TheWitcherRemake developer, Fool’s Theory, recently announced that its not afraid to remove aspects considered “bad, outdated, and in need of a remake.” It sounds like fans shouldn’t expect a game that is too faithful to the 2007’s original — and honestly, that sounds like a good plan.
This also means that the upcoming remake will likely reinvent the outdated combat mechanics from the OG game. Personally, I don’t think that its combat was that terrible, as some folks say out there, but it clearly could use a full makeover.

The Way of Steel and Silver
In the OG battles, facing monsters or humans meant clicking enemies at just the right moment to keep Geralt’s swing combos flowing, interrupting enemies’ attacks. At the beginning, Geralt had only a handful of moves, but as you progressed, you’d unlock longer and more spectacular chains of swings, as well as three combat styles (fast, strong, and group), allowing for some situational variety. In a way, it was like a rhythm game, lacking proper dodging or blocking abilities, and though unique, it offered rather little involvement and control over the battlefield.
He’s a mutated killing machine pushing a century of experience, and his fighting style should scream that

ButCD Projekt Rednever stopped there. Each Witcher entry so far feels and plays very differently,unlike some modern sequels, especially Sony’s exclusives. The Polish developers always tried to find new approaches to fighting, dialogue, and exploration, aiming to level up each chapter for a comfier and more thrilling experience.
Take the sequel, Assassins of Kings, in which things took a wild turn from the OG, pushing for a more action-oriented, albeit a bit too basic melee combat. In this game, players could perform light and heavy strikes, blocks, and ripostes, roll away from attacks, and much more. Yet, the system got a bit rowdy, with Geralt picking targets like he’s playing darts blindfolded. Moreover, in the late game, it turned into a ‘press X to win’ situation thanks to some crazy powerful skills.

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The Witcher 3’s combat was an evolution of all that, featuring two cool special attacks (spinning whirl and heavy rend), more spectacular finishers, and a ton of ways to pimp out your build with gear. Despite the clear effort, it still didn’t quite keep players hooked through the marathon it took to conquer this beast of a game. Combat ended up being the weak link in an otherwise stellar adventure — ‘serviceable’ is the nicest thing you could say about it.

Despite three distinct combat systems across the series, the studio never quite nailed the sweet spot between difficulty, engagement, and the depth needed to capture that deadly Witcher vibe from Andrzej Sapkowski’s books. In the novels, confrontations are like razor-sharp dances, brief but intense, creating an impression that’s a world away from what games usually offer.
With all that said, there’s still hope for the Witcher Remake or the future Witcher 4 to finally give combat the justice it deserves. But what’s the ideal combat system for such a game anyway?

Gotta Move Fast, Witcher Style
Say what you will aboutNetflix’s The Witchershow, but let’s give credit where it’s due — Henry Cavill’s sword-swinging moments were downright impressive. Some episodes from the show almost convinced me I was witnessing the ultimate killing machine in action. CDPR pulled off a similar vibe in the cinematics, using slo-mo to highlight the swift and deadly elegance of Geralt’s moves. Just check the ‘Killing Monsters’ cinematic on YouTube again to recall what I’m talking about. Maybe, just maybe, some of that could be used as a reference for the combat flow in the new game.
When playing Witcher 2, snagging a high-level sword with a one percent bonus to kill on hit got me thinking — shouldn’t every sword in this character’s hand perform like that, but with, let’s say, a 90 percent probability? Witchers are precision and speed rolled into one deadly package, so let me feel like one when dealing with my foes, especially if it’s a bunch of some drunk tramps messing with the wrong white-haired guy.
When it comes to basic swordplay, the devs could take some inspiration fromGhost of Tsushima,which still boasts one of the slickest melee combatI’ve ever seen. Alas, no matter how fond I am of Jin Sakai’s moves, it ain’t a perfect fit for a Witcher game because of one simple fact: Geralt of Rivia isn’t just some well-trained, dedicated person. Again, he’s a mutated killing machine pushing a century of experience, and his fighting style should scream that. Clearing a bandit camp with Geralt? It shouldn’t take more than a few sword swings. Picture something like the Standoff system from Ghost of Tsushima: let Geralt finish the fight almost as fast as it started, showcasing his superiority over regular human enemies.
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Another decent example worth exploring isFromSoftgames such asElden Ring, with its intricate combat, loaded with special moves, attacks, and tools. But here’s the catch — FromSoft games flaunta gazillion weapons for players to use and master, whereas Geralt is rocking just his two swords: silver for monsters, steel for humans. It’s a bit limiting, but that’s the Witcher way. The game isn’t about having a laundry list of combat options; it’s about diving deep into the ones you’ve got.
A Witcher Reborn: What Comes Next?
Summing up, the Witcher Remake needs to nail a few key elements: speed, precision, excitement, and a vibe that’s truly one-of-a-kind, thanks toGeralt’s unique origins. Oh, and let’s all agree on one thing — no rolling. It just feels weird for a witcher to do, and I doubt that’s what old Vesemir teaches those wolves at Kaer Morhen, especially when there’s always a second sword on their back. Nowadays, we’ve got a buffet of alternatives: parrying, blocking, pirouetting, evading, quickstepping — you name it. All way more in tune with a witcher’s combat flow than those clunky rolls that slow things down.
We’re still pretty far away from The Witcher Remake release, so the devs have a long road ahead to perfect the modern combat system. On the upside, it’s bound to be a fresh take, not just a rehash of past entries. And that’s exciting enough on its own.