Charlie Fletcher’s novel about a mysterious organisation tasked with preserving the divide between the magical and the mundane hits many of the right notes, but leaves you feeling a little flat.

The plot of The Oversight focuses upon the balance that the titular group must strike between protecting the population of 1800s London from the encroaching magical forces and preserving their own numbers. Once the group dwindles below five – which happens to be the exact number of them left – their ability to protect powerful magical artifacts and secrets becomes compromised. However, there are other forces that seek to dismantle them.

This is a description that can be gleaned from a cursory glance of the book’s cover, and it is an intriguing concept, but the question remains how the book delivers on this promised intrigue.

Firstly, I must admit to being somewhat of a sucker for historical fantasies like The Oversight. The way in which writers weave magical lore through historical events is a joy, and this book does not seek to disappoint. It is only the first installment of the series, it must be noted, so many references and mysteries remain only remarked upon and never fully explored, but the magical lore leaves plenty to become immersed in.

The characters – in particularly Mr Sharp and Sara Falk – feel vibrant right from the first few pages. The world feels dark with crooked edges behind which any sort of creature could strike. The prose dances, and imbues the story with a magic of its own. The story begins like any good story does, with something breaking the trajectory of normality. In this case it is a man arriving at Sara Falk’s door with a girl in a bag. Unfortunately all of these elements – which drew me immediately in – begin to fade.

The first point was the Lucy Harker – the girl in the bag – is clearly a very English name, and yet she only speaks French. When it is revealed that she actually speaks English, there is no explanation as to why she was only speaking French before, and when the characters who thought she was French hear her speak English, nothing is remarked upon it. This is a small, nit-picking note, but it was the first thing that began to throw me.

The prose began to feel a little sloppy and unedited as the book progressed, but where this book really felt it needed editing work was in the pacing and the progression. Everything happens very slowly. The first night takes two hundred pages. This is not the problem in itself, but the chapters constantly change from one perspective to the other, including one character thread that didn’t even resolve in any way in this installment. It was difficult to follow one particular character line with much commitment because after seven pages it would cut completely away and not return for a number of chapters. I understand the appeal and power of multiple POVs (I even write with them) but I felt this story would have benefited from giving each story threat its own chunk of the book. It is written in parts, so perhaps part three could have focused entirely on Lucy’s adventure, while you are left worrying about the other characters. Instead the story feels a little shambolic and non cohesive.

The characters, while feeling interesting to begin with, become a little dry. There are some gender imbalances here* but the characters feel a little stiff, a little dry. Their abilities and roles are interesting, however, but I would have appreciated some more clarity as to the strengths and limitations of each of the members. The only character element that I found actually diminished my reading experience was the non-romance romance between Sharp and Sara. It’s obvious enough that the two young and attractive people will fall in love. Readers can infer quite subtle signals of attraction, but I felt needlessly condescended my narrative illustration and even remarks from other characters. It felt forced and clumsy and – as the narrative drove onwards – any romantic revelations were eye-rolling and did not feel narratively earned. Oh, and there is a favorably written, important character with the same first name as the author. Charlie is not an uncommon name, but when it’s written on the front of the book people tend to notice the character has the same name, and it is off-putting.

*Of the two female members of The Oversight, one is relegated from kick-ass to the withering violet role and the other is simply called Cook. Make of that what you will.

Often when I would put the book down I did feel somewhat negative. Partially it was disappointment after the strong start, but more so I felt frustrated that this wasn’t book I was deeply enjoying, when it felt like I really should have been. But something in it kept me reading. The lore, the dynamic characters who become introduced, the intrigue, all kept me reading and suddenly – despite it feeling slow at the time – I was finished and looking to see if and when the next installment was coming out. Perhaps I am geared to look for negatives an not positives, but I find it difficult to put my finger exactly what I enjoyed (though a strong mixture of whimsical prose and deep lore is a sensible option) I enjoyed my time in the book.


I don’t like to give stars, because it is very banal and inaccurate way of judging a piece of art, plus I feel like I do not have the credentials to grade a professional author, I would give this book 3 ½ or 4 stars.
The combat mechanics in The Witcher: Wild hunt are quite simple. You attack and dodge with one of your swords (silver for monsters, steel for humans) and use one of Geralt’s five powers. Thankfully the developers made Geralt intelligent enough to automatically draw the right weapon. This was not without its faults, however, as I sometimes found myself charging into combat only to find Geralt deciding to use his fists rather than either of the pieces of metal strapped to his back.

The magical signs remain unchanged since the first installment with only minor tweaks in their output. I found I relied mostly on Igni (fire attack), more because it could incapacitate a group of enemies for valuable moments. Thankfully the developers created certain situations and enemies that could only be passed by using different signs, so you never fully neglected the less used ones.

I started on the second easiest difficulty but after playing for many hours I found the battles becoming too easy and not engaging, so I dialed the difficulty up to the level higher. I suddenly began to rely on potions, signs and guile much more and had a much more rewarding experience. I would strongly recommend anyone do this if they find themselves cutting down their foes with ease; this game is designed to be a challenge.

In a game of this size, glitches are almost inevitable, that being said I discovered no debilitating issues, frame rate dropping or hard crashes that apparently plagued the pre-release editions (I played on PS4). I did, however, come across some issues that ranged from comical to annoying. Sometimes silly things would happen, like my horse suddenly running on only its front legs as we go down hill, but these always righted themselves. I did have some camera issues where it would get stuck almost in first person, but saving and reloading fixed that issue. The most common and annoying issue I came across was what I called ‘slow personality loading,’ where I would run up to an NPC and then have to wait over ten seconds for the icon to appear above their head in order to speak to them. This was hardly game-breaking but it was really frustrating. In one instance, however, I was unable to speak to a character in order to finish a mission, which means I can never fully complete the game. The largest issue I had was the first one I had, and it was an issue some other gamers on PS4 had too. After the two enjoyable but long and unskippable cinematics the game got stuck on the first load screen. This happened three times until I uninstalled and tried again. By this time the night was almost over, I’d watched the cinematics until I hated them and the game that I’d been so excited for really annoyed me. Thankfully, everything beyond made up for this issue.

And really, these issues were tiny in such a huge and vibrant game-world. With so much to explore, so much to do, so many Easter eggs* and so many monsters there is so much to forgive.


*My favorite was when I found a dead Halfling in a Skycell – an allusion to Game of Thrones.

And so ends my three-part review of The Witcher: Wild Hunt - a review that got a lot bigger than I planned. I simply found that the only way I could do justice to such a huge and incredible game was with more than 3000 words of review. The long and the Short of it is this; The Witcher is a game that will go down in history as a milestone for the industry and the genre, and if you have a hundred or so hours to give up, there is nothing better to give them up on.
Missions

The Witcher: Wild Hunt is the most varied and engaging open-world game I have played. It is also the most expansive and open story-based game I have played. Skyrim and The Witcher 2 were release in the same year, offering vastly differing but incredible experiences. The Witcher: Wild Hunt is the perfect combination of both games, spiced with unrivaled detail, scope and ingenuity. The games breaks from the all too familiar mission trope of quest-giver -> fetch or kill -> gold. While there are still elements of that, missions are separated under three subheadings.

Main Quests
The most obvious and self-explanatory, these directly progress Geralt’s pursuit of Ciri and the Wild Hunt. Most of the major characters and places are introduced through these core missions.

Secondary Quests
This type of quest can be separated into two types - main side-quests and miscellaneous quests. The main side-quests are an ingenious way of allowing the player to get as much as they want from the experience. The characters you encounter upon your path do not simply exist to help Geralt complete his mission – each has their own journey or task. After many main missions, these characters will open up side-missions that sometimes can span hours and have major ramifications throuhgout the in-game world. These really allowed me to experience depth in the world, characters and story, without feeling that I was being sent on endless irrelevant quests to clog up the main thrust.

The Miscellaneous quests mostly began from random encounters upon the road. While the developers had obviously placed these missions for you to stumble upon, it really felt like things were happening in the world, rather than waiting patiently for you to find them.  Quite often these missions were little more than a cut scene or a battle with very little outcome, but they served to breathe life into the world.

Witcher Contracts
This was a feature sorely missing from the first two installments of the series and scratched the monster-slaying itch in all of us. As a Witcher, Geralt’s job is riding from town to town and slaying monsters for coin. These not only allowed you a quick injection of cash and experience, but also allowed you to test your skills against the nastiest beasts the game could throw at you. This was the part of the game where Geralt was in his element – haggling for ten extra gold pieces because 290 wasn’t quite enough, examining corpses and tracks with his mutated senses, then stalking and finally slaying the beast before taking its head as a trophy. These missions were not only incredibly fun, but actually allowed you to feel like a badass beast slayer.

Before I finish talking about game-modes and mission types, it would impossible to avoid at least a passing mention of Gwent. Replacing the boring and frustrating dice poker from previous installments, Gwent is a collectable card game with depth and detail befitting that of the rest of the game. A simple idea, where two players each have only ten cards and must win two out of three rounds, Gwent is made worthwhile by several factors. Firstly it is relevant in the game. Although some merchants sell cards, most must be won by beating the merchants, innkeepers, blacksmiths and characters who all have a deck. The rarest and strongest cards are won by beating the best players. In game, tactics and deck-strength in equal measure gain victory. Beyond that, there are four different factions, each with its own set of unique cards, and distinct strengths and weaknesses. You soon learn to pack an extra Frost card to deal with the hordes of close combat monster cards, or use decoy cards to waste opponent’s cards in a round you plan to lose. It is almost impossible to win without giving up a round, and doing so well can assure victory. Not since Blitzball in Final Fantasy X have I put so much time into a minigame.

Levelling Elements

The word ‘balance’ is the best way to describe the leveling in The Witcher: Wild Hunt. 

The skill tree interface may be confusing at first, but once the nuances are understood it becomes an invaluable tool for taking down the tough enemies.
There are many skills available to you, but only twelve slots in which to apply them, and these slots only open up as you reach certain levels. The skills are separated into combat, alchemy and signs (magic), and the stronger skills may only be unlocked if enough of the others in that tree have been learned. What gives this system its depth is the addition of mutagens. Mutagens have been present in all of the Witcher games to date, but were often underused. These upgrading elements are looted from the corpses of the most powerful monsters and come in three different colours; red, green and blue. These colours relate to the skill trees of combat, alchemy and signs and when applied correctly work to boost your attack power, sign power and vitality (HP). It is a slightly convoluted system where three skill slots are grouped with one mutagen spot, so you find yourself with clusters of combat skills with a red mutagen, and clusters of sign skills with blue. It encouraged me to learn a few alchemy skills despite not using it much, simply so I could add a few extra valuable points of vitality. In the end I found the system unintuitive but rewarding.

One of my bugbears in games is that as once I have reached a certain level and found incredibly powerful weapons, suddenly powerful monsters spawn to match me. This is the case in games such as Elder Scrolls. The Witcher: Wild Hunt takes a different tact – making missions leveled. They also leveled the sections of world you encounter, White Orchard being filled with low level creatures all the way to Skellige teeming with high level villains. This meant in the early hours that every battle was a challenge, and some were simply to be avoided. I remember being consistently destroyed by hordes of level four Drowners, and to my pleasure – at level thrity-five – I could go around slaughtering them with ease. As you become more powerful, the game rewards you with more gratuitous disemboweling and decapitation, while leveled missions offset Geralt’s growing strength. You will come across missions early in the game that require you to be at a level significantly above what you are. The story mission have set levels too, and this means that there will always be something to challenge you, while you are still rewarded for being really powerful as you travel around.

The final piece that I found created a great sense of balance in the game was the way experience points were distributed. Experience was not awarded for landing attacks, and barely for slaying enemies or discovering locations. Instead, the bulk of experience gained is through completing missions. The main story missions were the most generous, followed by a healthy reward for Witcher contracts, while some side-missions only gave you negligible rewards. This meant that you leveled with the story, and there was never a sense that grinding was the only path to becoming strong enough to continue. There was no need for, or sense of grinding at all, in fact. Similarly, you never become so overpowered that the story becomes a breeze. Sure, after I had gone around completing everything I could, I was a little overpowered by the end, but some of those final battles were still tough.

I also have a hunch that while the enemies had set levels, loot leveled with you. A frustration I have with many Fantasy RPGs is that too often you find an incredible magical weapon, but it is level three and weaker than your level thirteen steel long sword. Or you do a mission, where someone promises to craft you an amazing set of armour, but it’s nowhere near what you have. While I have no proof, I got the sense that the game would consistently reward you for finding new pieces of loot (particularly off larger enemies) by giving them stats slightly above the one you already owned. Whether it was scripted, part of the leveled mission structure or simply a result of chance, I was consistently improving my gear and equipping new and exciting pieces to my armoury. The depth of sword option and design in particular is breathtaking.

The structural elements of The Witcher: Wild Hunt were detailed without being too complex, and clever development choices created a balanced and streamline experience that allowed you to simply enjoy the story.


Read part 1 of the review, or continue to part 3 on gameplay…
This is the first part of an in-depth review of The Witcher: Wild Hunt.

When I finally finished The Witcher: Wild Hunt, it almost felt like an end of an era. I started playing the trilogy more than six months ago, and became enthralled by the world and the characters. As I write this review it is just under two months since release, but there was simply too much content for me to rush.

First and foremost, if you haven’t bought this game you should. It is easily one of the best games I have played and will almost certainly become one of my favorites. If that’s all you needed to know, then hurry up and go an buy it! My perspective is of someone who has played the entire series, all in recent memory and then spent hours upon hours completing all of the content I could find. Some of my criticism will therefore perhaps be irrelevant should this be your first foray into the universe.

As The Witcher: Wild hunt is the third installment in a series based off a series of books, one of the most commonly asked question is, “will I have to have played the previous games?” The simple answer is no. It’s clear from the promotional and pre-release material the CD Projekt Red knew they were sitting on something extraordinary, and no developer worth their salt would make something so marketable, so unkind to new fans. I must admit to a couple of doubts from my experiences with the previous games, which were not realised. The first Witcher drops you in as Geralt as a group of bandits attack the castle of Kaer Morhen. There was no scene setting, no prologue and no explanation other than Geralt had lost his memory and died a while before. The second installment was little better for inducting new players, with Geralt thrust into the middle of a battle between two forces you had barely heard of.  The Witcher 3 does a far better job of positioning Geralt within his world and slowly introducing the important elements and characters. The story flow – particularly in early parts – is impeccable.


In terms of plot it is simple and laid out from the beginning; Find Yennefer, find Ciri, defeat evil. As a main thrust it is clichéd but exiting at best and luke-warm at worst. What really gives life to the story is the extensive branching side-stories that accompany most major characters you interact with. These could be ignored, which would change the outcome of the story, but if completed there are more decisions to make. It is perfectly crafted and allows the player to decide how much content they want from the game. It also helps them craft their own Geralt to be helpful and altruistic, or blindly focused upon his task.

The length is all I could hope for. As flawed as the original Witcher game was, its length and pacing were great, though I certainly had had enough of the clunky mechanics by the end. The second installment followed a long line of fantasy RPGs with simply not enough story content. My Witcher 2 play through was less than 24 hours with a flaccid and disappointing end, similar to all of the usually excellent Dragon Age games. The Witcher 3, however, is constructed by talented storytellers. You experience the slow but enticing start, spend many hours visiting the different countries and meeting the various leaders, and then the story kicks up a notch. A truly epic battle that I was expecting to be the end takes place, but no – the game had plenty more for me to do. So often in games of this sort the credits have started to roll and I think “is that it?” For the first time my story-hungry appetite had been sated by the time the screen cut to black.

It was actually the final moments where I experience my largest – and potentially only – story-based disappointment. It related more to characters, than story arc, however.
As I noted, The Witcher series has been a big part of my recent life. As such the notable characters who proved to be Geralt’s most notable companions, almost became like friends to me. It was with such joy that I encountered Zoltan the dwarf, Dandelion the Bard and – of course – Triss. These were Geralt’s key companions throughout the first two games and my delight at coming across them turned to despair as they were relegated behind newer characters to the game franchise. After the side mission involving Dandelion, Geralt’s BEST FRIEND was stuck in the corner of his tavern able to do nothing other than say Geralt’s name. Other than the fact it appeared he was the narrator (for some unexplained reason doing so in a voice much closer to Vesemir’s) Dandelion played no part in the story after a small part. Zoltan at least got to contribute, but nothing is heard from him towards the final missions. It is the treatment of Triss that hurt the most. I understand that canonically, Yenefer is Geralt’s true love. But she was too moody, too unpleasant and too absent from the first two games to be MY Geralt’s true love. Sure, I got to pick which one he would end up with, but the game very clearly prioritized Yennefer over Triss. In the first Witcher the choice was between Triss and Shani. Triss was clearly the canonical choice, but choosing Shani would at least give the character some sort of impact later on. In this game, although Triss is there at the end, I actually was not even able to speak with her, and heaven forbid a cutscene between him and the woman he chose to spend the rest of his life with. Don’t get me wrong, I like the new cast. Yennefer and Avell’ach were really interesting characters and a loved the hell out of Ciri, but after three games and innumerable hours, I need more than a five second narration over a drawing for the conclusion of such an important factor. In fact, while the end sequence was satisfying for the two major characters, I was left devastated that I hadn’t heard from any of Geralt’s friends, and only touched on the outcomes of some major decisions I had made.

The voice acting throughout was far above what I expected from a game this size. There was no noticeable repetition of voice actors throughout the world – as experienced in games like Skyrim. The performances of featured cast was at a high standard, with one notable exception. While the voice actor playing Geralt is perfect as the road-beaten warrior whose emotions have been stripped by mutations, his voice is a laughable mixture of cement mixer and Bruce Willis. I found myself talking in his voice at the television screen, which was fun, but there were times – especially when talking to characters he liked – where the voice was so impossibly annoying. Although, after the first few missions I became numb to Geralt’s voice except when he made moments that should be touching, utterly cringe-worthy. Thankfully the exceptionally writing smoothed things over well enough.


In fact, that is where I must finish this section of the review. Writing is often an un-sung hero in videogames, but it is responsible for the array of deep and engaging characters and the endlessly varied missions. The mission structure is one of the strongest I have seen in a fantasy RPG, but that is for part 2
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