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CD Projekt is remaking the first Witcher game in Unreal Engine 5

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Re: CD Projekt is remaking the first Witcher game in Unreal Engine 5

#212
post #75

I, for one, am tired of consuming warmed up content I've played through before. Be it Diablo 2 Resurrected or Mass Effect or or or. Create something new, don't refurbish old stuff. Such a waste.

I haven't played it, and 3 was pretty great, so I kinda want to, but I've heard the original is garbage, so I'm excited for a modern release

It's not garbage, but how often can you read one and the same book?

For people who never played it, meh ok, for me who has consumed pretty much every game since the c64 in the golden days.

It's like this "West" vs Russia thing, we had a cold war already, the 90s were awesome but I'm not looking forward to history repeating, 10 steps back into the cold war and hopefully not hot war.

Life is about making new experiences, repeating old experiences with better graphics is not exciting at all. It's also lazy.

Re: CD Projekt is remaking the first Witcher game in Unreal Engine 5

#213

Sometimes remakes can actually improve accessibility to an older game with a dated engine/mechanics and make it more enjoyable for newcomers to experience the earlier entries. See: Yakuza Kiwami and Yakuza Kiwami 2 (remade using the excellent Yakuza 0 engine/mechanics). I do own Witcher 1/Witcher 2 (bought no-doubt during some Steam sale for like $5-$15, tops), and I vaguely recall playing W1 for like a half hour, th…

You're right and I agree remakes can be great to (re)discover old classics, but just a nitpick: Yakuza Kiwami 2 was based on the Yakuza 6 engine, not the Yakuza 0 one.

My mistake. They were both spurred by the surprise success of Yakuza 0 overseas, so I assumed they were both on the same engine. But based on the release order, it made sense that they would've switched to Y6.

Re: CD Projekt is remaking the first Witcher game in Unreal Engine 5

#214
post #164

Earlier quoted context omitted.

Huh that’s super interesting — full rewrites aren’t super common. Do you know why they elected to rewrite the engine completely?

I have to be careful here, but the simple reason is that the previous engine was not designed to handle the density nor the verticality of the CP77 world. Not that Unreal Engine 5 can handle a world like CP77 either, despite what people may think with the Matrix demo.

If Unreal Engine 5 can't handle a world like CP77, why are they making the sequel to CP77 in Unreal Engine? Are they betting on the engine being ready for CP77's sequel when they need it to be?

Re: CD Projekt is remaking the first Witcher game in Unreal Engine 5

#215

Remakes make business sense. Every game is a risk. A portfolio of products that includes remakes reduces that risk. A game that was previously popular is easier to remaster than trying to make some new that's less tested. There are always brand new gamers to introduce to your IP as well as existing gamers who may have missed or want to replay earlier games. If you're a mature studio it's almost irresponsible to not d…

> The more interesting part of the story is Unreal is being used. For a while Unity and Unreal have been pushing out in-house engines. This is exactly the case for CD Projekt Red. They built their own engine (RED Engine) for Witcher 1 and built on top of it for the two Witcher sequels and also pushed it to its very limits for Cyberpunk 2077. A lot of useful criticism of the technological pains (delays, marketplace re…

> A lot of useful criticism of the technological pains (delays, marketplace reception issues) they experienced with Cyberpunk was that they were using an in-house game engine unprepared for that genre (jumping from a game series where the fastest vehicle was a horse to one with cars and flying cars and planes is maybe not the easiest straight line).

What made it unprepared? What special needs did CP2077 pose against a game like Witcher 3 when both are similarly open-world exploration RPGs heavy on dialogue and cinematics?

Re: CD Projekt is remaking the first Witcher game in Unreal Engine 5

#216
post #6

I don't know why, this makes me a bit sad. You can sort of feel a game engine when you're playing a game. The GTA trilogy lost a lot when they did their remastering project with a different engine. Although I'm sure it can be done well. StarCraft remastered was done really well, but I believe they built on top of their existing engine.

As someone who played a few hours of the 1st Witcher Game... Good. No one seems to care about Witcher 1's engine, because it was hot garbage. Any engine (even an off-the-shelf one like Unreal5) will be grossly superior to the trash that the original game was. This remake can have slow, barely workable controls and pretty bad graphics and still be far better than the original game. They really just need the Witcher 1…

W1 and W2 barely make any splashes in the story department when W3 is in the picture. You might as well just spend a weekend to read through Sapkowski's six novels instead, W3 takes over from the point where his last novel ends.

Re: CD Projekt is remaking the first Witcher game in Unreal Engine 5

#217

Earlier quoted context omitted.

> The more interesting part of the story is Unreal is being used. For a while Unity and Unreal have been pushing out in-house engines. This is exactly the case for CD Projekt Red. They built their own engine (RED Engine) for Witcher 1 and built on top of it for the two Witcher sequels and also pushed it to its very limits for Cyberpunk 2077. A lot of useful criticism of the technological pains (delays, marketplace re…

> A lot of useful criticism of the technological pains (delays, marketplace reception issues) they experienced with Cyberpunk was that they were using an in-house game engine unprepared for that genre (jumping from a game series where the fastest vehicle was a horse to one with cars and flying cars and planes is maybe not the easiest straight line). What made it unprepared? What special needs did CP2077 pose against…

Specifically implied there is that one of the technical complaints was "draw distance" at speed and issues with "pop in" where things that should be visible aren't visible until "too late" after when they should be. If you build and tune a game engine for traveling at horse speeds and then add in vehicles that move three/four/five times as fast and some of them can fly, that puts a lot of strain on however you tuned the engine for drawing things at horse speeds and the expected results line up with many of the complaints about "draw distance" at speed and issues with "pop in".

Which is not to say that that was definitely the reason for some of those issues existed, but it does line up with what you would expect adding faster vehicles to an engine that hadn't been prepared for that.

Re: CD Projekt is remaking the first Witcher game in Unreal Engine 5

#218
post #183
post #164

Earlier quoted context omitted.

I have to be careful here, but the simple reason is that the previous engine was not designed to handle the density nor the verticality of the CP77 world. Not that Unreal Engine 5 can handle a world like CP77 either, despite what people may think with the Matrix demo.

Interesting! I’m not at all familiar with game engine design or even game dev, but the only game series I can think of that reliably handles large, open-world scale well is GTA. Here’s a dumb question: in theory, would Rockstar’s internal engine (RAGE) have worked for CP77, or are the technical challenges simply too different?

The easiest dumb answer is that Rockstar has never licensed RAGE to an external developer and presumably doesn't develop the engine with that in mind at all so it is probably under-documented and hard to work with for any team that isn't Rockstar.

Also, I think there are other engines that do as well as RAGE, but none of them are licensed for external use either and are secret sauce to their various developers.

Re: CD Projekt is remaking the first Witcher game in Unreal Engine 5

#219
post #183

Earlier quoted context omitted.

Interesting! I’m not at all familiar with game engine design or even game dev, but the only game series I can think of that reliably handles large, open-world scale well is GTA. Here’s a dumb question: in theory, would Rockstar’s internal engine (RAGE) have worked for CP77, or are the technical challenges simply too different?

The easiest dumb answer is that Rockstar has never licensed RAGE to an external developer and presumably doesn't develop the engine with that in mind at all so it is probably under-documented and hard to work with for any team that isn't Rockstar. Also, I think there are other engines that do as well as RAGE, but none of them are licensed for external use either and are secret sauce to their various developers.

I think that’s fairly self-evident, hence my inclusion of “in theory” :)

Are there other internal engines that have been used for open-world games with detail and scale at the level of GTA or RDR?

Re: CD Projekt is remaking the first Witcher game in Unreal Engine 5

#220

Earlier quoted context omitted.

There was a UE5 Engine demo that used Witcher-like environments in their tech demo.

I don’t remember seeing that. I know of a demo in an arid environment and the Matrix demo. Do you have a link to the one you’re referring to?

Finally found it: That's from Jasom Slama directly : https://youtu.be/zO9hRBRmPi8?t=34
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