Compara los precios de The Witcher 3: Wild Hunt en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por CD Projekt Red. Publicado por CD Projekt. Lanzado el 19/5/2015. Disponible en PC, PlayStation, Xbox, Switch. Géneros: Action, RPG. Puntuación Metacritic: 93/100.

Somewhere between hour three and hour thirty, Geralt's search for Ciri quietly becomes the best argument for story-driven RPGs ever committed to a hard drive. Clear your calendar before you install.

I have put well over a hundred hours into The Witcher 3: Wild Hunt across multiple playthroughs and I still find new dialogue branches, new wrinkles in the morality of a contract, new reasons to resent the Skellige Smuggler's Caches. That kind of density is not an accident. CD Projekt Red built a world rooted in Andrzej Sapkowski's Slavic-flavored fantasy fiction, and they did not let go of the source material's willingness to be genuinely bleak. War-scorched Velen, the sprawling criminal politics of Novigrad, the Viking-adjacent islands of Skellige, and the sun-drenched vineyards of Toussaint (in the Blood and Wine expansion) each feel like distinct, lived-in countries rather than reskinned biome zones. The combat works on a satisfying triangle of steel sword for humans, silver for monsters, five castable Signs (Quen for shielding, Igni for fire, Aard for knockback, Axii for crowd control, Yrden for traps), alchemical potions, and monster-specific bomb types like Grapeshot or Dancing Star. The next-gen update added Quick Sign Casting, letting you switch and fire Signs without ever touching a radial menu, which makes fights against wraiths, griffins, and higher vampires feel genuinely fluid once the muscle memory locks in. Build variety is real but not infinite: combat, Alchemy, and Signs trees each support distinct playstyles, and a well-cooked Alchemy build that stacks Euphoria and resurrects on adrenaline is as close to breaking the game as it gets. Critics who call the combat clunky are not entirely wrong about early hours, but the ceiling is much higher than the floor suggests. The writing is where Wild Hunt separates itself from the pack. Almost every quest, including the side contracts, carries the weight of actual consequence. You investigate a haunting, reconstruct events using Geralt's Witcher Senses, and arrive at a decision that the game refuses to resolve cleanly. The central story driving Geralt toward Ciri threads political intrigue, a trans-dimensional apocalypse, and a quietly devastating father-daughter relationship across roughly fifty main-story hours. Multiple endings branch from choices scattered across questlines hours before the finale, so the game rewards players who read every dialogue option, and gently punishes those who skip cutscenes to get to the next question mark on the map. Gwent, the in-game card game, is either a beloved obsession or a very loud sideshow depending on your tolerance for collectible minigames. The honest criticisms are worth naming. The first ten hours move slowly and the tutorial hand-holding is light, which filters out players who want combat to feel responsive from minute one. Enemy level scaling is inconsistent enough that completionists will outpace the main story and trivialize late encounters. The map question marks in Skellige are relentless padding, the kind of filler content that makes me wince for what those development hours could have built instead. Controller feel, especially on older versions before the next-gen patch brought Quick Sign Casting and the closer camera option, divided players sharply. On PC with mods, these friction points nearly vanish; on console, they remain a real consideration. What tips the scale is that the side quests here are better written than most games' main stories. A questline about a cursed village baron, a search for an old friend through a burning orphanage, a werewolf mystery with no clean resolution: these are the moments players cite a decade later. The two paid expansions, Hearts of Stone and Blood and Wine, add another forty-plus hours and are widely regarded as among the best expansion content ever shipped for any RPG. CD Projekt Red also released the REDkit modding tool post-launch, meaning the community now has the means to build new quests and campaigns directly into the game's engine, extending its lifespan well beyond what the base content provides. Monika, Scout Team

The Witcher 3: Wild Hunt

The Witcher 3: Wild Hunt

19 may 2015CD Projekt RedCD Projekt
GamerScout opina

Somewhere between hour three and hour thirty, Geralt's search for Ciri quietly becomes the best argument for story-driven RPGs ever committed to a hard drive. Clear your calendar before you install.

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I have put well over a hundred hours into The Witcher 3: Wild Hunt across multiple playthroughs and I still find new dialogue branches, new wrinkles in the morality of a contract, new reasons to resent the Skellige Smuggler's Caches. That kind of density is not an accident. CD Projekt Red built a world rooted in Andrzej Sapkowski's Slavic-flavored fantasy fiction, and they did not let go of the source material's willingness to be genuinely bleak. War-scorched Velen, the sprawling criminal politics of Novigrad, the Viking-adjacent islands of Skellige, and the sun-drenched vineyards of Toussaint (in the Blood and Wine expansion) each feel like distinct, lived-in countries rather than reskinned biome zones. The combat works on a satisfying triangle of steel sword for humans, silver for monsters, five castable Signs (Quen for shielding, Igni for fire, Aard for knockback, Axii for crowd control, Yrden for traps), alchemical potions, and monster-specific bomb types like Grapeshot or Dancing Star. The next-gen update added Quick Sign Casting, letting you switch and fire Signs without ever touching a radial menu, which makes fights against wraiths, griffins, and higher vampires feel genuinely fluid once the muscle memory locks in. Build variety is real but not infinite: combat, Alchemy, and Signs trees each support distinct playstyles, and a well-cooked Alchemy build that stacks Euphoria and resurrects on adrenaline is as close to breaking the game as it gets. Critics who call the combat clunky are not entirely wrong about early hours, but the ceiling is much higher than the floor suggests. The writing is where Wild Hunt separates itself from the pack. Almost every quest, including the side contracts, carries the weight of actual consequence. You investigate a haunting, reconstruct events using Geralt's Witcher Senses, and arrive at a decision that the game refuses to resolve cleanly. The central story driving Geralt toward Ciri threads political intrigue, a trans-dimensional apocalypse, and a quietly devastating father-daughter relationship across roughly fifty main-story hours. Multiple endings branch from choices scattered across questlines hours before the finale, so the game rewards players who read every dialogue option, and gently punishes those who skip cutscenes to get to the next question mark on the map. Gwent, the in-game card game, is either a beloved obsession or a very loud sideshow depending on your tolerance for collectible minigames. The honest criticisms are worth naming. The first ten hours move slowly and the tutorial hand-holding is light, which filters out players who want combat to feel responsive from minute one. Enemy level scaling is inconsistent enough that completionists will outpace the main story and trivialize late encounters. The map question marks in Skellige are relentless padding, the kind of filler content that makes me wince for what those development hours could have built instead. Controller feel, especially on older versions before the next-gen patch brought Quick Sign Casting and the closer camera option, divided players sharply. On PC with mods, these friction points nearly vanish; on console, they remain a real consideration. What tips the scale is that the side quests here are better written than most games' main stories. A questline about a cursed village baron, a search for an old friend through a burning orphanage, a werewolf mystery with no clean resolution: these are the moments players cite a decade later. The two paid expansions, Hearts of Stone and Blood and Wine, add another forty-plus hours and are widely regarded as among the best expansion content ever shipped for any RPG. CD Projekt Red also released the REDkit modding tool post-launch, meaning the community now has the means to build new quests and campaigns directly into the game's engine, extending its lifespan well beyond what the base content provides.

Monika
Monika · Scout Team

RPGs

Etiquetas

open-worldstory-richrpgfantasychoices-matteratmosphericmedievalthird-personGwentMonster ContractsSign BuildsAlchemy BuildsBranching EndingsWitcher SensesNext-Gen UpdateREDkit ModdableMorally-Grey Choices

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Reseñas y valoraciones

Metacritic
93Usuarios: 9.1
OpenCritic
92Mighty

Cuánto se tarda en terminar

Historia principal51h
Principal + extras103h
Completista173h

Información del juego

Desarrolladora
CD Projekt Red
Distribuidora
CD Projekt
Fecha de lanzamiento
19 may 2015
Clasificación por edad
PEGI 18M

Modos de juego

single player
Hasta 1 jugadores

Idiomas

Audio (8)
EnglishPolishGermanFrenchJapaneseRussian+2 más
Subtítulos (15)
EnglishPolishGermanFrenchSpanishItalian+9 más

Características

Full Controller SupportRay TracingAchievementsCloud SavesTrading Cards

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The Witcher 3: Wild Hunt está disponible en PC, PlayStation, Xbox, Switch.

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The Witcher 3: Wild Hunt se lanzó el 19 de mayo de 2015.

¿Quién desarrolló The Witcher 3: Wild Hunt?

The Witcher 3: Wild Hunt fue desarrollado por CD Projekt Red y publicado por CD Projekt.

¿Merece la pena comprar The Witcher 3: Wild Hunt?

The Witcher 3: Wild Hunt tiene una puntuación Metacritic de 93/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.