Video
games almost more than any other popular medium have relied on
fantasy as a perennial workhorse, a staple since the days of Zelda
(and some Atari titles that pre-date my right to reference). Tepid
efforts and ho-hum clones abound, but they're all alike in that
they'll set you back in both time and cash. Finding something worth
both is a dicey prospect, and game developers who actually give a
damn are working harder than ever to find the magic – real magic –
that puts their disc in the tray instead of the other guy's.
Which
brings us to Witcher 3 – Wild Hunt, a
prime example of high fantasy going the distance to stay fresh. And
it succeeds. Wildly.
(Pause
for polite laughter). (Realize no polite laughter is coming).
(Blush, cough awkwardly, loathe self, attempt recovery).
First,
a confession: I never played Witcher or
Witcher 2, being a
neophyte with PC games (save Starcraft,
still the Alpha and Omega of PC games), nor did I read any of the
novels on which the games were based. I went in cold, spurned on by
early buzz and a sample of reviews from sources I trust. I don't
doubt the experience is different – and yes, maybe better – if
you're familiar with the earlier material, but one of the
oft-repeated enticements was that this latest offering was designed
with noobs in mind; you don't have to know what happened before to
get the full effect. That said, it would be difficult to believe a
game could unfurl such a richly detailed world without a wellspring
of earlier work from which to draw. This is a universe-in-a-bottle,
a patchwork of little stories, nuanced characters, meticulous detail,
and organic settings that form an ornate tapestry. It is also very
clearly a product of a hundred little innovations made by other games
from many genres, incorporating mechanics recycled from straight
action titles and other RPG predecessors, but honed into a
player-driven approach that lets you maintain an active role in the
proceedings. This is NOT a title for button-mashing spectators or
level-obsessed completionists. Witcher 3
demands brains as well as brawn, and a patient approach to complex
quests where rewards are rarely immediate and the goals never
straightforward. Expect your many solicitors and hangers-on to
entreat you for just 'one more thing' about a thousand times before
you can cross a chore off the checklist for good and all.
That
approach can be maddening to some; if you favor the straight line
instead of the wide circle, this game might not be for you. But
Witcher 3 is a tale
that grows in the telling, and after racking up a few victories and
overcoming those preliminary jitters, only the most boorish of gamers
could fail to become invested. This novelty of delayed rewards, of
really working for
your dinner, is a big part of what makes Witcher 3
stand out from the crowd of recent titles where rewards are only a
map marker away and the tasks are rote. Here you become invested far
more in the means and the methods rather than the end result, and
consequently your actions feel a great deal more relevant and the
eventual payoff that much more satisfying.
Largely
a gameplay element, this considered approach also translates to the
writing, and particularly to the enormous cast of supporting
characters. Without the need for mindless leveling quests, the
developers were free to populate the world with three-dimensional
people, and to tell their stories in thoughtful acts instead of stock
soundbites. Reeling drunkards can be penitent fathers. Peasant
fisherman can be good samaritans. Cringing housewives are the
knowingest sages. The narrative stratum is impressive.
But
what of the hero? Geralt of Rivea, a professional monster
hunter-slash-medieval detective, part of a dwindling band of shadowy
loners who enforce order in a world beset by extra-dimensional
horrors. His realm, which on the surface would pass for Dark Ages
Europe, commingled with another centuries before in a
reality-shattering event called the Confluence of Spheres. Magic was
birthed in the world as a result, and a bevy of monsters straight out
of Brothers Grimm. Witchers were the answer to this: equal parts
warrior and shaman ,wielding steel, sorcery and alchemy to protect
the populace and make some honest dough. As usual, though, the worst
hellspawn of the netherworld can't match humans for depthless
cruelty, and Witcher 3
begins at a time when a ravenous empire of common jerks is waging war
against regular folk. The monsters are incidental, a cleansing
sorbet from all the bush-league vermin. But Geralt is focused on
another task altogether: finding his young ward Ciri, a gifted
mage/hottie who just happens to be the daughter of the dickbag
emperor hellbent on domination. The bulk of the game is spent in
pursuit of Ciri, though the chase takes a hundred detours. Laid
end-to-end, Geralt's story is brief and uncomplicated, but the
wandering road he takes to arrive at the climax will consume nearly
all the playtime. As a protagonist Geralt is pleasant company,
appropriately gruff and Batman-esque half the time while alternately
coming off as a deservedly smug shit bemused by how badass he is.
He's a less tortured tortured soul, and there again is something that
keeps the formula fresh. As with the very likeable casts of the
BioWare universes – Mass Effect and
Dragon Age – the
heroes aren't adverse to having a little fun while saving the world.
This does not bode well for the Hunt for Scented Candles... |
Developers
CD Projekt Red achieved a hell of a balancing act here, threading a
middle path between combat and magic, story and questing, character
and customization. Wanderers can lose hours exploring miles of
seamless countryside (the size of two
Skyrims, as the pixel travels) while players more interested in
Geralt's mission will be able to pursue it fixedly thanks to a
graduated challenge system, with only a minimum of risk they'll be
overpowered by higher-level bad guys. Fighters will enjoy the
deceptively fun combat system, but spell-slingers will love the
selection of upgradeable magics. And though Witcher 3
has only one protagonist – no personalized avatars here – there
is ample opportunity to tailor Geralt to a variety of play styles.
That this balance is maintained throughout the game with only rare
missteps is an even more commendable achievement. There is no Karma
Meter, no pendulum weighing your every action for good or ill, no
arbitrary metric for how much of a 'hero' or villain' you become. As
in the really real world, all your choices have consequences, some
obvious, others less so. Every action you guide Geralt toward – or
away – will change the world somehow, resulting in a butterfly
effect that may not become apparent for fifty hours or more. Here
again is probably the most potent example of how the designers were
going for a truly epic approach, a novel in video form, and how they
turned the old formula on its pointy elf ear to create something
unique. A quibble for the item management system, a casualty of the
sheer volume of stuff
you'll acquire in your adventure. Organizing your weapons, armor,
consumables, quest items, alchemical ingredients, trophies, totems,
books, letters...whew!...is a chore, and one likely to add to your
frustration early on. Like everything in Witcher 3,
however, it gets easier with practice.
Fair
warning: this is a tough game. It gets easier once you log some
hours, largely because the play style takes some getting used to, but
early on it can be a discouraging slog. Being overwhelmed and
outgunned is SOP, and though you're a badass witcher and your foes
might be gap-toothed cockney-spewing peasants, you will frequently
succumb to the sheer weight of numbers. Just as often you'll blunder
into an enemy miles out of your league that will swat you down if
you're dumb enough to challenge it. The game does its best to warn
you when you're about to bite off more than you can chew courtesy of
“suggested level” indicators before each quest, but the truly
open, truly realistic mien of this reality makes no allowances for
you being an unobservant knucklehead. Werewolves and water hags just
sort of happen in this
game, and if you aren't paying attention you'll get your sac handed
to you on a platter. Mastering swordplay is a must: mere slashing
gets you nowhere; you must parry, feint, dodge, leap, and apply your
combat magics with precise timing. Manage that and you'll not only
win but actually look forward to a five-on-one scuffle. If, like me,
you're coming off of the lush-but-easy Dragon Age:
Inquisition, this title will
shock you with how challenging it can be on a minute-by-minute basis.
Technically,
Witcher 3 connects and goes over the fences. The visuals are
stunning, and a reminder of just how good we have it here in the era
of 'next-gen'. The color palette is enormous, from the ever-changing
skies and virtual weather to the gory detail of the inhuman foes –
the fangs, the claws, the nightmarish deformities – right down to
the variety of herbs, roots, and grasses that hug the rutted country
roads. Even more impressive are the elements that transcend video
technology: the art direction, set designs, costumes, and creature
concepts. That the developers were inspired by Lord of the Rings,
Excalibur, Conan, and, yes, Game of Thrones
seems obvious, to say nothing of the original material harvested from
the Witcher novels. You feel the muck under Geralt's feet
and smell the horse crap in your nostrils, from tiny villages to
tower-ringed cities. Kudos also for the voice acting, so often a
misfire in these cast-of-thousands productions. Every actor (save
for the blessedly infrequent narrator) does a bang up job here, with
a gold star for the thespian performing Geralt, Doug Cockle, but
whose name might as well be Not Troy Baker. I kid – I adore Mr.
Baker and his prodigious talents – but even I was starting to worry
he'd become too much of a good thing. Point is, it's one thing to
have an ambitious fantasy game, quite another to follow through
narratively speaking, and still another to utilize the time and money
to pull off the technical chops required to make it all fall
together.
Like
gin, oysters, or Jennifer Connelly, Witcher 3: Wild Hunt is an
acquired taste. It takes time, temperance, and more than a little
smarts, but you won't regret the results.
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