The Vichar Game Videogame is one of the most obvious examples of improvement on a series in history. There is no backsliding here: The Vichar was a mess, Wichar 2 was really quite decent, and Witch 3: Wild Hunt was an excellent work. The success of The Vichar 3 put CD project Red on Sony’s speed-dial, but it also had other results.
The Witch 3 10 at 10

To celebrate our 10th anniversary, all this week we are looking back at The Vichar 3 – and also looking forward to its upcoming sequel. Keep checking back for intensive interview with more features and retrospectives as well as developers, who brought the game into life.
Speaking to Joshua Wolance of PC Gamer, Mitchell Novakovsky and board member Michael Novakovski say, “This assured us that we can really increase RPG.” “And we can punch above our weight and we can get heads from the head with the older people. I remember, in fact, in fact, that the standard was afraid to set the dragon edge: going to set the inquiry,” NOWAKOWSKI remembers.
While both of the two duped it for the RPG of the Year Awards (“I felt it was a great game,” Novakovski says about the contestant), The Vichar 3 was such a smash that turned into expectations in CD project raid. “This gives us confidence, called Novakovsky. “Maybe in many ways too much confidence is visible back, to be honest, because I think it was the beginning of a little magical thinking for the company, which stopped only after cyberpanks.”
Or as Adam Baduski, other joint CEOs and board members of CD project Red call it, “We turn from a Dalit company to the company seen in the industry.”
The idea of magical thinking takes into consideration by Beware Magic, the idea that a disturbed videogame would essentially come together during the final phase of development as the same thing happened last time. And while the concept has been repeatedly torn down, it remains because so many videogams come together in the last moment. Even like a classic Thief: Was not fun to play dark project until it almost finished,
“I remember, especially for Wichar 3, seeing a version of the game that was kept together, I think it was like February 2015?” Misseskowski misses. “I remember that I went to Adam and said,” How are we in a good shape? Because it’s not really so great. ” You know, ‘Don’t worry. I remember talking to some major technical people, tired-but we are going to do so.

The fact is that Vichar 3 came together in that final push, the way the studio thought of things. “Everyone feels that I think for a few moments that whenever something is going on, we are going to be a magic angel that is going to come down and sprinkle some dust, and things are going to recover,” Novakowski says. “I am definitely doing exaggeration, but there is some truth in it. So it is a negative change. A positive change was the confidence that I think helps us build ambitions, which I still feel that the company has a big value.”
The development of Cyberpank 2077 demonstrated both the benefits of ambition and the risks of over -confidence. Even when the studio grew up, Nowakowski says, “A lot of things were almost developed, as it may seem strange, so we never saw the real effects that it really interacts until it was kept together.” If the things developed in isolation do not magically come together, you end up with a disconnected system filled with a system, and the sidecuests that feel that they do not arise with the main discovery. What to say, you end with cyberpank 2077.
The Vichar Games were developed in a similar way, called Novakovsky, but it was easy to fix the issues that resulted in them. “It was probably not right,” he says, “but it worked when the scope of the games was small. Witch 1 and 2. But I think in The Vichar 3, we can already hear that the boat is a little bitter.”

After the launch of Cyberpank 2077, the studio worked to tear that separation. “I don’t want it to look like a sound, you know, you know, burning the car on the fire, because it will not be true,” says Novakovsky. “We had great producers, and included a lot of planning that understood.” But in the end there were processes on CD Projek Red in the need to address, “and this is a major change that occurred after cyberpank.”
When you are spending $ 81 million to make a game like The Wichar 3, and $ 320 million on the launch version of Cyberpank 2077You are not more Dalit. It can be difficult to consider that you are interrupted to an industry and disrupt the approach, although working more responsibly. “It was good to be an underdog,” PR and VP of Communication, Michael Plattco-Golvaski. “Yes, it’s erotic.”

