What to expect from The Witcher 4 after the influence of Kingdom Come Deliverance 2

When it was confirmed by the developers from CD Projekt Red Kingdom Come: Deliverance 2 serves as a key source of inspiration The Witcher 4 in 2025 immediately changed expectations about the potential of RPGs. The Charmer the series has always balanced dark fantasy with grounded world-building, but Kingdom Come represents an even more uncompromising approach to realism, simulation and game immersion.

Charmer and Kingdom Come: Deliverance they are as different as franchises can be. One is set in a world of gritty historical realism, while the other is defined by its most fantastical tradition. However, Projectt Red's CD, which cites Warhorse Studios' GOTY-nominated title as its source of inspiration, should be music to gamers' ears. Looking up close Kingdom Come: Deliverance 2 and how his design philosophy can contrast and complement each other The Witcher 4 offers a clearer picture of Ciri's next adventure.

Kingdom Come Deliverance 2 testers thought the Stealth system was bugged because it seemed too real

Kingdom Come: Deliverance 2 testers thought its Stealth system was bugged because it seemed too real

Game Rant sat down with Kingdom Come: Deliverance 2 design director Viktor Bocan, who explained why testers mistook its realistic stealth for a bug.

The Witcher 4 moves towards a more reactive, experienced world

One of Kingdom Come: Deliverance 2defining characteristics is its reactivity. The world not only responds to narrative choices, but also to player behavior from moment to moment, often in subtle and systemic ways. This influence is already visible The Witcher 4a tech demo that highlights the ecological response to Ciri's presence and actions. This can be manifested through:

  • NPCs dynamically responding to Ciri's reputation, equipment, or recent actions.

  • Changes to the environment associated with player movement, magic use, or combat encounters.

  • Less reliance on scripts and more emergent behavior in the world.

Where The Witcher 3 often disaggregated reactivity into search results, Kingdom Come: Deliverance 2 considers reactivity a basic expectation. If this philosophy is carried over, The Witcher 4An open world can feel less like a stage and more like a living system that constantly acknowledges the player.

Deeper and more practical game systems

Part KCD2A company's realism was defined by how practical its systems were. Almost every mechanic in KCD2 it asks the player to engage physically and mentally rather than abstractly through offerings. IN The Witcher 3:

  • Potions are created instantly through inventory menus.

  • Weapon maintenance is reduced to a single interaction.

  • Preparation systems are largely automated.

on the contrary Kingdom Come: Deliverance 2 it treats these mechanics as gameplay in and of themselves. Examples of this The Witcher 4 could reasonably accept include:

  • Manual crafting systems like v KCD2 where potion making involves ingredient sequencing, timing, and physical interaction.

  • Expanded weapon maintenance, potentially turning sharpening and repairs into skill-based activities rather than passive buffs.

  • Alchemy as a risk-reward system where mistakes have consequences rather than just wasting material.

This approach prioritizes immersion over convenience. It's slower, more animation-driven, and deliberately tactile. This would be an adjustment that could significantly change the tempo from moment to moment The Witcher 4.

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The Witcher 4's combat could be more complex if it took notes from Kingdom Come: Deliverance 2

Who is that character?

Identify the silhouettes before time runs out.




Who is that character?

Identify the silhouettes before time runs out.

Easy (7.5s) Medium (5.0s) Hard (2.5s) Permadeath (2.5s)

Kingdom Come: Deliverance 2Combat differs significantly from traditional action RPG design. It is far from beginner-friendly, but its complexity welcomes seasoned RPG players with open arms. His influence could be significantly reshaped The Witcher 4. Rather than quick, animation-cancel-heavy encounters, Kingdom Come emphasizes directional attacks and defensive stances, along with stamina management that actively discourages button mashing. Applied to The Witcher 4it could mark a noticeable departure from fluid, almost force-fantasy combat loops The Witcher 3. Potential changes include:

  • Fencing with more emphasis on precise timing.

  • Fewer invincible shots and more drag penalties.

  • Enemy encounters designed around combat and attrition instead of strictly clearing mobs.

With Ciri as The Witcher 4This approach wouldn't necessarily slow down combat, but it could make every strike and dodge more deliberate and consistent.

Preparation as a game, not a checklist

wild-hunt-ciri-witcher-end
witcher ending ciri tw3
Image via CD Projekt Red

One of Kingdom ComeThe most influential design philosophy is that preparation matters and should take time. This would increase the overall difficulty of the experience, but with intent instead of annoyance. Translation to The Witcher 4 can mean:

  • More meaningful pre-battle rituals, including more demanding potion preparation and equipment checks.

  • Less reliance on one-size-fits-all solutions and more situational problem-solving, extending to systems present in The Witcher 3.

  • Systems that reward foresight rather than improvisation.

This naturally coincides with Charmer a universe where monster hunting has always been about research, preparation and knowledge. The difference is in the design: The Witcher 4 may ask the players to actively do this preparation instead of just choosing from a menu.

A deliberate evolution inspired by Kingdom Come, not a rebirth of The Witcher

The Witcher 4 it is unlikely to become a fully simulated RPG in form Kingdom Come: Deliverance 2. CD Projekt Red has consistently prioritized accessibility and narrative dynamics, and with a masterclass in sidequest design, its identity will be fully its own. However, selective acceptance KCD2The systems could signal a more mature and challenging evolution of the franchise. If done carefully, The Witcher 4 could represent a synthesis of both approaches: the narrative depth and character-driven storytelling the series is known for, coupled with systems that ask players to slow down, get deeply involved, and claim their victories. For longtime fans, the shift may feel less like a departure and more like Charmer he finally leaned into what he always promised.

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