Video summary

I played 30 HOURS of Witcher 3 Remastered — is it any good?

Main summary

Key takeaways

Gaming

Storyline

  • The subtitles don’t go into the game’s narrative beats in detail. Instead, they focus on how Witcher 3: Remastered changes gameplay, systems, and visuals, while the player continues Geralt’s adventure.

Gameplay highlights & key changes

Core gameplay / combat

  • Combat changes are mostly minor. The largest “feel” improvement comes from better responsiveness and tracking, not radically new mechanics.

Dynamic combat camera (optional)

  • Zooms out when multiple enemies are nearby to improve situational awareness.
  • Zooms in during 1-on-1 combat for a closer view.
  • The player expects they’ll likely turn it off, preferring the earlier Next-Gen camera (which can be re-enabled).

More accurate enemy positioning

  • The game tracks enemy movement more reliably shortly after an attack begins, reducing instances where Geralt swings at empty space.

New monster behavior

  • Common enemies: changes are hard to notice.
  • Larger monsters/minibosses: felt more reactive to the player’s positioning.

Roach (biggest practical upgrade)

  • Mounting works from any direction and at any approach speed, with smoother animation.
  • Dismounting adjusts based on your riding speed, with speed-aware animations.
  • Better handling: feels more precise and less “floaty.”

Quality-of-life while mounted

  • You can loot herbs while riding.

Automatic obstacle avoidance

  • Roach avoids obstacles (e.g., trees) when traveling off a set path.
  • Geralt has new lean animations to prevent clipping during avoidance.

Non-combat system improvements

Quick loot

  • Loot corpses with one click—no corpse-menu popup.
  • Just walk up and loot.

Merge corpses

  • When multiple bodies are nearby, you can loot them together from a single interaction.
  • Example: clearing bandits at a camp and collecting loot from all nearby corpses at once.

Remastered accessibility settings (mod-like features built in)

  • Disable item durability (weapons/armor/boat parts don’t degrade).
  • Disable weight limit (Geralt is never overloaded).
  • Disable drowning underwater.
  • Make boats go faster.
  • Aggressive full-time health regeneration.
  • These settings do not disable achievements, even on Death March (noted as controversial by some players).

Transmog (appearance changes without stat changes)

  • Armor and weapons can be reforged to match other looks while keeping stats.
  • Armor example: Yoana in Crow’s Perch (after completing her questline).
  • Weapon example: Hattori in Novigrad (after completing his questline).
  • Costs can be significant.
  • You can revert to the original look for a smaller fee at the same NPCs.
  • Old saves limitation: remaster may not have full inventory history for earlier saves, restricting transmog until you loot items in the remastered version.
  • New saves: transmog unlock tracking works from the beginning.

New/updated UI & quest flow

  • Cinematic mediation replaces the “menu-only” waiting with an animation of Geralt.
  • Improved quest tracking on the map:
    • Shows objectives for all active quests, not just the tracked one.
    • Lets you switch the tracked quest directly from the map and cycle through quests to view locations.
  • Cleaner quest completion notifications:
    • Reduces separate spam into a single consolidated message.
  • Inventory feed tweak:
    • Looks better, but selling items may spam repeated “earned per item” notifications instead of a total sum.

Exploration/movement

  • Faster, smoother traversal actions:
    • Jump onto ladders
    • Quicker ledge climbing
    • Smoother vaulting of fences/railings

Skill tree rework (major build-system change)

  • The rework is described as a true redesign, not a minor tweak.

Old system problem (implied)

  • You had to invest many points deep into branches just to access key skills, forcing points into abilities you might not want early.

New system behavior

  • Investing one point unlocks connected skills along the path, making builds feel more “traditional” and direct.
  • Example: reaching a far-bottom skill like Deadly Precision now takes far fewer points (fewer layers to reach it).
  • The player notes you can avoid unnecessary skills more easily and build earlier.

Skill slot unlocking change

  • Remastered unlocks additional active skill slots based on skill points, enabling more active abilities earlier—helpful when exploring for extra skill points.

Balance/build impact

  • Some older powerful builds are effectively obsolete or need adjustment.
  • CDPR scaled back certain overpowered builds (especially alchemy builds).
  • The player expects to create a new comprehensive build guide, since older ones won’t stay accurate.

New technique options (school techniques expanded)

  • The “brown” technique tree was reworked and now includes techniques for more Witcher schools than before.

Examples (medium-armor schools)

  • Wolf: increases sword and sign damage
  • Manticore: increases sword and bomb damage
  • Viper: increases Geralt’s health and poison damage

  • The player is particularly interested in whether Viper poison builds are now more viable than before (previously felt underpowered except for “fun/thematic” use).

New equipment / set

  • Scarlet Crest armor set
    • Given fairly early, but it’s Level 40, so it isn’t immediately useful.
    • Noted bonus: increases Quen sign intensity.
  • A new bandana is also mentioned as early-game obtainable.

Visual / graphical improvements

  • Path tracing is the headline upgrade.
    • Intended to mimic realistic lighting.
    • CDPR notes it was challenging because Witcher 3’s art style isn’t fully “realism,” requiring careful implementation.

Player’s experience

  • Outside scenes: path tracing can look “ridiculously beautiful.”
  • Indoors: inconsistent performance; some interiors become too dark at times (example: White Orchard), sometimes differing from standard ray tracing.
  • The player also noticed potential color issues (e.g., Geralt’s hair looking more yellow) and isn’t always sure if it looks better indoors.
  • Still plans to keep it enabled when it looks best.

Strategies / key tips mentioned

  • Use (or switch back) your camera preference
    • If you prefer the earlier Next-Gen close camera, consider turning off the new dynamic combat camera.
  • Explore early for skill points
    • Active skill slots now unlock based on earned skill points, so exploring helps you experiment earlier.
  • Expect build adjustments
    • Old “meta” builds (especially alchemy) may need rework due to the skill tree redesign and balance scaling.
  • Leverage built-in accessibility
    • Accessibility settings replicate common mod benefits (durability, weight, drowning, boat speed, health regen) without blocking achievements.

Gamers / sources featured

  • CD Projekt Red (CDPR) — cited as the source of design changes and statements.

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