Exactly 1 year ago, CDPR and Epic Games showed us the first glimpse of The Witcher 4 in a tech demo that promises a new generation of open world games.
I have full faith that CDPR will deliver the game at that same level. #witcher4
'The Lost Wild' director Gary Napper shares new details about the game 🦖
"From the outset, our goal has been to create a world where dinosaurs are not framed as monsters, but as believable animals. They exist within the world with their own instincts, behaviors, and drives. This shift in perspective fundamentally changes the player’s role. You are not the dominant force, the hero or the conqueror, you are the outsider, vulnerable and exposed, trying to navigate a food chain where you no longer sit at the top"
"We emphasize tension through vulnerability. The player is not equipped to kill these creatures, although they can find tools to defend themselves. The experience avoids gamified or arcade-like systems that would undermine that tone. There are no exaggerated weak points or predictable attack patterns designed for exploitation. Instead, survival depends on observation, learning, and reaction. When encounters happen, players evade, hide, create distractions, and use the environment to escape"
"The environments in The Lost Wild are dense, claustrophobic, and unforgiving, with abandoned buildings embedded within an overgrown wilderness. This is not a wide-open safari, it’s a place where visibility is limited, paths are unclear, and the landscape itself can disorient you. Through this, we create the feeling of being lost, both physically and psychologically"
"My experience working on 'Alien: Isolation' has inevitably shaped how I approach horror design and is definitely a lens I view this game’s design through ... In 'Alien: Isolation', the creature was terrifying not just because of what it could do, but because of what players imagined it was going to do. The sense of anticipation and fear built in the unknown. That same principle applies here in a lot of ways. By treating dinosaurs as systemic, unpredictable entities rather than scripted events, we create a more dynamic and personal form of horror. The difference here is not just that you can’t fight back, it’s that you feel like you shouldn’t. Maintaining a respect for the dinosaurs as living creatures, while trying to survive in a world with them"
More broadly, I think there’s a growing appetite for experiences that move away from the power fantasy. Horror becomes far more effective when the player feels exposed, when control is limited, and when success is uncertain. The Lost Wild leans into that approach offering an experience where survival is never guaranteed and dominance is never assumed.
"Ultimately, The Lost Wild is about placing players into a world that feels grounded, real, indifferent, and alive, and then asking them to navigate it not as a hero, but as something far more fragile but relatable. 'If I were there, what would I do?'"
Releasing in 2027
As gravity distorts our view…
This simulation shows how the extreme gravity of two orbiting black holes bends and redirects light emanating from the chaotic hot gas surrounding each one. As they pass in front of one another, light weaves through the fabric of space and time.
Senior Cinematic Designer of The Witcher 4 (previously worked on Baldur’s Gate 3 at Larian), just said on LinkedIn:
“Knowing what we are building for The Witcher 4? Yeah… PEOPLE ARE NOT READY.” #Witcher4
New trailer for ‘THE END OF OAK STREET’, starring Anne Hathaway and Ewan McGregor.
The film follows a family who discover that their neighborhood has been taken back in time to the prehistoric era.
In theaters on August 14.
Take-Two CEO says Rockstar's next game could be developed much faster than GTA 6
"Recent developments in technology will allow us to compress some development timelines without compromising quality"