Excited b/c the Witcher is amazing and should be brought back for new players to experience.
Terrified b/c it gives Bethesda another way to put Skyrim out into the void - "The Unreal_edition_final_we_promise."
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Excited b/c the Witcher is amazing and should be brought back for new players to experience.
Terrified b/c it gives Bethesda another way to put Skyrim out into the void - "The Unreal_edition_final_we_promise."
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
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.
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.
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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.
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…
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?
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…
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> 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…
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.
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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?
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.
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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.
Are there other internal engines that have been used for open-world games with detail and scale at the level of GTA or RDR?
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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?