the witcher 3 game of the year edition release date
The Witcher 3: Wild Hunt The Witcher 3: Wild Hunt was released worldwide for Microsoft Windows, PlayStation 4, and Xbox One on 19 May 2015. The game received critical acclaim, with praise of its gameplay, narrative, world design, combat, and visuals, although it received minor criticism due to technical issues, some of which were later patched. It received numerous Game of the Year awards, and is considered to be one of the greatest games of all time. The game was also a commercial success, shipping nearly ten million copies by March 2016. Two expansion packs, Hearts of Stone and Blood and Wine, were also released. A Game of the Year edition, with the base game, expansion packs and all downloadable content, was released in August 2016.
The Witcher 3: Wild Hunt Although the game was planned to begin production in 2008, CD Projekt Red's preoccupation with Rise of the White Wolf pushed it back to 2011.[36] The company developed The Witcher 3: Wild Hunt with a self-funded budget of US$81 million[b] over three-and-a-half years. The project began with 150 employees, eventually growing to over 250 in-house staff. Fifteen hundred people were involved in the game's production globally. While the game is based on Sapkowski's novels, his involvement with the game was limited to the creation of its in-game map.[40] It was localised in 15 languages, with a total of 500 voice actors.[41][42][43] The game was scripted concurrently in Polish and English to alleviate difficulty in localisation.[44] According to Side (the company which handled voice casting and recording), the 450,000-word script had 950 speaking roles. The voices were recorded from late 2012 to early 2015.[45] CD Projekt Red wanted The Witcher 3: Wild Hunt to be free of any digital rights management due to the developer's unsuccessful control of piracy with its predecessor, The Witcher 2: Assassins of Kings, whose DRM made the latter run slowly.[46] The Witcher 3: Wild Hunt was created with the REDengine 3, CD Projekt Red's proprietary game engine designed for nonlinear role-playing video games set in open world environments,[47] aided by the PlayStation 4 and Xbox One consoles and prepared for use in October 2014. The first play-through indicated to the developers that the open world, despite its content and generation around the quests, seemed empty. As a solution, they added points of interest. The game had 5,000 bugs that December, which (with a launch date of February 2015) necessitated its postponement.[36][48]