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.
I love the way The Witcher 3 is structured. I love that it rewards me for pursuing the story rather than punishing me with level grinding.
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