The Witcher 3: Wild Hunt

It's hard to accept that The Witcher 3 is the final instalment in CD Projekt's RPG trilogy: it's a hugely successful series, and usually when a series is hugely successful a studio (and especially its publisher) wants to capitalize on it. Don't hold your breath though, because even though the series may have a future, it won't come to fruition for a very long time.

Speaking to Eurogamer, studio co-founder Marcin Iwinski was not ambiguous about the game's forthcoming Blood & Wine expansion being the end of the line. "As we said before, never say never [but] right now it's really Blood and Wine. This is the end," he said.

"Blood and Wine is [the] closing and there won't be any Witcher any time soon - if there ever will be one. And I would really like to see how people feel about it, if they will enjoy it."

Look, I love The Witcher, but I'm pretty happy for CD Projekt to move on. The Witcher 3 is about as good as a modern, big budget, open world fantasy RPG gets, and now I want the studio to tackle an incredibly ambitious science fiction version of their brilliant formula. Oh, and would you look at that, Cyberpunk 2077 exists. It'll likely take a long time, though.

"Blood and Wine has an impressive stat sheet: 90 new quests, 20 new monsters, 100 pieces of armour, an upgradeable vineyard [and] new mutations," Tom Senior wrote in his preview of the expansion, which releases May 31.

The Witcher 3: Wild Hunt

It's easy to get the impression through most of the new Witcher 3: Blood and Wine trailer that CD Projekt is showing off. Or maybe it's more of a victory lap; a trip to Disneyland after spending the better part of a decade wallowing in the worst excesses of low fantasy. Either way, it sure is pretty. Until it isn't.

My favorite part of the video has to be the moment when Geralt strides toward the hulking, windmill-smashing monster with a tired, slightly bored, and entirely unimpressed look on his face. But the real problem in Toussaint is something entirely different and more sinister, and definitely not to be taken so lightly.

But it is a lovely land, isn't it? I'm really looking forward to seeing what CDPR does with it. The previous Witcher releases have given us some stunning eye candy, but the seeming shift away from the day-to-day misery of the peasant class is a real change of pace. Monsters must die, sure, but who says you can't have fresh air, sunshine, and nice things, too?

The Witcher 3: Blood and Wine comes out on May 31. Have a look at our hands-on preview here.

The Witcher 3: Wild Hunt

The best monster slaying series on PC is up to 85% off at GOG.com until June 1. And wouldn't you know it, The Witcher 3's second expansion, Blood and Wine, releases May 31 rather convenient for the thrifty witcher.

As you'd expect, the biggest discounts are on the back catalogue. The Witcher 1 and The Witcher 2: Assassins of Kings get the full 85% discount. So does The Witcher Adventure Game, the digital adaptation of The Witcher Board Game.

The Witcher 3 has a smaller but substantial 50% markdown. If you're binging, The Witcher 3 and its expansions together get 33% off. And finally, if you just want a good deal on either expansion, Hearts of Stone and Blood and Wine can be bought separately at 10% below RRP. I'll let you penny-pinchers in on a secret though Blood and Wine is actually 10p cheaper on Steam.

Own up, then: who cast Axii on CDPR?

The Witcher 3: Wild Hunt

We recently got some hands-on time with The Witcher 3 expansion Blood and Wine, and it looks like it's going to be a worthy conclusion to the series: Geralt arrives in the fairy tale realm of Toussaint, but instead of the expected wine, women, and song, it's monsters, monsters... and monsters. The new developer diary released today reveals even more about what's ahead, and even though this is Geralt's swang song, he won't have an easy time of it.

Toussaint is almost startlingly beautiful, and Geralt cleans up pretty well too. But naturally, all is not as it appears. The city of Beauclair was built on what you might call sub-optimal real estate, and that's led to all sorts of problems bigger problems than you might expect.

For the Witcher, this won't be just another fight. It'll be the fight, writer Tomasz Marchewka explains in the video. The enemy you'll face, it'll be a bigger challenge than anything the Witcher's dealt with before.

Interestingly, while Blood and Wine will be the final expansion for The Witcher 3: Wild Hunt, Game Director Konrad Tomaszkiewicz told Eurogamer that he hopes to come back to it someday. "Personally I hope that someday in the future we will do something more because I love the setting and [I've worked] on The Witcher games around 12 years right now," he said. "But I don't know what we will decided. The strategy plan they've got they will share with us soon. We'll see."

The Witcher 3: Blood and Wine comes out on May 31.

The Witcher 3: Wild Hunt

If you want to know more about the soon-to-be-released Witcher 3 expansion Blood and Wine, which sounds awfully close to a full-on Witcher game in its own right, have a look at our spoiler-free preview that went up earlier today. And if you'd prefer to eyeball some gorgeous scenery, listen to a spot of lovely music, and maybe suffer through a few flashbacks to the hideous man-eater skulking in the shadows, waiting for your guard to drop, then pop this way instead.

It's clearly a teaser, not a trailer, and the exact opposite of full-blown cinematics like Killing Monsters or A Night to Remember. But that's okay. By now, we have a pretty good idea of how Geralt rolls, and how he always seems able to stumble over trouble, even in beautiful places like Toussaint. We know how this story goes, right?

CD Projekt says Blood and Wine will represent the end of Geralt's witchering days. If that means a proper retirement, rather than a grisly death at the hands of some nocturnal horror, then he's certainly picked a lovely place for it. Except for, you know, that nocturnal horror hiding in the rafters. But I'm sure that'll work itself out eventually.

The Witcher 3: Blood and Wine comes out on May 31. Now seriously, read our preview.

The Witcher 3: Wild Hunt

Once upon a time, in a vineyard far, far away, there lived a grizzled old swordmaster. After a lifetime spent defeating hundreds of monsters, and thousands of random bandits, it was time for a rest. He would watch the countryside with a nice glass of expensive red, and swap stories about the Bloody Baron and the Witches of Velen with friends.

And so might have ended the saga of Geralt of Rivia. Fortunately for us, there is darkness in the gorgeous hills of Toussaint, the massive new zone added by the Blood and Wine expansion. It's a glowing pastiche of rural France, a land of chivalry, medieval fairs and shining golden armour. The people here love to eat, drink and be happy when they're not being eaten by vampires, at least. A Witcher's work is never done.

Blood and Wine has an impressive stat sheet: 90 new quests, 20 new monsters, 100 pieces of armour, an upgradeable vineyard, new mutations. It feels like a proper extension of the main game, complete with a twisting core tale of royalty and monsters. The setup is simple: Duchess Anna Henrietta summons Geralt to Toussaint to solve a series of brutal murders, inducting him into an alien world of good wine and summer tourneys.

There's an entertaining friction between Geralt's personality and the Toussaint's lavish customs. It's a classic fish-out-of-water story told well. From Blood and Wine's opening moments, Geralt must wrestle with the florid language of the Duchess' protectors. Events conspire to force Geralt into a sunset festival at the Duchess' gorgeous castle. The guests scoff and laugh at his boorishness. Even the taverns of Toussaint are different. In one, the bartender is outraged when Geralt asks him for local gossip. On the way out, a man at a nearby table mutters to himself, A well-composed p t , I must admit! We're not in Velen anymore, Toto.

Blood and Wine is a fine showcase for a team at the peak of their abilities. Characterisation is swift and vivid, and the laid-back tone contrasts well with the grim intensity of Velen and the lonely, beautiful crags of Skellige. In less than an hour I'm enjoying the company of the honourable duo, Palmerin and Milton. The Duchess is a no-nonsense problem-solving machine. Knight Guillant constantly performs daring deeds to impress a lady at court, but is completely useless at it. It's a brilliant balance of comedy, high-fantasy fun and darkened by sudden moments of violence.

I don't want to give any details that might spoil the plot, but the opening hours include a vineyard massacre and the discovery of a severed hand that is still alive. For all the merriment and sunshine of the new area, this is still The Witcher, where the monsters often have complex motivations. Tertiary characters are explored in greater detail in Blood and Wine's sidequests, which seem to be comparable in depth to The Witcher 3's chunky asides.

As Geralt tracks the prime suspect (a supposedly untrackable beast, wreathed in dark magic) he finds new ways to grow in power. The mutations system lets you research powerful ability modifiers, including one that allows Geralt's signs to register critical hits, causing affected enemies to explode. The telekenetic Aard thrust attack, in its mutated form, can freeze enemies to death. Combat mutations can affect killing blows, causing them to automatically dismember enemies. Another causes subsequent attacks to increase attack power ideal for players that like to use flurries of light strikes. To achieve the most powerful build, you have to take Geralt into new game+, which raises the level cap to 100.

These powers can be researched with the aid of the master alchemy lab lurking underneath Geralt's vineyard home, gifted to him early in the expansion. There you can also spend money to have your aide the excellently named Barnabas Basil upgrade your weapon and armour racks. He can also build new features into your villa, such as grinding wheel for your swords and a garden for growing herbs. It's oddly touching that Geralt finally has a place to call his own, one without Kaer Morhen's traumatic past. Blood and Wine could be a happy ending for him, and based on the three hours I've played, should be a happy ending for Witcher 3 fans too. It's out on May 31.

The Witcher 3: Wild Hunt

The Witcher 3 is gettings its last major expansion, Blood and Wine, some time in the next few months but we don't yet know exactly when. At least, we didn't know before this alleged leak on Steam, picked up by Twitter user Wario64, which appears to confirm a May 30 release date.

It's not the first time we've heard unconfirmed reports of the expansion's release: a Czech website pointed to a June 7 release date last month, and CD Projekt RED has confirmed the release will come in the first half of 2016. At this stage you'd think they'd just, y'know, announce a release date.

It's going to be worth the wait, though. The expansion adds a whole new region to the Northern Realms, in the form of the bright and pastoral Touissant. It'll likely take you around 20 hours to complete the main missions as well, but there'll be a tonne of weapons and armor to grind for too, no doubt.

Meanwhile, the Polish studio got off on the right track with The Witcher 3's first major expansion, Heart & Stone, which I described as "a satisfying, self-contained adventure that plays to the series' strengths".

The Elder Scrolls V: Skyrim

When Skyrim came out I played it on a pretty sweet rig, running it on its highest settings and eventually adding high-res mods so I could see every twist in every peasant s rope belt. Now I m going back to it on a laptop with an Intel HD 4000 graphics card that struggles to run it on low, dropping below 30 fps whenever a fight breaks out or I absorb a dragon soul in that swooshy display of lights and effects. Fortunately, there are mods for this situation too.

The Shadow Remover mod takes the blocky shadows that distractingly flicker over everyone s faces on low settings and gets rid of them entirely, which gives an immediate performance boost. We can do better though, and with the Ultra Low Graphics mod suddenly I m getting between 50 and 60 fps, even if the world now looks like abstract art and some of the faces are a bit freaky. Everything s smooth and plastic, like action figure accessories. It s fascinating to see a familiar setting warped like this though, and I m enjoying seeing twisted versions of sights that had become commonplace.

It s all thanks to Alex, aka The LowSpecGamer, a YouTuber who makes video tutorials to help people get high-end (ish) games running on low-end PCs. I remember struggling to get games running as a kid on the cheap computer my working class parents could afford, but LowSpecGamer goes above and beyond, demonstrating how to edit .ini files and mess around with mods as well as showing which in-game settings give the biggest boost.

Though he lives in Barcelona now, The LowSpecGamer (as he likes to be called) was born in Venezuela and grew up unable to afford the newest hardware. For him, learning to push games below their minimum settings was the only way to play them. There s always this narrative about PC gaming being about trying to get the best out of the game, trying to get the best graphics and so on, he says. That s the main narrative in gaming culture. That didn t really fit with what I was doing or how I felt and I thought I was the only one.

Obviously he isn t, as the thousands of views on his videos show. In those videos he passes on some of the expertise he s picked up from several years of modifying files and changing priority settings to lowspec games as diverse as BioShock Infinite, Life Is Strange, and Goat Simulator. Even if you re not interested in following his advice, it s fascinating to see him surgically altering the guts of games.

It takes a lot of effort to make these videos, with plenty of time consumed in testing tweaks for games made using the same engine to see if they carry across and trawling forums to check out what enterprising players have already done. I have to try everything because it s very often that I will find a Steam discussion where someone will tell me some magical procedure to increase performance of a game and then I will try it and it will actually make it worse, he explains. I do have to extensively test everything.

Some games are more resistant to this process than others. For the three videos he s made about Metal Gear Solid 5 he did a lot of research in the mod community, eventually hitting gold in a thread on NeoGAF where modders were trying to decrypt its configuration files. I don t know, 40, 50 pages into it some guy started figuring out how to do an ultra high graphics mod and he explained his steps for his research. I saw the files he was tweaking and I thought to myself, Wait, I could use this exact procedure but instead of making things higher I could make them lower. Which is exactly what I did.

One of his most popular videos is about The Witcher 3, with over 500,000 views. Following its advice I installed the Hunter s Config mod and disabled various options, then went into the game s user.settings file and edited it to remove even more effects and drop the resolution below the minimum available in the options menu, all the way down to 800x600.

My PC with an i7 processor and 8GB of RAM but a not-so-hot Radeon 7600 graphics card can normally only run The Witcher 3 at about 15 fps. Now it s jumped up to the high 20s, sometimes nosing up to 32, though it looks like it was released around the same time as Oblivion. Foliage springs into existence as I ride past it, Geralt s shadow is only visible at certain angles and only from the knees up, and most of the surfaces look a bit like they ve been coated in milk.

Some of the commenters on LowSpecGamer videos are strangely angered by the idea people are happy to play games this way.

I don t mind because I remember playing games on my parents old 486 in a tiny window in the corner of the screen, but some of the commenters on LowSpecGamer videos are strangely angered by the idea people are happy to play games this way. They say things like don t buy the game at all if you can t run it and claim that it totally ruins the experience . There s an odd defensiveness, as if they re seeing a mural of Jesus permanently muddled by inept restoration rather than someone turning down textures because they can only afford a mediocre laptop.

I remember one guy commenting, I don t see the point of this, you can get a good computer for X amount of dollars at your local store and put it together so I don t see the point of your channel. I was about to answer him when one person responded, The world doesn t end at your doorstep. It s a good point. What the LowSpecGamer demonstrates is ingenuity that comes from necessity, and it should inspire our respect rather than contempt. It s easy to think that it s easy to get a good computer when you live in a developed country. As I know because of the country I was born in, that is not the case for a lot of people, and judging by the analytics of the channel a lot of people from many countries around the world enjoy or feel represented by this.

Not every game has cracked open and revealed its secrets under his pressure, however. He maintains a list of what he calls the doomed games," and they include a couple of obvious suspects. Batman: Arkham Knight seems to particularly frustrate him. To this day I keep regularly re-downloading the game and trying stuff. I haven t given up yet but it s amazing how it ignores the configuration files for so many things. Even the way the configuration files are set up is messy. The problems with Arkham Knight aren t only superficial, they are very evident everywhere. Then you have games like Assassin s Creed: Unity, which is one I particularly dislike because even when getting into the configuration screen of the game, trying to switch things into low, when you check back into the configuration file it will barely change.

There are a couple of games on that list for better reasons though, ones that don t obfuscate their configuration and instead make it so easy to alter them that there s nothing left for him to do. Games like Saints Row IV and Middle Earth: Shadow Of Mordor are good examples, as both can be changed so dramatically in their own options menu there s no need to push them any further.

And while some players aren t impressed by what he does to their favorite games, the developers don t seem nearly as precious. Recently the team behind Oddworld: New n Tasty!, the remake of Abe s Oddysee, reached out to him personally to offer some advice on how to lowspec their game. To have a developer—especially of that game, I really loved the original Abe s Odyssee—to have the developer help me tweak around the remake to make the video, it makes me extremely happy.

The Witcher 3: Wild Hunt

The Witcher 3 is a massive game. It packs in 35 hours of dialogue, each line of which was voice acted and motion captured. If I had been in charge of orchestrating all the moving parts of the game's development, I would've had a breakdown a month in and the dialogue system would've ended up more like Facade. Thankfully, the much more capable Piotr Tomsinski was in charge, and he gave an enlightening talk at GDC on Friday about how much work went into making the characters move and speak so naturally.

The problem going into The Witcher 3 was obvious: they were making a vast, non-linear, fully-voiced RPG. CD Projekt wanted decisions in The Witcher 3 to feel meaningful, and for them to feel meaningful players needed to form emotional attachments with the characters. They wanted to be able to sell drama by showing it, not by telling you up front a scene was supposed to be emotional. Writing 101, essentially.

Doing individual motion capture work for every dialogue scene and then animating them all by hand would've been impossible, or taken up ridiculous resources (Tomsinski showed that a team of only 14 worked on the cinematic dialogue system, including programmers, animators, and QA—other hands likely pitched in, but that seems to be the core team). So CD Projekt built a number of systems, and a huge library of data in the form of reusable and easily modified animations, that could be combined together to create The Witcher 3.

With the systems they created, designers could make their own dialogue scenes without needing to pull models into a tool like Maya to do heavy duty animation. When he first showed off their Timeline tool, it looked overwhelmingly complicated—like a more complex version of Logic Pro or Adobe Premiere. But it's actually not so bad: there are different rows for animations, 'lookats' (which is where the characters in the scene are looking), placement (location in 3D space), and a few other elements.

The real magic comes in how they generated the dozens of hours of dialogue scenes using an algorithm, and then went into the timeline to hand-tune each one instead of building it from scratch.

"It sounds crazy, especially for the artist, but we do generate dialogues by code," Tomsinski said. "The generator's purpose is to fill the timeline with basic units. It creates the first pass of the dialogue loop. We found out it's much faster to fix or modify existing events than to preset every event every time for every character. The generator works so well that some less important dialogues will be untouched by the human hand."

That's right: a bunch of math determined how most of the dialogue in The Witcher 3 was arranged and animated. So how did it work?

"The generator requires three different types of inputs: information about the actors, [some cinematic instructions], and finally the extracted data from voiceovers. We use an algorithm to generate markers, or accents, from the voiceovers, so later we can match the events in animation with the sound. It generates camera movement and placement, facial animation, body animations, and the lookats."

The Witcher 3 has some of the best-looking character interaction in any game, and most of that started with procedural generation. If the animators weren't happy with a scene, they could simply press a button to regenerate it, and the algorithm would conjure up something new with a slightly altered mix of camera movements and animators. Tomsinski showed off some side-by-side examples, and it was easy to see the small distinctions between them; subtle differences between head and body movements, the pauses between movements.

"The generator works so well that some less important dialogues will be untouched by the human hand."

Of course, they didn't let the algorithm run and call it a day. The thing both scenes had in common was that they looked a bit amateurish—really, like awkward actors stumbling over a scene in a film, or the not-quite-natural animation of games that started to really explore cinematic character interactions (i.e. almost everything pre-Mass Effect). Most of the time, the animators would take what the generator had created, then go into the timeline to tweak it by hand, which could deliver a much better scene in just a few minutes. In some cases, they'd add in more elaborate camera movements, reposition characters and facial expressions, and so on, but they already had a great, unpolished base to work from.

The finished example Tomsinski showed adding a lingering camera shot to the end of the scene for a more cinematic transition, and the character Geralt had been talking to made a subtle facial expression as the witcher walked away. It doesn't sound like much, but it's amazing how much more life that gave the scene.

The building blocks for all those scenes were a set of 2400 dialogue animations, but divided between the various types of characters: men, women, dwarves, elves, children, etc., and different poses (standing, kneeling, and sitting), that number gets significantly smaller. They needed to be reusable.

Tomsinski gave an example: a simple gesture Geralt makes with his hand while standing. What if they wanted Geralt to make that gesture while sitting? They could try adding that animation to the timeline after inserting Geralt in a sitting pose, but that doesn't work—he suddenly appears stood up and waves. So they created a system for additive animations, where only the key part of the body will move—in this case, his arm—allowing animations to be combined. Bam! Geralt is sitting down, but making the same gesture. Other tools, like masking, let them further tweak the movement of specific limbs. In this example, they made sure his legs looked natural as he moved.

There were other key elements to the system, like how they designed the lookat animations with attached poses, so characters would lean on one arm when looking in a certain direction, and how the timeline could dynamically scale for localization to account for longer or shorter dialogue in different languages. But to recap: holy cow, the cinematic dialogue in The Witcher 3 is amazing, and now we know why.

Update 3/23/2016: As I wrote above, the algorithmic generation was a starting point for the Witcher 3's dialogue scenes, which designers then turned into better scenes. Piotr Tomsinski sent over a note elaborating on that process.

At CD PROJEKT RED we strongly believe in a hands-on, custom approach to content creation. I'm sure you can tell this from the way how the world Geralt traverses was designed - and our interactive cinematic sequences (dialogues as we call them) are no different. It's not true that "a bunch of math determined how most of the dialogue in The Witcher 3 were arranged and animated".

How does creating a dialogue scene like this look like from cinematic designer's point of view? First of all, it's not only animating. In fact, there's very little animating at all. Animations are delivered to the animation library - a huge set of gestures, moves and facial animations. Cinematic designer working on a scene simply uses those libraries, crafting actor performance from pre-made animation blocks. And it's something no algorithm can do. Does the woman who lost everything in the fire do this or that gesture? Should it happen while she speaks or during a pause? In what pose does she stand? Should she look away? For how long? Should she be expressive or hide her feelings?

We would like to emphasize that creating a compelling scene is more than just animating , which can be seen as the process of constructing the acting. Creating a compelling scene is in fact editing, preparing cinematography, staging and applying other cinematic means of expression. Algorithm didn't compose our shots so that they have depth and balance. An algorithm didn't decide when to cut the camera to show the NPC's reaction or when to move from a medium shot to a close-up. The algorithm didn't decide when characters moved or changed poses. It didn't tell us if a scene should be fast-paced with wide-angle shots or slow shot with medium lenses.

The algorithm or generator as we call it, was used only as a solid base for further development of the scene. It was a shortcut, a tool, but never a goal. More of a production-related thing. It created a rough first pass through a scene, which was always tweaked and adjusted by hand - in all 1463 dialogues. In many, the algorithm wasn't used at all, as they demanded custom approach from the very beginning.

Every cinematic dialogue was approached with the same care, attention and goal - to create the most compelling and emotional scene for given quest and story. Only this way, the characters could ring true and players would want to invest in them, to understand them, to help or condemn them. When they act like humans, not voiceover-delivery machines. Achieving this is a deliberate, careful process. Procedural doesn't get you this. A designer with empathy does. Because you have to put your heart into something to move someone else's.

The Witcher 3: Wild Hunt

The DICE Awards have rumbled through, giving the cultural arbiters of America a chance to tell you what was good and what wasn't (Fallout 4 was good, for the record). Now it's the turn of the Brits, with The Witcher 3: Wild Hunt and Her Story leading the PC nominees at the BAFTA Games Awards.

They're up for seven awards each. The Witcher is gunning for Best Game, Artistic Achievement, Audio Achievement. Game Design, Performer (for Doug Cockle's Geralt, although for my money James Clyde's Bloody Baron deserves a look-in), Persistent Game and Story. Her Story is looking at British Game, Debut Game, Game Design, Game Innovation, Mobile and Handheld (okay, not PC, but bear with me), Original Property and Story.

Also in contention are stalwarts like Rocket League, Keep Talking and Nobody Explodes and PC Gamer's very own Game of the Year and Twitter-provoker 2015, Metal Gear Solid 5. The full list is colossal, so feel free to peruse it at your leisure. Everybody's Gone to the Rapture has the overall top spot at 10 nominations, but as that 's not technically a PC game yet, enough said.

The winners will be announced at a ceremony on April 7.

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