Fantasy Over Function: Geralt’s Unrealistic Technique
Observing Geralt of Rivia draw his sword in the “The Witcher” series can be incredibly captivating. He twirls, he whirls, he dances gracefully on the battlefield, leaving a trail of monsters and men behind him with a flair that seems straight out of a movie. Watching him is an experience that is not only visually pleasing but also immensely fulfilling.
If you’re looking for a genuine depiction of Geralt’s fighting style, check out the remarkable video series from The Sword’s Path. Not only does it vividly demonstrate his techniques, but it also delves into the specifics by comparing them to authentic historical European swordplay.
But while Geralt’s stlye looks badass it’s also, by all accounts, unrealistic.
Ask any historical European martial arts (HEMA) practitioner or swordsmanship expert, and they’ll tell you: the way Geralt moves
would get you killed in real life.
Although Geralt demonstrates the skill of a seasoned monster hunter in combat, his fighting style differs significantly from that of a true knight or fencer.
In a different phrase, let me say that doesn’t represent a flaw in the design; instead, it’s a conscious decision. The combat style of Geralt isn’t intended to replicate historical accuracy. Instead, it caters to his character and adapts to the requirements of a video game.
As an avid admirer, let me delve into the intriguing logic that shapes the unique fighting technique showcased in the captivating world of The Witcher games.
The “Witcher Style”
Geralt’s combat style, largely invented for fantasy, does have roots in various historical swordsman techniques from our world. However, the specific styles he emulates are left to individual interpretation.
In truth, an unusual maneuver performed by Geralt in the initial game – where he grips his sword by the blade and strikes with the hilt to inflict maximum damage on his opponent’s neck – draws loosely from a historical method employed against armored foes. However, this historical reference has been exaggerated for dramatic effect, enhancing its visual impact.
Some believe the fighting style may have been influenced by the sword-fighting methods popularized during the 15th century in Germany, as detailed in manuals written by experts such as Johannes Liechtenauer.
The final fighting style, as validated by the individual overseeing Geralt’s motion capture – Maciej Kwiatkowski, incorporates elements from Japanese kenjutsu, Chinese martial arts, Filipino fighting techniques, and contemporary styles like XMA (Extreme Martial Arts) as well.
The outcome showcases a purposeful blend: it’s only vaguely based on genuine historical structures, yet it has been refined and over-emphasized to accommodate a character beyond human limits.
Motions Close To Theater
A significant part of Geralt’s unique movements is attributed to stunt performer Maciej Kwiatkowski, who played the role of motion capture actor for Geralt in all three games within the Witcher series created by CD Projekt RED.
During an interview, a stunt performer shares the underlying thought process that shaped the distinct combat approach of the character.
As a teen, Kwiatkowski took up sword training, inventing Witcher-themed moves with his friends by using actual swords in practice.
Motion capture, says Kwiatkowski, is closer to theater than cinema.
In the world of theater, performers need to amplify their actions and feelings to connect with an audience situated at a great distance; analogously, in third-person video games, players observe characters from afar.
In the world of gaming, nuanced movements that could appear convincing in a movie setting often fail to resonate on-screen during gameplay. Consequently, developers intentionally amplify the movements such as sword swings, idle poses, and breathing animations for better visibility and impact in video games.
To make the armor appear as if it rises and falls with Geralt’s breath, actors must take deep, powerful breaths that could seem similar to hyperventilation.
These expansive movements serve a dual purpose: they aid players in understanding the character’s actions and make it simpler for the animators to focus on refining the actions, as opposed to having to exaggerate them.
“If we strip the combat of all these flashy moves, coolness and things that are mainly meant to evoke emotions, if we leave only those movements that are optimized, utilitarian to the extreme… then it just looks bad”,
Kwiatkowski explained.
“Firstly, this is boring, secondly almost invisible, because the determinant of effective combat movement is that it will be invisible, very brief and unnoticed by the opponent.”
In other words, realism often fails to communicate visually in a game world.
An Unhuman Style
Geralt’s fighting technique isn’t only designed for dramatic effect on screen, but also intentionally mirrors who he is: something that transcends pure humanity.
In truth, the renowned tune “The Song of the Sword Dancer” was actually influenced by Geralt’s unique fighting style. The music embodies the elegance and rhythm found in his fluid, dance-like maneuvers during combat.
Geralt operates outside the typical physical constraints that apply to ordinary warriors. His genetically modified physique demonstrates extraordinary agility and swiftness, enabling feats of combat that would be beyond any non-mutated human’s reach.
This is central to how his combat is portrayed.
“Theoretically, they have no right to work. Because they should be used to fight against opponents who do not exist, performed by people whose capabilities significantly exceed those of ordinary humans.”
said Maciej Kwiatkowski in the interview.
The strategy for depicting actions that might not be fully visible or understandable in real time required an unusual approach – it was necessary to develop a unique style that seemed excessively smooth, incredibly accurate, and strikingly unrealistic, as if it couldn’t possibly come from any ordinary swordsman.
Artistic Vision Meets Technical Constraint
Of course, some of Geralt’s movement style also emerged from technical necessity.
Animating games necessitates making trade-offs: these include restricted storage for animations, reacting promptly to player actions, and managing camera angles. Each of these factors influences the way battles are portrayed.
The capacity of a game engine to process animations indicates that the animation team concentrates on creating expressive, clear-cut postures. Each movement should effectively communicate intent, strength, and feeling.
Kwiatkowski acknowledged that they aimed to make the game more realistic by incorporating features such as adjusting weight after a missed strike, however, technical constraints required them to keep things less complex.
Kwiatkowski acknowledged that it would add realism if the character tripped once in a while, but there wasn’t enough space to include that many animation sequences.
The Books Paved The Way
It’s worth noting that the distinctive fighting style we see in the games featuring Geralt isn’t solely a creation of the game developers. Instead, it’s deeply ingrained in Andrzej Sapkowski’s original novels. The books portray Geralt as flowing gracefully during combat, executing half-circles, unconventional footwork, and smooth spins amidst battle.
In the novels, Geralt’s duels are often characterized by an unusual appearance in motion. He doesn’t fight like a typical man – instead, he fights like a dancer, a phantom, a spirit. Even seasoned warriors in the books find his fluid and unpredictable movements disconcerting.
The stylization is not fantastical but faithful. The developers didn’t merely create an entertainingly flashy style; they transformed Geralt’s literary persona into dynamic motion on screen.
Built For Monsters, Not Men
A significant reason behind Geralt’s unusual approach is rooted in the nature of his assignments. Witchers are not military personnel but rather professional monster slayers.
Instead of being schooled for organized warfare or hand-to-hand combat with humans, they are prepared to face unexpected, disorderly battles against massive creatures armed with claws, horns, venom, and sorcery.
To bring down beasts with tough hide and extended limbs, Witchers employ powerful, momentum-based strikes rather than intricate swordplay. Their success largely depends on swiftness, unpredictability, and the use of magical symbols to penetrate the formidable barriers of monstrous creatures.
In that situation, the over-the-top rotations and expansive curves aren’t merely stylish movie tricks – instead, they symbolize broad, powerful assaults designed to break through seemingly invincible defenses.
Against monsters, it works. Against people? Well, only because Geralt is superhuman.
Geralt The Dancer
So in conclusion, Geralt fights like a dancer, because he has to:
For motion capture purposes, during gameplay, and in storytelling, it showcases his agility, his skills honed through training, and his unique qualities.
In terms of capturing movement for games, enacting the narrative, and demonstrating the gameplay, it highlights his swiftness gained from training, his distinct abilities, and unusual characteristics.
Because Geralt’s combat was never meant to be realistic. It was meant to be legendary.
…and easily recognizable of course.
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2025-06-23 17:11