The new lighting sells the trailers, but the change that matters most in CD Projekt Red’s second pass at its 2015 masterpiece is a rebuilt skill tree, and on PS5 it turns a game loved for its writing into one that finally plays as well as it reads.
What a Remaster Owes a Game Like This
A remaster of a great game has a narrow brief. Touch the writing and you vandalize it. Touch nothing but the textures and you have sold a screenshot. The interesting remasters are the ones that find the part of a classic that was always tolerated rather than loved, and go to work there.
The Witcher 3: Wild Hunt has had a long list of tolerated parts. The skill system that rewarded dumping points into a branch rather than building a witcher. The combat that felt a half step behind the animation. Roach, whose collision avoidance turned village lanes into an obstacle course. Inventory screens that made looting a bandit camp feel like filing taxes. For over a decade the game has been carried past all of this by some of the best quest writing the medium has produced, and it became one of the best-selling games ever made on the strength of it.
The Witcher 3: Wild Hunt Remastered, which arrived on September 29, 2026, is the first version of the game that takes those complaints personally. Yes, there is a new shading model, new image-based lighting, reworked bloom and tone mapping, and textures drawn from the community-built HD Reworked Project. But the boldest work is in the systems underneath, and that is where my verdict lives.
CD Projekt Red kindly provided a PS5 code for this review. On PlayStation 5 the remaster is not a separate product: it replaces the existing version of the game as a roughly 45GB update, and Hearts of Stone and Blood and Wine come with it. I finished the main campaign and both expansions on Patch 5.01 with Hotfix 5.01b, the build the game is on as I write.

Geralt, Ciri and a Continent at War
For anyone arriving fresh, the setup holds. Geralt of Rivia, a witcher (a mutated, professionally neutral monster hunter from Andrzej Sapkowski’s novels), is searching for Ciri, the young woman he raised as a daughter, before the Wild Hunt can take her and the power in her blood. The Northern Kingdoms are being ground down by a Nilfgaardian invasion, and the search drags Geralt from the starving swamps of Velen to the free city of Novigrad and out across the sea to the Skellige Isles.
What made it a landmark in 2015 still makes it one now. The main story is a chase, but the game’s real subject is people living through a war that is not about them, and almost every contract and side quest is a small, morally knotted story about exactly that. A request to find a missing wife becomes a portrait of an abusive marriage. A monster hunt turns out to be a family secret. The Continent is generous with tragedy and stingy with clean answers.
The two expansions remain part of the package and part of the argument. Hearts of Stone is the tighter, stranger one, a Faustian bargain built around a cursed nobleman and a merchant who is plainly something else. Blood and Wine moves Geralt to Toussaint, a sunlit duchy of vineyards and knightly vanity, and is long enough to be a game in its own right. Played back to back on the new build, they read as a single, deliberately shaped epilogue to the main campaign rather than as add-ons.

The Skill Tree Is the Headline
Here is the change most likely to divide returning players, and the one I think matters most. The old system opened up deeper skills as soon as you had spent enough points in a category. The remaster replaces it with an actual tree. Every skill now has three ranks, and reaching a powerful skill requires owning the specific prerequisites that lead to it. CD Projekt Red has rebalanced bonus values and synergies across the board and renamed a number of skills so their names finally describe what they do.
The practical result is that a build now has a shape. In the original, a Signs-focused Geralt and a sword-focused Geralt drifted toward the same handful of obvious picks by the midgame. Here, committing to Quen or to fast attacks means walking a path, and the path closes off other paths. That gives level-ups a weight they never had. By the time I reached Toussaint, my Geralt played distinctly unlike the one I would have built under the old rules, and that is the clearest proof the system is doing its job.
There is a cost for anyone mid-playthrough: existing saves have their skill points reset. It reads as alarming in the patch notes and turns out to be a gift in practice, because rebuilding a high-level Geralt on the new tree is the fastest way to understand it. Patch 5.01 has since cleaned up the rough edges, correcting the displayed bonus on the Synergy skill and adding damage reflection to Exploding Shield, which now does what its name always promised.
Reforging is the other progression change, and it fixes a decade of fashion crimes. Visit one of the two master craftsmen (Hattori in Novigrad, or Yoana in Toussaint) and you can change the appearance of any piece of equipment without touching its stats. New looks are added by collecting gear and crafting diagrams, and dyes from Blood and Wine carry over. Playing an entire run in the Wolf School look while wearing late-game numbers is exactly as satisfying as it sounds.

Combat, Movement and the New Cameras
The fundamentals of combat are unchanged. Steel for humans, silver for monsters, five Signs, oils, bombs and potions. What has changed is everything around the sword swing. Geralt’s gap-closing animations are smoother, target-lock switching behaves when you move the camera mid-fight, and there are new finishers. Many non-boss monsters have revised attack patterns, counterattacks, movement and reactions, and the difference is clearest with packs: drowners and wolves now pressure your flanks rather than queuing politely for the blade.
A new dynamic combat camera pulls back to keep the fight in view, which matters more than it sounds in a game where you so often fight three things at once. A separate exploration camera with a wider field of view makes Velen feel less like it is being viewed through a keyhole. Witcher Signs have new visual effects, Igni in particular now looks like fire rather than an orange smear, and the skill effects have been redone to match.
I will be honest about where it slips. Combat is better, and it is still not great. There is a looseness in the timing of strikes, and a stiffness in how Geralt commits to an attack, that no amount of animation polish fully removes, because it lives in the bones of a 2015 action system. Patch 5.01 fixed a delayed dodge response that made early fights feel worse than they should have, and the improvement is real, but anyone hoping the remaster would turn Geralt into a modern action hero will find a well-groomed version of the same swordsman.
Movement is the quieter success. Climbing ledges and ladders and vaulting are faster and more responsive, the jump animation is more natural (distance and height are unchanged), and Roach has new mounting, cantering and galloping animations alongside updated collision avoidance. There is even a horse control sensitivity slider. You can collect loot without dismounting, and there is a new option to disengage from combat by holding dodge to break target lock and then sprinting away. Small things, all of them, until you remember how many thousands of times a playthrough asks you to do each one.

A Story That Needed Nothing
The remaster leaves the writing alone, and that is the right call. The Bloody Baron’s story in Velen is still the finest piece of quest design in the open-world genre, a domestic tragedy that refuses to let you settle on a verdict about the man at its center. The Novigrad chapters still balance political intrigue with Dandelion’s chaos. Skellige still turns a succession crisis into a study of grief and ambition.
What changes is how the story is experienced. The streamlined tutorials (pared back to the core mechanics) get you out of White Orchard faster, which matters because the prologue has always been the game at its least representative. The combined quest notifications and a cleaner map that makes switching tracked quests easier reduce the friction between conversations. Meditation now plays as a timelapse of the world around Geralt rather than a menu, a tiny touch that keeps you inside the fiction.
The central relationship holds up better than any other element of the game. Ciri’s playable sections, the deliberately paced reunion and the way the ending depends on how you treated her rather than on any single choice remain the emotional engine of the whole thing. None of that needed a remaster. All of it benefits from being easier to reach.

The Light, the Bloom and Patch 5.01
The visual overhaul is substantial and, on PS5, it arrived unfinished. Both things are true, and the second one is now mostly in the past tense.
The good news first. The improved shading model and new image-based lighting give Velen’s swamps and Skellige’s cliffs a depth of tone the 2022 version never had. Subsurface scattering makes skin look like skin, foliage lighting is far more convincing, and screen space reflections and shadows have been reworked. Ray-traced local shadows are new. Character close-ups benefit most, and in conversation scenes the game can look startlingly current until a ten-year-old face model reminds you otherwise.
The bad news defined launch week. The reworked bloom and tone mapping washed much of the game in a pale glow, flattening the overcast menace that made Velen feel like a war zone. At launch there was no way to turn it off on console. Patch 5.01 added bloom, light shafts and depth of field toggles to the console graphics settings, along with tone mapping and character lighting adjustments, and reducing the bloom is the single best thing you can do for the image. With it off, the remaster finally looks like a more detailed version of the game people remember rather than a brighter one.
Performance followed the same arc. Launch week on PS5 brought widespread reports of uneven frame pacing, lighting inconsistencies and crashes, and experiences varied wildly from console to console. Patch 5.01 delivered console-wide optimizations, fixed incorrect frame rate limits in the base PS5’s graphics modes and stopped settings from resetting on every launch. Hotfix 5.01b followed for PS5 and PS5 Pro with stability work aimed at the crashes. On the current build, the base PS5 version is in solid shape. The one persistent rough edge is a brief hitch when the game autosaves, a habit inherited from the 2022 version.
Two Modes on PS5, and the Case for the Pro
The base PS5 offers two graphics modes. Performance mode targets 60fps and is the one to pick: it is clean, it is responsive, and the combat changes are worth far more at 60fps than any lighting improvement is worth at 30. Ray Tracing mode targets 30fps and adds the ray-traced lighting, and it looks gorgeous in still moments and under the dense canopies of Velen. It is also a 30fps open-world RPG with swordplay in 2026, and I would not choose to play it that way.
The PS5 Pro is the best console version by a clear distance, and it changes that calculation entirely. CD Projekt Red has added PSSR upscaling, VRR support and uncapped frame rates. Ray Tracing mode targets 60fps on the Pro, using the same ray tracing feature set as the base console at double the frame rate. Performance mode offers higher resolution and runs well above 60fps on a VRR-capable display, typically sitting between 80 and 90fps on a 120Hz screen.
The 60fps ray-traced mode is the way to play on the Pro. In a static shot it can look a touch softer than the base console, because PSSR is reconstructing from a lower internal resolution, but in motion the difference effectively disappears while the lighting improvement stays. If you are on a display without VRR, expect some screen tearing in the uncapped modes.

Sound, Score and the Voice of Geralt
The soundtrack by Marcin Przybyłowicz and Mikolai Stroinski, with the folk band Percival, remains one of the great game scores. Its Slavic folk instrumentation is the sound of the Continent, and tracks like “The Fields of Ard Skellig” are still enough to make you sail somewhere just to hear them play. The remaster leaves it untouched, rightly.
Doug Cockle’s Geralt is a gravel-voiced performance that sounds dry and humorless for about an hour and then reveals itself as one of the funniest characters in fantasy, a man whose deadpan does more work than most protagonists’ speeches. The supporting cast is equally strong, and the Bloody Baron in particular is a performance that would anchor most games on its own.
One audio bug worth knowing about is gone: voiceover could become noticeably quieter than the rest of the mix after moving through the pause menu tabs, and Patch 5.01 brought that fix to consoles. With it in place, the mix sits where it should, and dialogue no longer disappears under the score after a trip to the inventory.
Quality of Life, Accessibility and the Bard’s Ballad
A great deal of the remaster’s value sits in its menus. Nearby loot can now be grouped into a single window rather than forcing you through one container at a time. A loot feed on the left of the screen shows what you have just collected, and tooltips let you inspect items before taking them. The map holds more markers, untracked quests get their own icon, and you can hide herbs, boats and corpses from the minimap. Each change is minor. Together they shave a constant, low-level friction off a game that asks you to loot thousands of containers.
Accessibility has a dedicated section in the settings for the first time, and the Bard’s Ballad preset is a thoughtful addition. Designed to reduce cognitive load for players who struggle with mental fatigue or concentration, it bundles options such as vitality regeneration, unlimited item and boat durability, ignored item weight, faster boats, infinite breath underwater and a Witcher Sense toggle that does not require holding a button. Each can be switched individually, which means a player who simply never wants to think about encumbrance again can have that one change without the rest.
The expanded photo mode deserves a mention too. You can now place other characters in the frame, give Geralt and others poses and expressions, change the weather and time of day, add props, lock the camera and shoot in first person. For a game this beautiful, it becomes a pastime in its own right.

Mods on a Console, Trophies and Your Old Saves
The remaster brings cross-platform mod support to PS5 through an in-game browser powered by mod.io, reached from the main menu once you link a CD PROJEKT RED account. It is a genuine first for the console version, and the selection at launch was modest: a little over 40 mods, mostly cosmetic changes to character models and gear alongside light gameplay tweaks such as removing fall damage. CD Projekt Red has said more are coming across platforms, and the library is already growing, but it will never resemble the thousands of mods on PC, because many PC mods cannot come to consoles at all.
Two things to know before diving in. Enabling mods disables trophies. And because the remaster is an update to the existing game rather than a new edition, there is no fresh trophy list: your earned trophies from the 2022 version stay in place, and anyone who already has the platinum will not find another one waiting. Existing saves work, cross-progression continues as before, and the expansions can still be started from the main menu as standalone campaigns.

Verdict
The Witcher 3: Wild Hunt Remastered is the best version of one of the best games ever made, and the reason is not the one on the box. The lighting is impressive once you have tamed the bloom, and on a PS5 Pro the 60fps ray-traced mode is a genuine showcase. But the decisive work is in the skill tree that finally gives builds a shape, the combat and movement polish that sands down a decade of friction, and the dozens of small menu changes that stop the game from getting in its own way.
It is not flawless. Combat is improved, not reinvented, and its 2015 bones still show. The launch on PS5 was shakier than a game of this stature deserved, and while Patch 5.01 and Hotfix 5.01b have put the base console in solid shape, the autosave hitch remains. The console mod library is still finding its feet.
None of that touches the core. The writing is untouched and remains extraordinary, Hearts of Stone and Blood and Wine are still two of the finest expansions in the medium, and for the first time the way the game plays is close to the level of what it says.
Play it if you have never finished The Witcher 3, because this is now the definitive way to do it. Play it again if you have, with the new skill tree, before Songs of the Past takes Geralt to Letten in 2027. On a base PS5, choose Performance mode and turn the bloom down. On a PS5 Pro, take the 60fps ray-traced mode and do not look back.