to the packaging of Switch 2 hardware have inadvertently caused screen punctures.As clocked by IGN, a number of Switch 2 owners who managed to secure a device on launch day say they began unboxing their device only to find the display sported puncture wounds.The culprit, it seems, were receipts that had been stapled to the cardboard packaging by retail workers. "My Switch 2 has staple holes in the screen. They stapled the receipt to the box," wrote one X user, who also posted pictures of the damage."GameStop stapled the receipt for me and my friends Switch 2s to the box. FML," said another person on X before sharing similar images. "Genuinely insane now I’m gonna have to wait 3 months for the restock. And yes we were there for the midnight release so I bet everyone in this line is gonna have this same issue."There have also been similar posts on Reddit, where multiple users claim to have encountered the same issue and suggested the problem might be widespread. It seems many of those impacted picked up their console from GameStop's Staten Island branch."Me and my homie herewere unfortunately at the same GameStop and this happened to me and another buddy! Think the entire pre-order batch is completely fucked," they wrote in a thread.Related:Who decided to package Switch 2 consoles with the screens facing outward?It's an issue that raises questions about the decision to package the Switch 2 with the screen facing outward. As shown by the images being shared on social media and multiple unboxing videos, the console's 7.9 inch display is visible as soon as the box is opened and is only protected by a plastic wrap and the cardboard lid of the box itself.Game Developer has reached out to Nintendo for comment.  about:Nintendo Switch 2Top StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #reports #switch #screen #punctures #raise
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    Reports of Switch 2 screen punctures raise questions over hardware packaging
    Chris Kerr, Senior Editor, NewsJune 5, 20252 Min ReadSwitch 2 promotional photo via NintendoMultiple consumers on social media claim GameStop employees who chose to staple receipts to the packaging of Switch 2 hardware have inadvertently caused screen punctures.As clocked by IGN, a number of Switch 2 owners who managed to secure a device on launch day say they began unboxing their device only to find the display sported puncture wounds.The culprit, it seems, were receipts that had been stapled to the cardboard packaging by retail workers. "My Switch 2 has staple holes in the screen. They stapled the receipt to the box," wrote one X user, who also posted pictures of the damage."GameStop stapled the receipt for me and my friends Switch 2s to the box. FML," said another person on X before sharing similar images. "Genuinely insane now I’m gonna have to wait 3 months for the restock. And yes we were there for the midnight release so I bet everyone in this line is gonna have this same issue."There have also been similar posts on Reddit, where multiple users claim to have encountered the same issue and suggested the problem might be widespread. It seems many of those impacted picked up their console from GameStop's Staten Island branch."Me and my homie here (we never met before) were unfortunately at the same GameStop and this happened to me and another buddy! Think the entire pre-order batch is completely fucked," they wrote in a thread.Related:Who decided to package Switch 2 consoles with the screens facing outward?It's an issue that raises questions about the decision to package the Switch 2 with the screen facing outward. As shown by the images being shared on social media and multiple unboxing videos (like this one posted by CNET), the console's 7.9 inch display is visible as soon as the box is opened and is only protected by a plastic wrap and the cardboard lid of the box itself.Game Developer has reached out to Nintendo for comment. Read more about:Nintendo Switch 2Top StoriesAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Feature: "It Was Always About Surviving Together" - Why Konami Chose This Forgotten IP For Switch 2's Launch

    Image: Nintendo LifeWho had the return of Survival Kids on their bingo cards for 2025? Let alone as a launch title for a brand new Nintendo console?
    Amidst a storm of third-party ports and first-party giants, Survival Kids quietly sneaked into the Nintendo Switch 2 Direct back in April 2025. And when we saw the Konami logo, something clicked — oh, it's that Survival Kids.
    The original Game Boy Color game launched way back in 1999 and was just added to the Game Boy app on Nintendo Switch Online. A GBC sequel, the Lost In Blue trilogy on DS, and a Wii game followed, but the series of survival RPGs has been dormant ever since. Until now.Subscribe to Nintendo Life on YouTube815kWatch on YouTube
    In a partnership with Unity Games — in what is the developer's first-ever game — Konami is flipping the script with this new entry. And, ahead of its Switch 2 release on 5th June, we had a chance to send Richard Jones, Creative Director at Konami Digital Entertainment, some questions about the surprise return of this cult classic series.

    Available today

    Nintendo Life: Konami has an extremely deep and rich back catalogue full of games and series that have lain dormant for years. Why did the team choose to bring back Survival Kids?
    Richard Jones, Creative Director at Konami Digital Entertainment: The reason we wanted to bring Survival Kids back was because the idea of being shipwrecked on an island is such a universally known story throughout the world and throughout generations. It harks back to stories like the Lost Boys from Peter Pan, Swallows and Amazons, or Treasure Island. There's something incredibly evocative about kids having adventures on remote islands.
    Thematically, the idea of kids on an island having fun and adventures is exactly what video games are about. The opportunity to update this game and play with some of the new Nintendo Switch 2 features was just very exciting. So, it just seemed like a really interesting theme to explore – where we could have fun and turn it into a game for all of the family. A sensation that goes back to everyone’s childhood, like running around the playground pretending to be pirates or whatever.
    How things change in over 25 years... — Images: Konami
    That idea of combining childhood adventure with modern co-operative gameplay felt like the perfect way to make something both nostalgic and new. We saw an opportunity to build a game that was more accessible, multiplayer-focused, and designed for families and friends to enjoy together.
    I think that’s why we liked the theme and thought there was a really good opportunity to update and reinvent it in a new, interesting way for modern audiences.
    You're working with Unity in what is the company's first fully developed video game. How did that partnership come about?
    I met with Unity a few years ago at Gamescom. It came to light that they were putting together a team for in-house development. I happened to be looking for external studios to work on a Konami IP, and it seemed like we were on the same sort of trajectory – same ideas around scope, budget, and timescale. So, we carried on talking and started exploring which IPs we’d be interested in working on. We quickly realised we were creatively aligned, and that led naturally into working together.
    Once we met the team at Unity, we realised what an experienced group of people they’d put together. Everyone throws around words like 'industry veteran,' but these were actual veterans – proper experts in their field with years and years of experience shipping all kinds of games. We knew immediately we were in safe hands – the developers and artists really knew their stuff, and we knew we could work really well with them.
    Are any of the original developers involved, or has Konami reached out to them about the new project?
    We love the original Survival Kids games – I remember working on Survival Kidswhen I first joined Konami. It’s a fantastic game, but we wanted to completely redesign it from the ground up. We had a different vision for what this game should be based on its premise. We wanted it to be more fun, more accessible – something people could play together. From the start, it was always about surviving together.

    this is very much a respectful reimagining based on the original’s premise - not a direct continuation.

    It was always going to be a group of kids on an island, working together to solve puzzles in fun ways. Rather than being a really hardcore, punishing RPG like the original, this is a lighter, more inclusive experience. So yeah, this is very much a respectful reimagining based on the original’s premise - not a direct continuation.
    The original Game Boy game is a single-player survival venture with resource management. How do these aspects translate into multiplayer?
    We wanted to use the idea of cooking and gathering food as something you could do communally. That was one of the really early ideas – we wanted people to come together around the cooking pot.
    We explored different iterations — should it be a campfire, should it be something else — and landed on a cooking pot. Everyone can throw bits of food in, and you get this communal pot of soup. Everyone gets something out of it.
    Rather than linking hunger or exhaustion to failure, we tied stats to improving your character. So, for example, if there's a really tall climbing net, you can’t just climb it straight away – you need to cook and eat food to build up stamina. That way, it encourages cooperation without punishing players. You're cooking to get stronger, not to avoid death.
    Image: Konami

    So it keeps that survival theme - but reframes it around teamwork and progression, not punishment. It’s a more approachable, co-op-friendly way to explore the same ideas. It’s all part of the shift from surviving alone to surviving together.
    What can returning fans expect in terms of new gameplay elements?
    The game is completely new, so it's a fresh experience. The original had a fairly hardcore, punishing survival design, but this version is less about failure states and more about creating time and space for people to have fun together – whether that’s in split-screen mode, using GameShare in the same room, or online with GameChat.

    this version is less about failure states and more about creating time and space for people to have fun together

    The whole point was friends and families gathering, solving puzzles, overcoming obstacles, and having fun. There are still challenges linked to the environment and items - and you can try speedrunning if you want, but at its heart it’s about playing together and enjoying the experience as a group.
    We want players to come away with a smile on their face at the end of a session.
    Was it always your goal to be a Switch 2 launch title? Will players be able to use GameShare between Switch 1 and 2?
    When we started the pitch and early design work, we didn’t even know about Switch 2. But during pre-production, speculation about the new console started to emerge, and it aligned closely with our schedule.
    We made some educated guesses – assuming the console would have a similar audience, and continue to target ways to play socially. We took a few leaps of faith early on, designing with those assumptions in mind - and they turned out to be close enough. Once we started designing around that, it all made sense – and we reached out to Nintendo to get dev kits and approval.
    Once they saw what we were doing, I think they realised it was a natural fit. So yes, it now supports new social features like GameChat but also GameShare with compatibility between Switch 1 and Switch 2.Subscribe to Nintendo Life on YouTube815k
    Are you taking advantage of Switch 2 features like mouse mode or 120fps?
    We looked into mouse mode, but it didn’t really add anything meaningful to our gameplay.
    Instead, we focused on features like GameShare and GameChat, which made much more sense for the co-op experience. We also had to be mindful of performance – we’re supporting split screen and GameShare simultaneously, which puts constraints on frame rate.
    Those trade-offs were intentional - made to ensure a smooth, stable multiplayer experience across all supported modes.
    With games like Overcooked and Moving Out gaining popularity, how will Survival Kids stand out in a crowded multiplayer launch lineup?
    Games like Overcooked were definitely in our minds when we started this – the idea of co-op chaos is something we really liked.
    We approach it slightly differently – using real-time physics, for example. Things like logs rolling away from you or two players struggling to carry a heavy object. It’s deceptively simple, but ends up being chaotic, funny, and memorable - the kind of co-op experience where things go wrong in the best way.
    What sets Survival Kids apart is its tone - it’s light-hearted, session-based, and designed for friends and family to pick up and play. And it’s one of the few titles launching with full GameShare and GameChat support right out of the box.
    Image: Konami

    This interview has been edited lightly for clarity.
    Thank you to Richard Jones at Konami for taking the time to speak to us! Survival Kids washes onto the Switch 2's shores on the console's launch day, Thursday 5th June. Let us know if you're looking forward to this.

    Every game coming to Switch 2 on launch day

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    Alana has been with Nintendo Life since 2022, and while RPGs are her first love, Nintendo is a close second. She enjoys nothing more than overthinking battle strategies, characters, and stories. She also wishes she was a Sega air pirate.

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    Title:
    Survival Kids

    System:
    Nintendo Switch 2

    Also Available For:
    GBC

    Publisher:
    Konami

    Developer:
    Unity Games

    Genre:
    Adventure

    Players:
    1

    Release Date:
    Nintendo Switch 2 5th Jun 2025 — 5th Jun 2025 — £44.99

    Series:
    Survival Kids

    Official Site:
    nintendo.com

    Where to buy:
    Buy on Amazon
    #feature #quotit #was #always #about
    Feature: "It Was Always About Surviving Together" - Why Konami Chose This Forgotten IP For Switch 2's Launch
    Image: Nintendo LifeWho had the return of Survival Kids on their bingo cards for 2025? Let alone as a launch title for a brand new Nintendo console? Amidst a storm of third-party ports and first-party giants, Survival Kids quietly sneaked into the Nintendo Switch 2 Direct back in April 2025. And when we saw the Konami logo, something clicked — oh, it's that Survival Kids. The original Game Boy Color game launched way back in 1999 and was just added to the Game Boy app on Nintendo Switch Online. A GBC sequel, the Lost In Blue trilogy on DS, and a Wii game followed, but the series of survival RPGs has been dormant ever since. Until now.Subscribe to Nintendo Life on YouTube815kWatch on YouTube In a partnership with Unity Games — in what is the developer's first-ever game — Konami is flipping the script with this new entry. And, ahead of its Switch 2 release on 5th June, we had a chance to send Richard Jones, Creative Director at Konami Digital Entertainment, some questions about the surprise return of this cult classic series. Available today Nintendo Life: Konami has an extremely deep and rich back catalogue full of games and series that have lain dormant for years. Why did the team choose to bring back Survival Kids? Richard Jones, Creative Director at Konami Digital Entertainment: The reason we wanted to bring Survival Kids back was because the idea of being shipwrecked on an island is such a universally known story throughout the world and throughout generations. It harks back to stories like the Lost Boys from Peter Pan, Swallows and Amazons, or Treasure Island. There's something incredibly evocative about kids having adventures on remote islands. Thematically, the idea of kids on an island having fun and adventures is exactly what video games are about. The opportunity to update this game and play with some of the new Nintendo Switch 2 features was just very exciting. So, it just seemed like a really interesting theme to explore – where we could have fun and turn it into a game for all of the family. A sensation that goes back to everyone’s childhood, like running around the playground pretending to be pirates or whatever. How things change in over 25 years... — Images: Konami That idea of combining childhood adventure with modern co-operative gameplay felt like the perfect way to make something both nostalgic and new. We saw an opportunity to build a game that was more accessible, multiplayer-focused, and designed for families and friends to enjoy together. I think that’s why we liked the theme and thought there was a really good opportunity to update and reinvent it in a new, interesting way for modern audiences. You're working with Unity in what is the company's first fully developed video game. How did that partnership come about? I met with Unity a few years ago at Gamescom. It came to light that they were putting together a team for in-house development. I happened to be looking for external studios to work on a Konami IP, and it seemed like we were on the same sort of trajectory – same ideas around scope, budget, and timescale. So, we carried on talking and started exploring which IPs we’d be interested in working on. We quickly realised we were creatively aligned, and that led naturally into working together. Once we met the team at Unity, we realised what an experienced group of people they’d put together. Everyone throws around words like 'industry veteran,' but these were actual veterans – proper experts in their field with years and years of experience shipping all kinds of games. We knew immediately we were in safe hands – the developers and artists really knew their stuff, and we knew we could work really well with them. Are any of the original developers involved, or has Konami reached out to them about the new project? We love the original Survival Kids games – I remember working on Survival Kidswhen I first joined Konami. It’s a fantastic game, but we wanted to completely redesign it from the ground up. We had a different vision for what this game should be based on its premise. We wanted it to be more fun, more accessible – something people could play together. From the start, it was always about surviving together. this is very much a respectful reimagining based on the original’s premise - not a direct continuation. It was always going to be a group of kids on an island, working together to solve puzzles in fun ways. Rather than being a really hardcore, punishing RPG like the original, this is a lighter, more inclusive experience. So yeah, this is very much a respectful reimagining based on the original’s premise - not a direct continuation. The original Game Boy game is a single-player survival venture with resource management. How do these aspects translate into multiplayer? We wanted to use the idea of cooking and gathering food as something you could do communally. That was one of the really early ideas – we wanted people to come together around the cooking pot. We explored different iterations — should it be a campfire, should it be something else — and landed on a cooking pot. Everyone can throw bits of food in, and you get this communal pot of soup. Everyone gets something out of it. Rather than linking hunger or exhaustion to failure, we tied stats to improving your character. So, for example, if there's a really tall climbing net, you can’t just climb it straight away – you need to cook and eat food to build up stamina. That way, it encourages cooperation without punishing players. You're cooking to get stronger, not to avoid death. Image: Konami So it keeps that survival theme - but reframes it around teamwork and progression, not punishment. It’s a more approachable, co-op-friendly way to explore the same ideas. It’s all part of the shift from surviving alone to surviving together. What can returning fans expect in terms of new gameplay elements? The game is completely new, so it's a fresh experience. The original had a fairly hardcore, punishing survival design, but this version is less about failure states and more about creating time and space for people to have fun together – whether that’s in split-screen mode, using GameShare in the same room, or online with GameChat. this version is less about failure states and more about creating time and space for people to have fun together The whole point was friends and families gathering, solving puzzles, overcoming obstacles, and having fun. There are still challenges linked to the environment and items - and you can try speedrunning if you want, but at its heart it’s about playing together and enjoying the experience as a group. We want players to come away with a smile on their face at the end of a session. Was it always your goal to be a Switch 2 launch title? Will players be able to use GameShare between Switch 1 and 2? When we started the pitch and early design work, we didn’t even know about Switch 2. But during pre-production, speculation about the new console started to emerge, and it aligned closely with our schedule. We made some educated guesses – assuming the console would have a similar audience, and continue to target ways to play socially. We took a few leaps of faith early on, designing with those assumptions in mind - and they turned out to be close enough. Once we started designing around that, it all made sense – and we reached out to Nintendo to get dev kits and approval. Once they saw what we were doing, I think they realised it was a natural fit. So yes, it now supports new social features like GameChat but also GameShare with compatibility between Switch 1 and Switch 2.Subscribe to Nintendo Life on YouTube815k Are you taking advantage of Switch 2 features like mouse mode or 120fps? We looked into mouse mode, but it didn’t really add anything meaningful to our gameplay. Instead, we focused on features like GameShare and GameChat, which made much more sense for the co-op experience. We also had to be mindful of performance – we’re supporting split screen and GameShare simultaneously, which puts constraints on frame rate. Those trade-offs were intentional - made to ensure a smooth, stable multiplayer experience across all supported modes. With games like Overcooked and Moving Out gaining popularity, how will Survival Kids stand out in a crowded multiplayer launch lineup? Games like Overcooked were definitely in our minds when we started this – the idea of co-op chaos is something we really liked. We approach it slightly differently – using real-time physics, for example. Things like logs rolling away from you or two players struggling to carry a heavy object. It’s deceptively simple, but ends up being chaotic, funny, and memorable - the kind of co-op experience where things go wrong in the best way. What sets Survival Kids apart is its tone - it’s light-hearted, session-based, and designed for friends and family to pick up and play. And it’s one of the few titles launching with full GameShare and GameChat support right out of the box. Image: Konami This interview has been edited lightly for clarity. Thank you to Richard Jones at Konami for taking the time to speak to us! Survival Kids washes onto the Switch 2's shores on the console's launch day, Thursday 5th June. Let us know if you're looking forward to this. Every game coming to Switch 2 on launch day Related Games See Also Share:0 0 Alana has been with Nintendo Life since 2022, and while RPGs are her first love, Nintendo is a close second. She enjoys nothing more than overthinking battle strategies, characters, and stories. She also wishes she was a Sega air pirate. Hold on there, you need to login to post a comment... Related Articles Pokémon Legends: Z-A's Switch 2 And Switch 1 Prices Have Been Revealed And we're pleasantly surprised Nintendo Updates Switch 2 Backwards Compatibility List Doom Eternal, NBA 2K25, and more to get an update Nintendo Appears To Have Updated Mario Kart World's Switch 2 File Size Some other file sizes have also changed Fantasy Life i Gets Switch 2 Release Date With Paid Upgrade Path For Switch 1 Players And it's coming launch day Title: Survival Kids System: Nintendo Switch 2 Also Available For: GBC Publisher: Konami Developer: Unity Games Genre: Adventure Players: 1 Release Date: Nintendo Switch 2 5th Jun 2025 — 5th Jun 2025 — £44.99 Series: Survival Kids Official Site: nintendo.com Where to buy: Buy on Amazon #feature #quotit #was #always #about
    WWW.NINTENDOLIFE.COM
    Feature: "It Was Always About Surviving Together" - Why Konami Chose This Forgotten IP For Switch 2's Launch
    Image: Nintendo LifeWho had the return of Survival Kids on their bingo cards for 2025? Let alone as a launch title for a brand new Nintendo console? Amidst a storm of third-party ports and first-party giants, Survival Kids quietly sneaked into the Nintendo Switch 2 Direct back in April 2025. And when we saw the Konami logo, something clicked — oh, it's that Survival Kids. The original Game Boy Color game launched way back in 1999 and was just added to the Game Boy app on Nintendo Switch Online. A GBC sequel, the Lost In Blue trilogy on DS, and a Wii game followed, but the series of survival RPGs has been dormant ever since. Until now.Subscribe to Nintendo Life on YouTube815kWatch on YouTube In a partnership with Unity Games — in what is the developer's first-ever game — Konami is flipping the script with this new entry. And, ahead of its Switch 2 release on 5th June, we had a chance to send Richard Jones, Creative Director at Konami Digital Entertainment, some questions about the surprise return of this cult classic series. Available today Nintendo Life: Konami has an extremely deep and rich back catalogue full of games and series that have lain dormant for years. Why did the team choose to bring back Survival Kids? Richard Jones, Creative Director at Konami Digital Entertainment: The reason we wanted to bring Survival Kids back was because the idea of being shipwrecked on an island is such a universally known story throughout the world and throughout generations. It harks back to stories like the Lost Boys from Peter Pan, Swallows and Amazons, or Treasure Island. There's something incredibly evocative about kids having adventures on remote islands. Thematically, the idea of kids on an island having fun and adventures is exactly what video games are about. The opportunity to update this game and play with some of the new Nintendo Switch 2 features was just very exciting. So, it just seemed like a really interesting theme to explore – where we could have fun and turn it into a game for all of the family. A sensation that goes back to everyone’s childhood, like running around the playground pretending to be pirates or whatever. How things change in over 25 years... — Images: Konami That idea of combining childhood adventure with modern co-operative gameplay felt like the perfect way to make something both nostalgic and new. We saw an opportunity to build a game that was more accessible, multiplayer-focused, and designed for families and friends to enjoy together. I think that’s why we liked the theme and thought there was a really good opportunity to update and reinvent it in a new, interesting way for modern audiences. You're working with Unity in what is the company's first fully developed video game. How did that partnership come about? I met with Unity a few years ago at Gamescom. It came to light that they were putting together a team for in-house development. I happened to be looking for external studios to work on a Konami IP, and it seemed like we were on the same sort of trajectory – same ideas around scope, budget, and timescale. So, we carried on talking and started exploring which IPs we’d be interested in working on. We quickly realised we were creatively aligned, and that led naturally into working together. Once we met the team at Unity, we realised what an experienced group of people they’d put together. Everyone throws around words like 'industry veteran,' but these were actual veterans – proper experts in their field with years and years of experience shipping all kinds of games. We knew immediately we were in safe hands – the developers and artists really knew their stuff, and we knew we could work really well with them. Are any of the original developers involved, or has Konami reached out to them about the new project? We love the original Survival Kids games – I remember working on Survival Kids (Stranded Kids, as it was called in the UK) when I first joined Konami. It’s a fantastic game, but we wanted to completely redesign it from the ground up. We had a different vision for what this game should be based on its premise. We wanted it to be more fun, more accessible – something people could play together. From the start, it was always about surviving together. this is very much a respectful reimagining based on the original’s premise - not a direct continuation. It was always going to be a group of kids on an island, working together to solve puzzles in fun ways. Rather than being a really hardcore, punishing RPG like the original, this is a lighter, more inclusive experience. So yeah, this is very much a respectful reimagining based on the original’s premise - not a direct continuation. The original Game Boy game is a single-player survival venture with resource management. How do these aspects translate into multiplayer? We wanted to use the idea of cooking and gathering food as something you could do communally. That was one of the really early ideas – we wanted people to come together around the cooking pot. We explored different iterations — should it be a campfire, should it be something else — and landed on a cooking pot. Everyone can throw bits of food in, and you get this communal pot of soup. Everyone gets something out of it. Rather than linking hunger or exhaustion to failure, we tied stats to improving your character. So, for example, if there's a really tall climbing net, you can’t just climb it straight away – you need to cook and eat food to build up stamina. That way, it encourages cooperation without punishing players. You're cooking to get stronger, not to avoid death. Image: Konami So it keeps that survival theme - but reframes it around teamwork and progression, not punishment. It’s a more approachable, co-op-friendly way to explore the same ideas. It’s all part of the shift from surviving alone to surviving together. What can returning fans expect in terms of new gameplay elements? The game is completely new, so it's a fresh experience. The original had a fairly hardcore, punishing survival design, but this version is less about failure states and more about creating time and space for people to have fun together – whether that’s in split-screen mode, using GameShare in the same room, or online with GameChat. this version is less about failure states and more about creating time and space for people to have fun together The whole point was friends and families gathering, solving puzzles, overcoming obstacles, and having fun. There are still challenges linked to the environment and items - and you can try speedrunning if you want, but at its heart it’s about playing together and enjoying the experience as a group. We want players to come away with a smile on their face at the end of a session. Was it always your goal to be a Switch 2 launch title? Will players be able to use GameShare between Switch 1 and 2? When we started the pitch and early design work, we didn’t even know about Switch 2. But during pre-production, speculation about the new console started to emerge, and it aligned closely with our schedule. We made some educated guesses – assuming the console would have a similar audience, and continue to target ways to play socially. We took a few leaps of faith early on, designing with those assumptions in mind - and they turned out to be close enough. Once we started designing around that, it all made sense – and we reached out to Nintendo to get dev kits and approval. Once they saw what we were doing, I think they realised it was a natural fit. So yes, it now supports new social features like GameChat but also GameShare with compatibility between Switch 1 and Switch 2. (EN: It's since been revealed that you can play Survival Kids via GameShare with up to two additional Switch 1 and/or Switch 2 consoles) Subscribe to Nintendo Life on YouTube815k Are you taking advantage of Switch 2 features like mouse mode or 120fps? We looked into mouse mode, but it didn’t really add anything meaningful to our gameplay. Instead, we focused on features like GameShare and GameChat, which made much more sense for the co-op experience. We also had to be mindful of performance – we’re supporting split screen and GameShare simultaneously, which puts constraints on frame rate. Those trade-offs were intentional - made to ensure a smooth, stable multiplayer experience across all supported modes. With games like Overcooked and Moving Out gaining popularity, how will Survival Kids stand out in a crowded multiplayer launch lineup? Games like Overcooked were definitely in our minds when we started this – the idea of co-op chaos is something we really liked. We approach it slightly differently – using real-time physics, for example. Things like logs rolling away from you or two players struggling to carry a heavy object. It’s deceptively simple, but ends up being chaotic, funny, and memorable - the kind of co-op experience where things go wrong in the best way. What sets Survival Kids apart is its tone - it’s light-hearted, session-based, and designed for friends and family to pick up and play. And it’s one of the few titles launching with full GameShare and GameChat support right out of the box. Image: Konami This interview has been edited lightly for clarity. Thank you to Richard Jones at Konami for taking the time to speak to us! Survival Kids washes onto the Switch 2's shores on the console's launch day, Thursday 5th June. Let us know if you're looking forward to this. Every game coming to Switch 2 on launch day Related Games See Also Share:0 0 Alana has been with Nintendo Life since 2022, and while RPGs are her first love, Nintendo is a close second. She enjoys nothing more than overthinking battle strategies, characters, and stories. She also wishes she was a Sega air pirate. Hold on there, you need to login to post a comment... Related Articles Pokémon Legends: Z-A's Switch 2 And Switch 1 Prices Have Been Revealed And we're pleasantly surprised Nintendo Updates Switch 2 Backwards Compatibility List Doom Eternal, NBA 2K25, and more to get an update Nintendo Appears To Have Updated Mario Kart World's Switch 2 File Size Some other file sizes have also changed Fantasy Life i Gets Switch 2 Release Date With Paid Upgrade Path For Switch 1 Players And it's coming launch day Title: Survival Kids System: Nintendo Switch 2 Also Available For: GBC Publisher: Konami Developer: Unity Games Genre: Adventure Players: 1 Release Date: Nintendo Switch 2 5th Jun 2025 — $49.99 5th Jun 2025 — £44.99 Series: Survival Kids Official Site: nintendo.com Where to buy: Buy on Amazon
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  • Summer Game Fest 2025: What new game announcements to expect and how to watch

    As if early June wasn't already going to be a wild enough time in the gaming world with the arrival of the Nintendo Switch 2, that's also when a whole host of showcases takes place as part of Summer Game Fest. Along with the two blockbuster events — Summer Game Fest Live and the Xbox Games Showcase — there are a bunch of other ones in store, including the always-delightful Day of the Devs.
    There could be even more on the docket. There's always a chance that Nintendo and Sony will run a Direct or State of Play, respectively, over the next few weeks. Ubisoft hasn't yet announced a Forward event for this year — perhaps because it has delayed a bunch of big games and isn't ready to talk about them. 
    As things stand, SGF is slated to run from June 6 until June 8. With E3 officially dead, SGF is now the de facto replacement and the biggest event for announcements and updates this side of Gamescom in August.
    We'll update this preview as more details about the showcases emerge, including additional events in the SGF nebula. We'll embed videos for each stream as they become available as well.
    Engadget will be on the ground in Los Angeles for the in-person side of SGF, which is for media and creators. We'll be bringing you hands-on impressions of many of the games that are featured during SGF Live.
    Most folks will be keeping up with everything from home, though. To that end, here's a breakdown of how to watch Summer Game Fest 2025 and what to expect from the extravaganza.
    Summer Game Fest 2024 schedule

    Summer Game Fest Live — June 6, 5PM ET
    Day of the Devs — June 6, 7PM ET
    Devolver Direct — June 6, 8PM ET
    Wholesome Direct — June 7, 12PM ET
    Women-led Games Showcase — June 7, 1PM ET
    Latin American Games Showcase — June 7, 2PM ET
    Green Games Showcase — June 7, 4PM ET
    Xbox Games Showcase — June 8, 1PM ET
    Death Stranding 2: On The Beach Live Game Premiere — June 8, 10PM ET

    How to watch Summer Game Fest Live — June 6, 5PM ET
    Watch on YouTube or Twitch
    Putting aside our annoyance at the timing of this showcase — late on a Friday evening in the UK and right when many folks on the East Coast are clocking out for the weekend — Summer Game Fest Live is one of the bigger events in early June. It starts at 5PM ET and will run for two hours.
    Organizers are promising "spectacular new video game announcements, surprises and reveals." That's pretty compelling, especially since host Geoff Keighleydownplayed expectations ahead of last year's show. 
    We do know about a few games that will appear. SGF Live will include a fresh look at Wuchang: Fallen Feathers, a Soulslike action RPG from Leenzee, a studio based in China. That game will arrive in July. Open-world MMORPG Chrono Odyssey will make an appearance as well.
    Oh, and Hideo Kojima will be there, of course. SGF Live takes place just a couple of weeks before Kojima's Death Stranding 2: On the Beach arrives, so we'll likely get another peek at that game before a more in-depth event on June 8. Perhaps some of the other projects Kojima's working on will get some time in the limelight too.
    We’re proud to welcome a record-setting 60+ partners for #SummerGameFest 2025, a global celebration of video games in Los Angeles this June. pic.twitter.com/1TZkEbKlHt— Geoff KeighleyMay 28, 2025

    Keighley has also released an initial list of partners for SGF. It includes big names such as PlayStation, Nintendo Switch 2, Xbox, Steam, 2K, Epic Games and Square Enix. On the list is IO Interactive, so perhaps we'll get more information about the James Bond game that the Hitman studio has been working on for several years. 
    Embark Studios is there as well, and given that there's a lot of hype around its upcoming extraction shooter, Arc Raiders, there'll be high hopes for a release date for that one. On top of that, CD Projekt Red will be at SGF, but it's more likely to be promoting Cyberpunk 2077's arrival on the Nintendo Switch 2 than shining a spotlight on The Witcher 4 .
    You can watch SGF Live on more than 20 platforms, including YouTube, Twitch, X, TikTok, Steam and international services. The event will stream live from the YouTube Theater, and you can attend in person, if you like.
    In any case, we'll be bringing you all the major news from Summer Game Fest Live. We just can't promise we won't have an adult beverage with an umbrella next to us while we're covering the event.

    How to watch Day of the Devs — June 6, 7PM ET
    Watch on YouTubeor Twitch 
    Immediately after SGF Live ends, the YouTube and Twitch streams will segue into the summer 2025 edition of Day of the Devs. This indie-focused showcase invariably has a fantastic lineup of games worth keeping an eye on.
    Among the games making appearances are Possessorfrom Heart Machine and "nightmarish RPG" Neverway from Coldblood and co-publisher Outersloth. We'll also see something from House House— presumably the co-op "walker-talker" Big Walk that was revealed in 2023. In all, Day of the Devs will feature 20 games. 
    Last year's show included 2024 gameof the year contender UFO 50, the very intriguing platformer Screenbound, survival climbing game Cairn, the delightfully kooky-looking Building Relationships and sci-fi mystery Phoenix Springs. My Steam wishlist somehow expands quite significantly after each Day of the Devs showcase. Weird how that always happens.

    How to watch Devolver Direct — June 6, 8PM ET
    Watch on YouTubeor Twitch 
    Sorry to everyone who was hoping for Baby Steps and Skate Story release dates from the SGF edition of Devolver Direct. This installment will be entirely focused on one game, and it's neither of those.
    Devolver Digital will be showing off a previously unannounced title called Ball x Pit: The Kenny Sun Story. The publisher hasn't revealed any more details about this game yet, but apparently it's one that the Devolver "team themselves can't even put down — hundreds of hours later." Devolver's got a strong track record, so this will probably be worth your attention.

    How to watch Wholesome Direct — June 7, 12PM ET
    Watch on YouTube or Twitch

    Definitely don't overlook the smaller events that take place during SGF, as you can always find plenty of treats among them. One such event is the Wholesome Direct, which will feature around 60 cozy games. It will include world premieres, demo announcements and updates from publishers and developers including Playstack, btf Games, ustwo games and Wētā Workshop.

    How to watch Women-led Games Showcase — June 7, 1PM ET
    Watch on YouTube

    This one does what it says on the tin. It's a showcase featuring games from women-led and majority-women studios. Women-led Games will feature 39 titles, including world premieres and release dates.

    How to watch Latin American Games Showcase — June 7, 2PM ET
    Watch on YouTube
    The Latin American Games Showcase will feature more than 50 games, all of which are from Latin American developers, oddly enough. Expect world premieres, game update news and more from this one.

    How to watch Green Games Showcase — June 7, 4PM ET
    Watch on YouTube
    The Green Games Showcase is a new addition to the lineup for 2025. This will focus on the game's industry's "growing commitment to the environment." It will feature games that make direct contributions to green initiatives. Other titles in the showcase center around sustainability, and some are designed to raise awareness or drive action regarding environmental causes.
    Amazon Games, Skybound Games and Team17 are among those taking part. The stream will include a Q&A about how games can inspire meaningful action on climate change. There will also be a fundraising drive to help plant 50,000 trees.

    How to watch Xbox Games Showcase — June 8, 1PM ET
    Watch on YouTube or TwitchWhat's the over/under on the number of times the phrase "day one with Game Pass" will appear on this stream? That's one phrase you can definitely expect to hear, but Microsoft will have plenty to share here. It's the biggest Xbox showcase of the year. There will be reveals and updates from across Xbox Game Studios, Bethesda and Activision Blizzard.
    Games that the company has in the pipeline include Fable, Perfect Dark, Gears of War: E-Day, Everwild, State of Decay 3, Clockwork Revolution, Hideo Kojima's OD and Contraband. It feels a little early for an update on The Elder Scrolls 6 since that game is still years away. But we may find out more about those other games and some we don't yet know about, such as whatever Double Fine and Toys for Bob are working on. 
    I have my fingers crossed for more info on the Blade game that Arkane Studios is working on. It's a reasonably safe bet that we'll see something about the next Call of Duty here as well. There's always going to be space for offerings from Microsoft's partner studios and publishers too. Plus, you never know, we might get a peek at what Halo Studios has been cooking up.
    One game we'll definitely hear more about on June 8 is The Outer Worlds 2. That's getting its own time in the spotlight, with a dedicated event that will start as soon as the main Xbox Games Showcase ends.

    How to watch Death Stranding 2 Live Game Premiere — June 8, 10PM ET
    Watch on YouTube

    Kojima will join Keighley at the Orpheum Theatre in LA to kick off a world tour of events to celebrate the arrival of Death Stranding 2: On The Beach. There will be a panel discussion with some special guests, as well as a live demo of the highly anticipated game. In case you can't make it in person, you can watch the hour-long event live at home. 

    Meanwhile, several publishers and other organizations are hosting their own shows around SGF. Here's when those will take place: 

    Access-Ability Summer Showcase — June 6, 11AM ET, on YouTube, YouTube with British Sign Language and TwitchIGN Live — throughout June 7 and 8, on YouTube and Twitch
    Southeast Asian Games Showcase — June 7, 3PM ET, on YouTube

    Future Games Show — June 7, 4PM ET, on YouTube 

    Frosty Games Fest — June 7, 7PM ET, on YouTubePC Gamer's PC Gaming Show — June 8, 3PM ET, on YouTubePhew. Get ready, gamers. Details on many, many new games are coming your way very soon.This article originally appeared on Engadget at
    #summer #game #fest #what #new
    Summer Game Fest 2025: What new game announcements to expect and how to watch
    As if early June wasn't already going to be a wild enough time in the gaming world with the arrival of the Nintendo Switch 2, that's also when a whole host of showcases takes place as part of Summer Game Fest. Along with the two blockbuster events — Summer Game Fest Live and the Xbox Games Showcase — there are a bunch of other ones in store, including the always-delightful Day of the Devs. There could be even more on the docket. There's always a chance that Nintendo and Sony will run a Direct or State of Play, respectively, over the next few weeks. Ubisoft hasn't yet announced a Forward event for this year — perhaps because it has delayed a bunch of big games and isn't ready to talk about them.  As things stand, SGF is slated to run from June 6 until June 8. With E3 officially dead, SGF is now the de facto replacement and the biggest event for announcements and updates this side of Gamescom in August. We'll update this preview as more details about the showcases emerge, including additional events in the SGF nebula. We'll embed videos for each stream as they become available as well. Engadget will be on the ground in Los Angeles for the in-person side of SGF, which is for media and creators. We'll be bringing you hands-on impressions of many of the games that are featured during SGF Live. Most folks will be keeping up with everything from home, though. To that end, here's a breakdown of how to watch Summer Game Fest 2025 and what to expect from the extravaganza. Summer Game Fest 2024 schedule Summer Game Fest Live — June 6, 5PM ET Day of the Devs — June 6, 7PM ET Devolver Direct — June 6, 8PM ET Wholesome Direct — June 7, 12PM ET Women-led Games Showcase — June 7, 1PM ET Latin American Games Showcase — June 7, 2PM ET Green Games Showcase — June 7, 4PM ET Xbox Games Showcase — June 8, 1PM ET Death Stranding 2: On The Beach Live Game Premiere — June 8, 10PM ET How to watch Summer Game Fest Live — June 6, 5PM ET Watch on YouTube or Twitch Putting aside our annoyance at the timing of this showcase — late on a Friday evening in the UK and right when many folks on the East Coast are clocking out for the weekend — Summer Game Fest Live is one of the bigger events in early June. It starts at 5PM ET and will run for two hours. Organizers are promising "spectacular new video game announcements, surprises and reveals." That's pretty compelling, especially since host Geoff Keighleydownplayed expectations ahead of last year's show.  We do know about a few games that will appear. SGF Live will include a fresh look at Wuchang: Fallen Feathers, a Soulslike action RPG from Leenzee, a studio based in China. That game will arrive in July. Open-world MMORPG Chrono Odyssey will make an appearance as well. Oh, and Hideo Kojima will be there, of course. SGF Live takes place just a couple of weeks before Kojima's Death Stranding 2: On the Beach arrives, so we'll likely get another peek at that game before a more in-depth event on June 8. Perhaps some of the other projects Kojima's working on will get some time in the limelight too. We’re proud to welcome a record-setting 60+ partners for #SummerGameFest 2025, a global celebration of video games in Los Angeles this June. pic.twitter.com/1TZkEbKlHt— Geoff KeighleyMay 28, 2025 Keighley has also released an initial list of partners for SGF. It includes big names such as PlayStation, Nintendo Switch 2, Xbox, Steam, 2K, Epic Games and Square Enix. On the list is IO Interactive, so perhaps we'll get more information about the James Bond game that the Hitman studio has been working on for several years.  Embark Studios is there as well, and given that there's a lot of hype around its upcoming extraction shooter, Arc Raiders, there'll be high hopes for a release date for that one. On top of that, CD Projekt Red will be at SGF, but it's more likely to be promoting Cyberpunk 2077's arrival on the Nintendo Switch 2 than shining a spotlight on The Witcher 4 . You can watch SGF Live on more than 20 platforms, including YouTube, Twitch, X, TikTok, Steam and international services. The event will stream live from the YouTube Theater, and you can attend in person, if you like. In any case, we'll be bringing you all the major news from Summer Game Fest Live. We just can't promise we won't have an adult beverage with an umbrella next to us while we're covering the event. How to watch Day of the Devs — June 6, 7PM ET Watch on YouTubeor Twitch  Immediately after SGF Live ends, the YouTube and Twitch streams will segue into the summer 2025 edition of Day of the Devs. This indie-focused showcase invariably has a fantastic lineup of games worth keeping an eye on. Among the games making appearances are Possessorfrom Heart Machine and "nightmarish RPG" Neverway from Coldblood and co-publisher Outersloth. We'll also see something from House House— presumably the co-op "walker-talker" Big Walk that was revealed in 2023. In all, Day of the Devs will feature 20 games.  Last year's show included 2024 gameof the year contender UFO 50, the very intriguing platformer Screenbound, survival climbing game Cairn, the delightfully kooky-looking Building Relationships and sci-fi mystery Phoenix Springs. My Steam wishlist somehow expands quite significantly after each Day of the Devs showcase. Weird how that always happens. How to watch Devolver Direct — June 6, 8PM ET Watch on YouTubeor Twitch  Sorry to everyone who was hoping for Baby Steps and Skate Story release dates from the SGF edition of Devolver Direct. This installment will be entirely focused on one game, and it's neither of those. Devolver Digital will be showing off a previously unannounced title called Ball x Pit: The Kenny Sun Story. The publisher hasn't revealed any more details about this game yet, but apparently it's one that the Devolver "team themselves can't even put down — hundreds of hours later." Devolver's got a strong track record, so this will probably be worth your attention. How to watch Wholesome Direct — June 7, 12PM ET Watch on YouTube or Twitch Definitely don't overlook the smaller events that take place during SGF, as you can always find plenty of treats among them. One such event is the Wholesome Direct, which will feature around 60 cozy games. It will include world premieres, demo announcements and updates from publishers and developers including Playstack, btf Games, ustwo games and Wētā Workshop. How to watch Women-led Games Showcase — June 7, 1PM ET Watch on YouTube This one does what it says on the tin. It's a showcase featuring games from women-led and majority-women studios. Women-led Games will feature 39 titles, including world premieres and release dates. How to watch Latin American Games Showcase — June 7, 2PM ET Watch on YouTube The Latin American Games Showcase will feature more than 50 games, all of which are from Latin American developers, oddly enough. Expect world premieres, game update news and more from this one. How to watch Green Games Showcase — June 7, 4PM ET Watch on YouTube The Green Games Showcase is a new addition to the lineup for 2025. This will focus on the game's industry's "growing commitment to the environment." It will feature games that make direct contributions to green initiatives. Other titles in the showcase center around sustainability, and some are designed to raise awareness or drive action regarding environmental causes. Amazon Games, Skybound Games and Team17 are among those taking part. The stream will include a Q&A about how games can inspire meaningful action on climate change. There will also be a fundraising drive to help plant 50,000 trees. How to watch Xbox Games Showcase — June 8, 1PM ET Watch on YouTube or TwitchWhat's the over/under on the number of times the phrase "day one with Game Pass" will appear on this stream? That's one phrase you can definitely expect to hear, but Microsoft will have plenty to share here. It's the biggest Xbox showcase of the year. There will be reveals and updates from across Xbox Game Studios, Bethesda and Activision Blizzard. Games that the company has in the pipeline include Fable, Perfect Dark, Gears of War: E-Day, Everwild, State of Decay 3, Clockwork Revolution, Hideo Kojima's OD and Contraband. It feels a little early for an update on The Elder Scrolls 6 since that game is still years away. But we may find out more about those other games and some we don't yet know about, such as whatever Double Fine and Toys for Bob are working on.  I have my fingers crossed for more info on the Blade game that Arkane Studios is working on. It's a reasonably safe bet that we'll see something about the next Call of Duty here as well. There's always going to be space for offerings from Microsoft's partner studios and publishers too. Plus, you never know, we might get a peek at what Halo Studios has been cooking up. One game we'll definitely hear more about on June 8 is The Outer Worlds 2. That's getting its own time in the spotlight, with a dedicated event that will start as soon as the main Xbox Games Showcase ends. How to watch Death Stranding 2 Live Game Premiere — June 8, 10PM ET Watch on YouTube Kojima will join Keighley at the Orpheum Theatre in LA to kick off a world tour of events to celebrate the arrival of Death Stranding 2: On The Beach. There will be a panel discussion with some special guests, as well as a live demo of the highly anticipated game. In case you can't make it in person, you can watch the hour-long event live at home.  Meanwhile, several publishers and other organizations are hosting their own shows around SGF. Here's when those will take place:  Access-Ability Summer Showcase — June 6, 11AM ET, on YouTube, YouTube with British Sign Language and TwitchIGN Live — throughout June 7 and 8, on YouTube and Twitch Southeast Asian Games Showcase — June 7, 3PM ET, on YouTube Future Games Show — June 7, 4PM ET, on YouTube  Frosty Games Fest — June 7, 7PM ET, on YouTubePC Gamer's PC Gaming Show — June 8, 3PM ET, on YouTubePhew. Get ready, gamers. Details on many, many new games are coming your way very soon.This article originally appeared on Engadget at #summer #game #fest #what #new
    WWW.ENGADGET.COM
    Summer Game Fest 2025: What new game announcements to expect and how to watch
    As if early June wasn't already going to be a wild enough time in the gaming world with the arrival of the Nintendo Switch 2, that's also when a whole host of showcases takes place as part of Summer Game Fest. Along with the two blockbuster events — Summer Game Fest Live and the Xbox Games Showcase — there are a bunch of other ones in store, including the always-delightful Day of the Devs. There could be even more on the docket. There's always a chance that Nintendo and Sony will run a Direct or State of Play, respectively, over the next few weeks. Ubisoft hasn't yet announced a Forward event for this year — perhaps because it has delayed a bunch of big games and isn't ready to talk about them.  As things stand, SGF is slated to run from June 6 until June 8. With E3 officially dead (organizer Entertainment Software Association is planning an industry-focused event for next April instead), SGF is now the de facto replacement and the biggest event for announcements and updates this side of Gamescom in August. We'll update this preview as more details about the showcases emerge, including additional events in the SGF nebula. We'll embed videos for each stream as they become available as well. Engadget will be on the ground in Los Angeles for the in-person side of SGF, which is for media and creators. We'll be bringing you hands-on impressions of many of the games that are featured during SGF Live. Most folks will be keeping up with everything from home, though. To that end, here's a breakdown of how to watch Summer Game Fest 2025 and what to expect from the extravaganza (we're bound to get a Hollow Knight: Silksong release date this time, right?!?!). Summer Game Fest 2024 schedule Summer Game Fest Live — June 6, 5PM ET Day of the Devs — June 6, 7PM ET Devolver Direct — June 6, 8PM ET Wholesome Direct — June 7, 12PM ET Women-led Games Showcase — June 7, 1PM ET Latin American Games Showcase — June 7, 2PM ET Green Games Showcase — June 7, 4PM ET Xbox Games Showcase — June 8, 1PM ET Death Stranding 2: On The Beach Live Game Premiere — June 8, 10PM ET How to watch Summer Game Fest Live — June 6, 5PM ET Watch on YouTube or Twitch Putting aside our annoyance at the timing of this showcase — late on a Friday evening in the UK and right when many folks on the East Coast are clocking out for the weekend — Summer Game Fest Live is one of the bigger events in early June. It starts at 5PM ET and will run for two hours. Organizers are promising "spectacular new video game announcements, surprises and reveals." That's pretty compelling, especially since host Geoff Keighley (rightfully) downplayed expectations ahead of last year's show.  We do know about a few games that will appear. SGF Live will include a fresh look at Wuchang: Fallen Feathers, a Soulslike action RPG from Leenzee, a studio based in China. That game will arrive in July. Open-world MMORPG Chrono Odyssey will make an appearance as well. Oh, and Hideo Kojima will be there, of course. SGF Live takes place just a couple of weeks before Kojima's Death Stranding 2: On the Beach arrives, so we'll likely get another peek at that game before a more in-depth event on June 8 (more on that momentarily). Perhaps some of the other projects Kojima's working on will get some time in the limelight too. We’re proud to welcome a record-setting 60+ partners for #SummerGameFest 2025, a global celebration of video games in Los Angeles this June. pic.twitter.com/1TZkEbKlHt— Geoff Keighley (@geoffkeighley) May 28, 2025 Keighley has also released an initial list of partners for SGF. It includes big names such as PlayStation, Nintendo Switch 2, Xbox, Steam, 2K, Epic Games and Square Enix. On the list is IO Interactive, so perhaps we'll get more information about the James Bond game that the Hitman studio has been working on for several years.  Embark Studios is there as well, and given that there's a lot of hype around its upcoming extraction shooter, Arc Raiders, there'll be high hopes for a release date for that one. On top of that, CD Projekt Red will be at SGF, but it's more likely to be promoting Cyberpunk 2077's arrival on the Nintendo Switch 2 than shining a spotlight on The Witcher 4 (it feels a little too early for the latter after the reveal trailer at The Game Awards in December). You can watch SGF Live on more than 20 platforms, including YouTube (that stream will be available in 4K at 60 fps), Twitch, X, TikTok, Steam and international services. The event will stream live from the YouTube Theater, and you can attend in person, if you like. In any case, we'll be bringing you all the major news from Summer Game Fest Live. We just can't promise we won't have an adult beverage with an umbrella next to us while we're covering the event. How to watch Day of the Devs — June 6, 7PM ET Watch on YouTube (the same stream as SGF Live above) or Twitch  Immediately after SGF Live ends, the YouTube and Twitch streams will segue into the summer 2025 edition of Day of the Devs. This indie-focused showcase invariably has a fantastic lineup of games worth keeping an eye on. Among the games making appearances are Possessor(s) from Heart Machine and "nightmarish RPG" Neverway from Coldblood and co-publisher Outersloth. We'll also see something from House House (Untitled Goose Game) — presumably the co-op "walker-talker" Big Walk that was revealed in 2023. In all, Day of the Devs will feature 20 games.  Last year's show included 2024 game(s) of the year contender UFO 50, the very intriguing platformer Screenbound, survival climbing game Cairn, the delightfully kooky-looking Building Relationships and sci-fi mystery Phoenix Springs. My Steam wishlist somehow expands quite significantly after each Day of the Devs showcase. Weird how that always happens. How to watch Devolver Direct — June 6, 8PM ET Watch on YouTube (the same stream as SGF Live and Day of The Devs above) or Twitch  Sorry to everyone who was hoping for Baby Steps and Skate Story release dates from the SGF edition of Devolver Direct. This installment will be entirely focused on one game, and it's neither of those. Devolver Digital will be showing off a previously unannounced title called Ball x Pit: The Kenny Sun Story. The publisher hasn't revealed any more details about this game yet, but apparently it's one that the Devolver "team themselves can't even put down — hundreds of hours later." Devolver's got a strong track record, so this will probably be worth your attention. How to watch Wholesome Direct — June 7, 12PM ET Watch on YouTube or Twitch Definitely don't overlook the smaller events that take place during SGF, as you can always find plenty of treats among them. One such event is the Wholesome Direct, which will feature around 60 cozy games. It will include world premieres, demo announcements and updates from publishers and developers including Playstack, btf Games, ustwo games and Wētā Workshop (whose Tales of the Shire: A The Lord of The Rings Game arrives in July). How to watch Women-led Games Showcase — June 7, 1PM ET Watch on YouTube This one does what it says on the tin. It's a showcase featuring games from women-led and majority-women studios. Women-led Games will feature 39 titles, including world premieres and release dates. How to watch Latin American Games Showcase — June 7, 2PM ET Watch on YouTube The Latin American Games Showcase will feature more than 50 games, all of which are from Latin American developers, oddly enough. Expect world premieres, game update news and more from this one. How to watch Green Games Showcase — June 7, 4PM ET Watch on YouTube The Green Games Showcase is a new addition to the lineup for 2025. This will focus on the game's industry's "growing commitment to the environment." It will feature games that make direct contributions to green initiatives. Other titles in the showcase center around sustainability, and some are designed to raise awareness or drive action regarding environmental causes. Amazon Games, Skybound Games and Team17 are among those taking part. The stream will include a Q&A about how games can inspire meaningful action on climate change. There will also be a fundraising drive to help plant 50,000 trees. How to watch Xbox Games Showcase — June 8, 1PM ET Watch on YouTube or Twitch (there's a separate ASL stream on Twitch too) What's the over/under on the number of times the phrase "day one with Game Pass" will appear on this stream? That's one phrase you can definitely expect to hear, but Microsoft will have plenty to share here. It's the biggest Xbox showcase of the year. There will be reveals and updates from across Xbox Game Studios, Bethesda and Activision Blizzard. Games that the company has in the pipeline include Fable (2026), Perfect Dark, Gears of War: E-Day, Everwild, State of Decay 3, Clockwork Revolution, Hideo Kojima's OD and Contraband. It feels a little early for an update on The Elder Scrolls 6 since that game is still years away. But we may find out more about those other games and some we don't yet know about, such as whatever Double Fine and Toys for Bob are working on.  I have my fingers crossed for more info on the Blade game that Arkane Studios is working on. It's a reasonably safe bet that we'll see something about the next Call of Duty here as well. There's always going to be space for offerings from Microsoft's partner studios and publishers too. Plus, you never know, we might get a peek at what Halo Studios has been cooking up. One game we'll definitely hear more about on June 8 is The Outer Worlds 2. That's getting its own time in the spotlight, with a dedicated event that will start as soon as the main Xbox Games Showcase ends. How to watch Death Stranding 2 Live Game Premiere — June 8, 10PM ET Watch on YouTube Kojima will join Keighley at the Orpheum Theatre in LA to kick off a world tour of events to celebrate the arrival of Death Stranding 2: On The Beach. There will be a panel discussion with some special guests, as well as a live demo of the highly anticipated game. In case you can't make it in person (ticket registration is open now), you can watch the hour-long event live at home.  Meanwhile, several publishers and other organizations are hosting their own shows around SGF. Here's when those will take place:  Access-Ability Summer Showcase — June 6, 11AM ET, on YouTube, YouTube with British Sign Language and Twitch (featuring games made by disabled developers and the accessibility options in each title) IGN Live — throughout June 7 and 8, on YouTube and Twitch Southeast Asian Games Showcase — June 7, 3PM ET, on YouTube Future Games Show — June 7, 4PM ET, on YouTube (featuring more than 40 games)  Frosty Games Fest — June 7, 7PM ET, on YouTube (showcasing "the coolest upcoming and recently released games made in Australia and Aotearoa New Zealand") PC Gamer's PC Gaming Show — June 8, 3PM ET, on YouTube (with 50-plus games) Phew. Get ready, gamers. Details on many, many new games are coming your way very soon.This article originally appeared on Engadget at https://www.engadget.com/gaming/summer-game-fest-2025-what-new-game-announcements-to-expect-and-how-to-watch-162140617.html?src=rss
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  • Made with Unity Monthly: August 2022 roundup

    With so many interesting and varied projects being shared with us at any given moment, whether via direct tags or the #MadeWithUnity and #UnityTips hashtags, it can be hard to keep up with all that’s happening within our community. Don’t worry, we’ve got you covered. Sit back, relax, and enjoy this roundup of highlights that showcase everything you need to know about what the community got up to last month.Each Monday, we celebrate a milestone hit by one of our creators. From new game launches to awards won, we are constantly in awe at your achievements!Throughout August we celebrated the launch of Lost in Play by Happy Juice Games, the launch of As Dusk Falls by INTERIOR/NIGHT, and Dot's Home by Rise-Home Stories Project for winning big at the Games for Change Awards!Tuesdays are dedicated to #UnityTips on Twitter, and last month Massive Monster, makers of Cult of the Lamb, took over @UnityGames to share tips on how to make your 2D Sprites work harder.Some other great tips that were shared include Ehsan Ehrari’s quick and easy way to neaten up your workflow if your layers end up getting messy and Sunny Valley Studio’s tip on how to fix holes in your shadows.We share tips on our Twitter channels every Tuesday, so keep tagging us and using the #UnityTips hashtag!We love seeing your works in progress, and each Friday we share the projects that have us searching for a playable demo.August was no exception! Rollerdrome by Roll 7 had us mesmerized with a peek under the hood at the prototype to final game transition, Grimm Tales made a pool of water look so refreshing that all we could think about was going for a swim, and François Martineau sent our imagination racing about what other great foes we’d encounter on our hero’s journey.Each time we browse through the #MadeWithUnity hashtag across social media, we’re always amazed at the creativity and love you bring to your projects. Keep sharing!Last month, the Unity YouTube saw a flurry of activity with two new entries into our Meet the Creator series and a sizzle reel for gamescom 2022.Want more? We have you covered with two amazing YouTube playlists you need to keep your eye on.We love #MadeWithUnityMade with Unity Game TrailersLast month on Twitch we:Sat down with INTERIOR/NIGHT, the team behind As Dusk Falls, to gain insights into their development: unique character pipelines that blend 2D and 3D, the use of Unity Timeline, their companion app, and more.Skated into the Rollerdrome with Roll_7 to look at level design, shaders, physics, and more.Spoke to Thomas Brush, creator of Father, who shared his approach to pitching to publishers, crowdfunding, and demoing.Don’t forget to follow us on Twitch and hit the notification bell so you never miss a stream. If you miss us live no sweat, we upload full streams to our YouTube playlist.We kicked off August with 40% off select Asset Store tools and packages to spark your imagination. Then, Daniel Zeller took over the @AssetStore Twitter to share tips on the Fluffy Grooming Tool, and so did Renaud Forestié from More Mountains, who offered insights on how you can use FEEL to level up your game.For even more on assets, see how the smaller teams behind popular game Sable and indie mobile business Tinytouchtales have used Asset Store resources to speed up game development and save time.Each Friday, we also feature beautiful assets made by our publisher community. Whether it’s something new, or a popular tool that has been around for a while, we love to see the assets in action. Check out some of what was shared in August below!InfiniGRASS by ArtnGameGPU Grass by Dan PhilipsScreen Ripple by Steven GerrardElemental Animations by Kevin IglesiasDo you want to show off your work? Make sure to use the #AssetStore hashtag!And finally, here’s a non-exhaustive list of Made with Unity games released in August. See any on the list that have already become new favorites?Big Ambitions, Hovgaard GamesThe Mortuary Assistant, DarkStone DigitalTwo Point Campus, Two Point StudiosStereo Boy, Main Gauche GamesFarthest Frontier, Crate EntertainmentLost in Play, Happy Juice GamesArcade Paradise, Nosebleed InteractiveCult of the Lamb, Massive MonsterRollerdrome, Roll7Cursed to Golf, Chuhai LabsMidnight Fight Express, Jacob DzwinelI Was a Teenage Exocolonist, Northway GamesORX, johnbellImmortality, Sam BarlowHalf MermaidTinykin, SplashteamThat’s a wrap for August! Want more as it happens? Don’t forget to follow us on social media.
    #made #with #unity #monthly #august
    Made with Unity Monthly: August 2022 roundup
    With so many interesting and varied projects being shared with us at any given moment, whether via direct tags or the #MadeWithUnity and #UnityTips hashtags, it can be hard to keep up with all that’s happening within our community. Don’t worry, we’ve got you covered. Sit back, relax, and enjoy this roundup of highlights that showcase everything you need to know about what the community got up to last month.Each Monday, we celebrate a milestone hit by one of our creators. From new game launches to awards won, we are constantly in awe at your achievements!Throughout August we celebrated the launch of Lost in Play by Happy Juice Games, the launch of As Dusk Falls by INTERIOR/NIGHT, and Dot's Home by Rise-Home Stories Project for winning big at the Games for Change Awards!Tuesdays are dedicated to #UnityTips on Twitter, and last month Massive Monster, makers of Cult of the Lamb, took over @UnityGames to share tips on how to make your 2D Sprites work harder.Some other great tips that were shared include Ehsan Ehrari’s quick and easy way to neaten up your workflow if your layers end up getting messy and Sunny Valley Studio’s tip on how to fix holes in your shadows.We share tips on our Twitter channels every Tuesday, so keep tagging us and using the #UnityTips hashtag!We love seeing your works in progress, and each Friday we share the projects that have us searching for a playable demo.August was no exception! Rollerdrome by Roll 7 had us mesmerized with a peek under the hood at the prototype to final game transition, Grimm Tales made a pool of water look so refreshing that all we could think about was going for a swim, and François Martineau sent our imagination racing about what other great foes we’d encounter on our hero’s journey.Each time we browse through the #MadeWithUnity hashtag across social media, we’re always amazed at the creativity and love you bring to your projects. Keep sharing!Last month, the Unity YouTube saw a flurry of activity with two new entries into our Meet the Creator series and a sizzle reel for gamescom 2022.Want more? We have you covered with two amazing YouTube playlists you need to keep your eye on.We love #MadeWithUnityMade with Unity Game TrailersLast month on Twitch we:Sat down with INTERIOR/NIGHT, the team behind As Dusk Falls, to gain insights into their development: unique character pipelines that blend 2D and 3D, the use of Unity Timeline, their companion app, and more.Skated into the Rollerdrome with Roll_7 to look at level design, shaders, physics, and more.Spoke to Thomas Brush, creator of Father, who shared his approach to pitching to publishers, crowdfunding, and demoing.Don’t forget to follow us on Twitch and hit the notification bell so you never miss a stream. If you miss us live no sweat, we upload full streams to our YouTube playlist.We kicked off August with 40% off select Asset Store tools and packages to spark your imagination. Then, Daniel Zeller took over the @AssetStore Twitter to share tips on the Fluffy Grooming Tool, and so did Renaud Forestié from More Mountains, who offered insights on how you can use FEEL to level up your game.For even more on assets, see how the smaller teams behind popular game Sable and indie mobile business Tinytouchtales have used Asset Store resources to speed up game development and save time.Each Friday, we also feature beautiful assets made by our publisher community. Whether it’s something new, or a popular tool that has been around for a while, we love to see the assets in action. Check out some of what was shared in August below!InfiniGRASS by ArtnGameGPU Grass by Dan PhilipsScreen Ripple by Steven GerrardElemental Animations by Kevin IglesiasDo you want to show off your work? Make sure to use the #AssetStore hashtag!And finally, here’s a non-exhaustive list of Made with Unity games released in August. See any on the list that have already become new favorites?Big Ambitions, Hovgaard GamesThe Mortuary Assistant, DarkStone DigitalTwo Point Campus, Two Point StudiosStereo Boy, Main Gauche GamesFarthest Frontier, Crate EntertainmentLost in Play, Happy Juice GamesArcade Paradise, Nosebleed InteractiveCult of the Lamb, Massive MonsterRollerdrome, Roll7Cursed to Golf, Chuhai LabsMidnight Fight Express, Jacob DzwinelI Was a Teenage Exocolonist, Northway GamesORX, johnbellImmortality, Sam BarlowHalf MermaidTinykin, SplashteamThat’s a wrap for August! Want more as it happens? Don’t forget to follow us on social media. #made #with #unity #monthly #august
    UNITY.COM
    Made with Unity Monthly: August 2022 roundup
    With so many interesting and varied projects being shared with us at any given moment, whether via direct tags or the #MadeWithUnity and #UnityTips hashtags, it can be hard to keep up with all that’s happening within our community. Don’t worry, we’ve got you covered. Sit back, relax, and enjoy this roundup of highlights that showcase everything you need to know about what the community got up to last month.Each Monday, we celebrate a milestone hit by one of our creators. From new game launches to awards won, we are constantly in awe at your achievements!Throughout August we celebrated the launch of Lost in Play by Happy Juice Games, the launch of As Dusk Falls by INTERIOR/NIGHT, and Dot's Home by Rise-Home Stories Project for winning big at the Games for Change Awards!Tuesdays are dedicated to #UnityTips on Twitter, and last month Massive Monster, makers of Cult of the Lamb, took over @UnityGames to share tips on how to make your 2D Sprites work harder (1,2,3,4,5).Some other great tips that were shared include Ehsan Ehrari’s quick and easy way to neaten up your workflow if your layers end up getting messy and Sunny Valley Studio’s tip on how to fix holes in your shadows.We share tips on our Twitter channels every Tuesday, so keep tagging us and using the #UnityTips hashtag!We love seeing your works in progress, and each Friday we share the projects that have us searching for a playable demo.August was no exception! Rollerdrome by Roll 7 had us mesmerized with a peek under the hood at the prototype to final game transition, Grimm Tales made a pool of water look so refreshing that all we could think about was going for a swim, and François Martineau sent our imagination racing about what other great foes we’d encounter on our hero’s journey.Each time we browse through the #MadeWithUnity hashtag across social media, we’re always amazed at the creativity and love you bring to your projects. Keep sharing!Last month, the Unity YouTube saw a flurry of activity with two new entries into our Meet the Creator series and a sizzle reel for gamescom 2022.Want more? We have you covered with two amazing YouTube playlists you need to keep your eye on.We love #MadeWithUnityMade with Unity Game TrailersLast month on Twitch we:Sat down with INTERIOR/NIGHT, the team behind As Dusk Falls, to gain insights into their development: unique character pipelines that blend 2D and 3D, the use of Unity Timeline, their companion app, and more.Skated into the Rollerdrome with Roll_7 to look at level design, shaders, physics, and more.Spoke to Thomas Brush, creator of Father, who shared his approach to pitching to publishers, crowdfunding, and demoing.Don’t forget to follow us on Twitch and hit the notification bell so you never miss a stream. If you miss us live no sweat, we upload full streams to our YouTube playlist.We kicked off August with 40% off select Asset Store tools and packages to spark your imagination. Then, Daniel Zeller took over the @AssetStore Twitter to share tips on the Fluffy Grooming Tool, and so did Renaud Forestié from More Mountains, who offered insights on how you can use FEEL to level up your game.For even more on assets, see how the smaller teams behind popular game Sable and indie mobile business Tinytouchtales have used Asset Store resources to speed up game development and save time.Each Friday, we also feature beautiful assets made by our publisher community. Whether it’s something new, or a popular tool that has been around for a while, we love to see the assets in action. Check out some of what was shared in August below!InfiniGRASS by ArtnGameGPU Grass by Dan PhilipsScreen Ripple by Steven GerrardElemental Animations by Kevin IglesiasDo you want to show off your work? Make sure to use the #AssetStore hashtag!And finally, here’s a non-exhaustive list of Made with Unity games released in August. See any on the list that have already become new favorites?Big Ambitions, Hovgaard Games (August 1)The Mortuary Assistant, DarkStone Digital (August 2)Two Point Campus, Two Point Studios (August 9)Stereo Boy, Main Gauche Games (August 9)Farthest Frontier, Crate Entertainment (August 9)Lost in Play, Happy Juice Games (August 10)Arcade Paradise, Nosebleed Interactive (August 11)Cult of the Lamb, Massive Monster (August 11)Rollerdrome, Roll7 (August 16)Cursed to Golf, Chuhai Labs (August 18)Midnight Fight Express, Jacob Dzwinel (August 23)I Was a Teenage Exocolonist, Northway Games (August 25)ORX, johnbell (August 30)Immortality, Sam BarlowHalf Mermaid (August 30)Tinykin, Splashteam (August 30)That’s a wrap for August! Want more as it happens? Don’t forget to follow us on social media.
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  • What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red

    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
    "We learned a lot of lessons down the road."

    Image credit: CD Projekt Red

    Feature

    by Robert Purchese
    Associate Editor

    Published on 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 Ciri we see in the game is not the Ciri described in the books. That Ciri is much closer to the Ciri in the Netflix Witcher TV show, younger and more rebellious in a typical teenager 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."
    #what #worked #witcher #didn039t #looking
    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red "We learned a lot of lessons down the road." Image credit: CD Projekt Red Feature by Robert Purchese Associate Editor Published on 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 Ciri we see in the game is not the Ciri described in the books. That Ciri is much closer to the Ciri in the Netflix Witcher TV show, younger and more rebellious in a typical teenager 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." #what #worked #witcher #didn039t #looking
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    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red
    What worked in The Witcher 3 and what didn't: looking back on a landmark RPG with CD Projekt Red "We learned a lot of lessons down the road." Image credit: CD Projekt Red Feature by Robert Purchese Associate Editor Published on 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 Ciri we see in the game is not the Ciri described in the books. That Ciri is much closer to the Ciri in the Netflix Witcher TV show, younger and more rebellious in a typical teenager 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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