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The Witcher 3 Songs of the Past Revives CDPR's Shelved Chain Weapon

The Witcher 3: Wild Hunt - Songs of the Past cover art
The Completionist
The Completionist
Published
9/11/2026
Read Time
5 min

CD Projekt Red and Fool's Theory say Geralt's chain weapon was discussed for The Witcher 3's original release, but only the Remastered work made it viable for Songs of the Past.

The Witcher 3: Wild Hunt - Songs of the Past cover art

Image: IGDB

Store links: The Witcher 3: Wild Hunt - Songs of the Past on Steam

Geralt's chain was on the table in 2015, but the game could not support it

The Witcher 3 Songs of the Past is bringing Geralt a weapon CD Projekt Red had considered during development of the original 2015 RPG: a chain. In an interview with BBC News, as reported by GamingBolt and Polygon, Fool's Theory owner and Songs of the Past game director Jakub Rokosz said the team had talked about implementing the chain during the original The Witcher 3, but that it was "impossible" at the time because of "various technological reasons and challenges."

That is the concrete development behind the new Witcher 3 chain weapon reveal. This is not being framed by the developers as a late cosmetic flourish or a simple extra attack animation. Rokosz said "a few things had to click together" and that the issues were addressed during work on The Witcher 3: Wild Hunt Remastered, allowing the team to create a weapon that feels "natural" and "very fluid."

The tension is obvious for anyone who has spent dozens of hours tuning Geralt's swordplay, signs, bombs, potions, and crossbow into a working rhythm. The Witcher 3's combat has always been built around controlled spacing, animation commitment, monster knowledge, and preparation. A chain changes Geralt's relationship to distance. It can pull, interrupt, hold space, and set up finishers. If it works, Songs of the Past turns an old piece of Witcher combat language into a real system. If it feels bolted on, it risks exposing exactly why CD Projekt Red Witcher 3 designers could not make it work the first time.

The chain has a long lore shadow, but not a playable history

Polygon notes that Geralt uses a chain in Andrzej Sapkowski's Witcher stories and novels, and that the weapon appears memorably in the opening cinematic of 2007's The Witcher, where Geralt uses it against a striga. Despite that, the chain never became a usable weapon in The Witcher, The Witcher 2, or The Witcher 3: Wild Hunt.

That absence mattered because The Witcher 3 often translates witcher fiction into readable player tools. Oils express monster study. Signs translate practical witcher magic into battlefield verbs. Bombs, decoctions, and silver swords support the fantasy of a professional hunter adapting to specific threats. The chain has always belonged to that same fantasy, but it carries different design demands than a sword swing or a crossbow shot.

The sources do not specify the exact old technical blockers. Neither GamingBolt nor Polygon reports Rokosz naming a particular engine feature, animation system, physics limitation, AI issue, or platform bottleneck. That distinction is important. What is confirmed is narrower: the chain was discussed for the base game, the team considered it impossible then for technological reasons, and the Remastered work helped address those challenges. Anything beyond that is interpretation.

Still, the described version of the Witcher 3 new weapon explains why it would be difficult to fake convincingly. A chain needs to read as flexible and physical. It has to connect Geralt to a moving enemy, change spacing without feeling unfair, and support follow-up attacks without breaking The Witcher 3's existing combat cadence. Rokosz's emphasis on making it feel natural and fluid suggests the problem was never simply whether Geralt could play a new animation. The issue was whether the weapon could behave like part of the combat system rather than a cutscene prop.

Songs of the Past is designing enemies around the weapon, not merely adding a new attack

The clearest sign that the chain is central to Songs of the Past comes from how CD Projekt Red and Fool's Theory are discussing enemies. Senior quest designer Despoina Anetaki told BBC News, in comments reported by GamingBolt and Polygon, that the chain fits the expansion's narrative theming and works with its new enemies. She specifically cited Swarmions, enemies that swarm Geralt and need to be kept away.

Polygon's hands-off Gamescom preview, cited in its report, described Geralt using the chain to pull enemies in from afar, break a Swarmion's protection, and open windows for new finishers, including a decapitation finisher. Push Square's first-look coverage similarly described the chain as a tool for ensnaring enemies and pulling them toward Geralt, based on the expansion trailer's mix of cinematics and gameplay.

That matters mechanically because crowd control in The Witcher 3 has usually lived in signs, bombs, positioning, and target priority. Aard creates space. Yrden controls an area. Axii disrupts a single opponent. Bombs punish clusters or specific monster traits. The crossbow exists, but outside underwater encounters and a handful of tactical uses, it has rarely been the tool many players build their combat identity around. Anetaki's line that the chain is for players who "might be sick of the crossbow by now" lands because the crossbow has long been the awkward ranged limb of Geralt's kit.

GamingBolt reports that the chain can pull enemies closer, function at mid-range, whip targets, and target specific body parts. The same report says it uses Adrenaline Points as a trade-off, and that CD Projekt Red and Fool's Theory are still working on that balance. That last detail is the one build-focused players should watch. Adrenaline is already part of The Witcher 3's combat economy, so tying the chain to it gives the weapon a cost instead of letting it become a free answer to every crowded encounter. Until the developers show final numbers or release hands-on access, its place in sword builds, sign-heavy builds, and hybrid setups remains open.

The Remastered upgrade is the bridge between an old idea and a working system

CD Projekt Red's August 25 press announcement gives the broader context for how Songs of the Past can exist in this form. The Witcher 3: Wild Hunt Remastered launches September 29, 2026, as a free upgrade for existing owners on qualifying platforms. CD Projekt Red says it brings upgraded visuals, performance improvements, gameplay enhancements, improved traversal and movement, new witcher sign effects, revamped mount handling, enhanced monster behaviors, a skill tree revamp, transmogrification, expanded photo mode, new finishers, and more.

That list reframes the chain. The Songs of the Past update is arriving after a large systemic pass over the base game, not in isolation from it. Rokosz's BBC comments, as reported by GamingBolt and Polygon, directly connect the chain's feasibility to problems addressed during the remaster. Push Square also notes that the new DLC will benefit from the gameplay upgrades coming with The Witcher 3 Remastered.

For combat design, that sequencing is crucial. A weapon that pulls enemies, interacts with crowd behavior, and feeds into finishers depends on surrounding systems. Enemy behavior has to support being controlled without collapsing encounters. Finishers need enough variety and timing support to make the chain feel like part of Geralt's close-range flow. Movement and traversal changes can affect how quickly Geralt closes distance after a pull or escapes after overcommitting. A skill tree revamp could also change how players value resource generation, although CD Projekt Red has not yet detailed how the revised tree interacts with the chain.

This is where the long delay becomes interesting rather than merely nostalgic. The chain was once a combat fantasy the technology could not support, according to Rokosz. In Songs of the Past, it is being introduced after CD Projekt Red has chosen to reopen The Witcher 3's foundations: combat feel, monster behavior, finishers, progression, and presentation. The weapon is a test of whether that remaster work can make an 11-year-old RPG feel expanded without losing the tactical readability that made its best monster hunts endure.

Letten gives the weapon a place in the expansion's fiction

CD Projekt Red's press materials describe Songs of the Past as a paid 2027 expansion set in Letten, a new region presented as an idyllic land of rural tradition, harvests, and festivals, with a dark secret beneath the surface. The publisher says Geralt will face never-before-seen foes tied to that long-dormant evil. Polygon also reports that familiar faces, including Dandelion, will return, while GamingBolt has separately framed the expansion as bringing closure to Dandelion's story.

The chain's narrative fit is still largely being held back for future reveals, but Anetaki's comments give one useful anchor: the weapon fits the expansion's theming and its new enemy design. That suggests the chain is not simply being imported because longtime readers recognize it. It is being paired with creatures and situations that ask Geralt to control space differently.

For an RPG expansion arriving so long after Blood and Wine, that choice is important. The Witcher 3's best quests tend to bind mechanics, folklore, and consequence together. A monster is rarely only a health bar. It is a village problem, a superstition, a contract loophole, a family wound, or a political symptom. If Letten's enemies are built around swarming, protection states, and forced spacing, then the chain can become part of how the region feels to play, not simply a reward handed to players because it looked cool in a trailer.

There is still a risk. A weapon this visually assertive can dominate encounter design if every new monster conveniently asks to be pulled, whipped, or interrupted by it. The stronger path would be selective pressure: enemies that invite the chain, enemies that punish careless use, and quest scenarios where the tool changes Geralt's options without solving the encounter by itself. The sources confirm the Swarmion use case, but they do not yet show the full range of enemy responses.

Release timing, platforms, price, and whether returning players should wait

The confirmed release window is 2027. CD Projekt Red says The Witcher 3 Songs of the Past is a paid expansion for PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2, and that it is available to wishlist now across select platforms. No exact release date or price has been announced in the provided source material.

The immediate date for returning players is September 29, 2026, when The Witcher 3: Wild Hunt Remastered launches on PC, PlayStation 5, and Xbox Series X|S as a free upgrade for existing owners on qualifying platforms. CD Projekt Red also says a native Nintendo Switch 2 version arrives that day, and that The Witcher 3 is coming to Battle.net through a partnership with Blizzard Entertainment. The publisher announced that current owners of The Witcher 3 also gain access to Hearts of Stone and Blood and Wine at no additional cost.

For players planning a replay, the practical guidance is simple: if your goal is to prepare for Songs of the Past, waiting for Remastered makes sense. CD Projekt Red is changing enough of the base game's visuals, performance, movement, combat, monster behavior, signs, skill tree, and finishers that a pre-remaster build may not reflect how Geralt will feel when the new expansion arrives. For completionists, the free access to the two original expansions also makes the remaster period a cleaner way to revisit Geralt's full late-game progression before Letten opens.

For build planners, the unanswered question is Adrenaline. GamingBolt reports that the chain requires Adrenaline Points and that the developers are still working on that trade-off. Until CD Projekt Red or Fool's Theory provides final tuning, players should treat the chain as an upcoming system with a resource cost rather than a guaranteed replacement for signs, bombs, or the crossbow. The most promising version is a weapon that rewards pressure and positioning while forcing real choices about when to spend Geralt's momentum.

That is the real story behind the Witcher 3 new weapon reveal. The chain is returning from the franchise's margins because the developers say the remaster finally let them solve old technical problems. Songs of the Past will show whether that long-delayed idea can do what the best Witcher tools do: make Geralt feel prepared, dangerous, and constrained by the same brutal rules as the monsters he hunts.

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