
"Come on. Lighten up. Have a whiff."
It's late into Cyberpunk 2077's demo when Dum-Dum extends a claw toward V, offering a hit from a skull-adorned inhaler. Perhaps sensing the veiled hostility behind the supposed peace pipe being thrust under her nose, she obliges. Arachnid eye implants shine through a red haze. Dum-Dum takes his own hit, and flared nerves settle. Between all the talk of cred chips and bots, the tension that fuels this choice stems from a ritual as old as time. Breaking bread. Chinking cups. Passing the proverbial Dutchie to the left.
Adult games, as a medium, are often enamoured with their own portrayal of taboo subjects, but there's a streak of silently judgemental conservatism dulling the libertine sheen. By confining their use to grim settings, these stories condemn altered states of consciousness as the territory of society's dregs. At the same time, they're perfectly happy to hijack their aesthetics when it suits. Unexamined praise can be as useless as uninformed panic, of course, but let's be clear here: games are, for the most part, shit at doing drugs properly. Here's a brief history of drug use in games.

UPDATE 15TH NOVEMBER: There was a minor update to this story during a call discussing CD Projekt's Q3 2018 earnings. Joint-CEO Adam Kiciński referred to the issue as "an open one", intimating no decision either way had been made.
"Until we have reached a significant milestone we intend to withhold comments," Kiciński told investors. "The issue is an open one, and when we feel we have information which can be shared with the world - in terms of specific outcomes - you will hear from us. For now, we will refrain from comments."
ORIGINAL STORY 2ND OCTOBER: Remember when Andrzej Sapkowski, creator of The Witcher fiction, told me he'd been "stupid" rejecting a percentage of the profits while selling the video game rights to CD Projekt Red all those years ago?

Almost 10 years ago to the day, CD Projekt launched the online digital game store Good Old Games. The operation and scope was small - a handful of people salvaging iconic old PC games for modern operating systems - but the prices, customer service and DRM-free message were right, and slowly the service grew. And grew, and grew. And today things are different.
Today GOG employs more than 160 people and no longer restricts itself to good old games, so much so that the full meaning has been forgotten and replaced by the snappier acronym GOG. Today you find the newest and biggest independent games there, such as Pathfinder: Kingdom and A Bard's Tale 4, and they are kept up to date by the Steam-like client GOG Galaxy. And today CD Projekt is a household gaming name.
The Witcher games, developed under the same roof, have propelled GOG to new heights. They have been the first big new games on GOG and it has been the best place to find discounts for them. But never has CD Projekt flexed the family advantage as much as it will when selling Thronebreaker: The Witcher Tales exclusively on GOG next month. Thronebreaker, based on the card game Gwent, may not be The Witcher 4, but it's a 30-hour, $30 standalone game made by people responsible for The Witcher 3: Wild Hunt nonetheless. It's a big deal, and for GOG it could be massive.

The search for the star of the Netflix Witcher series is over but I can't work out if it's a bird or a plane or... That's right, it's cleft-chinned British actor Henry Cavill, who launched to fame portraying Superman recently, playing the iconic witcher Geralt.
Show boss Lauren Hissrich said Cavill had been in the first meeting for the Witcher Netflix series, before scripts, before writers. "That was four months ago," she wrote, "and I've never forgotten the passion he brought. He IS Geralt. He always has been. I'm so thrilled to welcome HENRY CAVILL to the #Witcher family."
Cavill responded in good form on Facebook, quipping his new mailing address was Geralt at Kaer Morhen, the famed home of the wolf school of witchers (Geralt and pals).

Two small script excerpts linked to the in-development Witcher Netflix show have leaked, and have been verified as authentic.
The scenes were posted on Reddit. One is between Yennefer and Geralt, as they prepare for a sorceress ball Geralt really doesn't want to go to, and the other is between Yennefer and a nameless King whose reign she's propping up but who repulses her.
The scenes were verified authentic by the series showrunner Lauren S. Hissrich, who told fans not to worry, she'd seen the leaks coming, which is why the excerpts were written for casting purposes only and will not be in the final show. "It happened. As we knew it would. Don't worry. All is okay in the Witcher world," Hissrich wrote on Twitter.

Summer landscapes can be taken for granted as bright and breezy backdrops to games. However, what spring started, summer finishes. Following on from the rebirth of spring, summer further fuels and invigorates the landscape. Lands become majestically colourful, gorgeously lush and bursting at the seams with life as the peak of the growing season and life cycle are hit. Bright sunlight basks the land in glorious light and stretches the days, while vivid foliage spreads as far as the eye can see, punctuated by glorious flowering plants, laying a carpet of life over the land. These are the hazy days of summer, indeed. Life breeds life and swathes of landscape are transformed, covered in lush foliage and colour, while the land becomes more productive, increasing interaction and function.
Summer has its own meaning, and this can be injected into games through the landscapes they have and portray - and all of their elements they contain. Smash this wonderful, bright season together with narrative and story arcs and there is a new side to summer environments to be enjoyed and experienced.
The success and majesty of The Witcher 3's landscapes are further elevated when examined through a seasonal lens as it can reveal even more environmental nuances and specific landscape features. The configuration of summer landscapes through fidelity, function and beauty underlines the environment's importance in contributing to The Witcher 3's place-making, story and atmosphere (particularly in Velen and Toussaint), but also demonstrate the sheer importance and power summer has over the landscape, guiding its life and character. Avoiding fawning over each individually hand-placed, wholly-accurate plant (this time) as examples of The Witcher 3's summer landscape, it is the active and productive horticultural landscapes that show summer's power.

CD Projekt Red is expanding. The main Warsaw office has ballooned and the company has opened two other studios in Poland, one in Wrocław and one in Krak w - which is where I am now.
The CDPR Krak w was actually opened all the way back in 2013, put to work collaborating on The Witcher 3: Wild Hunt expansions Hearts of Stone and Blood and Wine. But it wasn't until this year, roughly 12 months after moving into a new space, CD Projekt Red was comfortable inviting people in.
Yesterday I visited CD Projekt Red Krak w as part of a pre-Digital Dragons 2018 soiree (CDPR is the main sponsor this year).

The Witcher 3 turns three today, so what better time to remember why it's one of the games of the generation.
CD Projekt's epic fantasy role-playing game launched on 19 May 2015 on PC, PlayStation 4 and Xbox One, and instantly wowed fans with its sweeping open world, wonderful quests and characters, and impressive visuals.
Fast forward three years, and The Witcher 3 remains a hugely popular game - at the time of publication, an impressive 16,599 people were playing on Steam.

Glaives, pikes, bardiches, halberds, partisans, spears, picks and lances. Javelins, arbalests, crossbows, longbows, claymores, zweih nder, broadswords and falchions. Flails, clubs, morning stars, maces, war hammers, battle axes and, of course, longswords. If you ever played a fantasy RPG or one of many historically-themed action or strategy games, you'll already be familiar with an impressive array of medieval weaponry. The medieval arsenal has had an enormous impact on games since their early days, and their ubiquity makes them seem like a natural, fundamental part of many virtual worlds.
These items are based on real weapons that have maimed and killed countless real people over the centuries, but even though we're aware of this, medieval weapons have become estranged and distant from their roots in history. Part of this is our short memory; the passing of a few centuries is enough to blunt any relic's sense of reality. Another reason is they were made a staple of genre fiction. In our modern imagination, the blade has become firmly lodged in the rocks of fantasy fiction and historical drama, and no-one will be able to pull it free entirely.
Today, these weapons have been refashioned to serve our very modern fantasies of power, freedom and heroism. There's the irresistible figure of the hero-cum-adventurer who sets out to forge their own path. From Diablo and Baldur's Gate to The Witcher and Skyrim, the fundamental logic of violence stays the same. Battles lead to loot and stronger equipment, which in turn allows our heroes to tackle more dangerous encounters. The wheel keeps turning, and we follow the siren song of ever more powerful instruments of destruction. On the surface, they're problem solving tools, but they also promise the excitement of adventure as well as the power to dominate and enforce our will on those fantasy realms. As such, they become fetishised. Extravagant visual detail and special effects signal a weapon's rarity and power, turning them into ornaments and status symbols.
While the actual violence in such fantasies is often justified by a struggle of good versus evil, the resulting gore and savagery has also captured our imagination. Most games, even mainstream RPGs like Skyrim or The Witcher 3, can't resist indulging in an aesthetic of cruelty and barbarism by showing us the grisly devastation caused by these instruments of murder. Blood spurting from wounds and clinging on blades, heads and arms being hacked off and tumbling through the air, special killing and execution animations captured in glorious slow-motion. Their gruesomeness markedly contrasts with the sanitised, often bloodless effects of modern guns as portrayed in games, disingenuously suggesting that modern violence and warfare is somehow more civilised than that of our ancestors.
Games like For Honor, Mount & Blade, Chivalry or War of the Roses celebrate medieval slaughter with grim nihilism as we hack and slash ourselves through hordes of enemies entirely without any ethical justification. Might makes right, and the means justify the end. The same can be said about the brutal spectacle of the Total War games, whose hordes of clashing soldiers tickle some deep-seated proto-fascist lust for demonstrations of power. These games paint a "grim and gritty" picture of historical violence, the "dark ages" of popular imagination. They're a half-leering, half-wistful gaze into a fantasy version of the past when the destructive urges of our collective Id have not yet been tamed by civilisation and violence was not yet regulated by the moral codes and laws of pervasive state power. In that regard, the butcher and the heroic adventurer use their weapons to pursue the same fantasy: unfettered will and agency, the freedom to follow your impulses regardless of their consequences.

There's been the suggestion of multiplayer in CD Projekt Red's new game Cyberpunk 2077 for a while. In 2013, studio head Adam Badowski even told me "we're going to add multiplayer features", although he also said "it will be a story-based RPG experience with amazing single-player playthroughs". Regardless, that was five years ago, and a lot has happened since then.
The only multiplayer CD Projekt Red has developed has been the turn-based kind in Witcher card game Gwent and The Witcher Adventure Game - although there was that Witcher mobile MOBA. It's not unlike the Polish studio to take on something ambitious but why wobble the boat for the sake of a feature The Witcher 3: Wild Hunt did so, so well without?
Fortunately it appears CD Projekt Red feels the same. In a streamed CDPR financial conference today, president and joint-CEO Adam Kiciński suggested, almost beyond a doubt, that Cyberpunk 2077 would be a single-player game.