Convince me that walking Geralt around a confined space felt absolutely fine and that you were entirely immersed in a dark and rich fantasy world as you did so. Tell me you looted a monster at the first attempt. Look me in the eye and tell me you ever managed to open a door in The Witcher 1 or 2 without first doing a little circle in front of it and mashing the interact button, waiting for the split-second when the ‘enter’ prompt appears. No, instead, I see a remake as an opportunity to address something that’s plagued all three games, but particularly the first two: they’re janky as all heck to control. You can kill him or leave him alive so that he can impart his knowledge of swamps onto you, and I don’t think any amount of graphical updating can steamroll the sense of personality out of a questline like that. He eats human meat, but he’s also got a strict moral code about it: no kids, mate. There’s a quest early on in which you’re invited to an odd man’s house for tea and discover that he’s a cannibal. The personality in Geralt’s debut came from things like quest design, the bizarre conversations, and convoluted paths toward murky solutions that we now take as de rigeur from CD Projekt. Personally, though, I’m not worried The Witcher will lose its sense of self with a lick of 4K texturization and an engine swap. Fall down too hard on either side, and the masses will tear you asunder. Modernizing an old game is a tightrope walk between nostalgia and renovation. If developers aren’t careful, they throw the baby out with the stale digital bathwaterīecause if developers aren’t careful, they throw the baby out with the stale digital bathwater. So vast was the jump from isometric PS1 platformer to Unreal Engine third-person epic on PS5 and Xbox Series X that Square Enix had to squeeze every drop of nostalgia from its other elements – music, level layouts, dialogue, UI elements. A sensation that Final Fantasy 7’s remake had to push back against recently.
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