4 ms·
Witcher 1 not so much, but Witcher 2 had a pretty good 360 port that a lot of people played in the West, and PC version did well too - across all platforms 1.7
by giobox 4y ago
Witcher 1 not so much, but Witcher 2 had a pretty good 360 port that a lot of people played in the West, and PC version did well too - across all platforms 1.7 million copies sold by 2012, another article I saw suggests 8 million by 2014.
I think thats getting towards very roughly ~1/4 the success of Witcher 3, volume wise. Not bad, considering Witcher 3 volume includes a portable Switch release.
> https://www.eurogamer.net/the-witcher-2-sales-top-1-7-million https://www.eurogamer.net/the-witcher-2-sales-top-1-7-millio...
etc.
- Tade0 4y ago> Not bad, considering Witcher 3 volume includes a portable Switch release. I've seen the Switcher. Wasn't actually half as bad as I anticipated. All the more surprising that CDPR is abandoning their own engine in favour of UE5.
- wwilim 4y agoI don't think they're abandoning it, they are just going to hire a new team to remake W1 in Unreal Engine, while the core team works on new games using proprietary tools
- Kyrio 4y agoActually no, they announced some time ago that the next Witcher games (a trilogy) would be made with UE5.
- giobox 4y agotheir "own engine" I think is a euphemism here - its arguably several different ones. By many internal accounts, engine development has been hell (see the Cyberpunk launch issues), with each game CD Project Red start being in many ways a complete rewrite to the extent its not charitable to describe it as a single engine. I think less time on game engine tech and hopefully more on shipping creative features sounds good to me, although it is sad to lose yet another independently developed game engine.
- seba_dos1 4y ago> with each game CD Project Red start being in many ways a complete rewrite to the extent its not charitable to describe it as a single engine. That's normal and fully expected. You generally don't maintain an in-house engine the way general-purpose engines are maintained. You don't make it as generic as possible to accommodate for various uses, like Godot, Unreal or Unity do. Instead, you make games and then your engine is an optional byproduct of those games. It gets to be as specific to your game as you need or want it to be.