There were times when
playing The Witcher 2 that I wished for more of an open world
experience. Because the world of The Witcher series is a rich,
fascinating world, full of interesting locations, characters and
creatures. I wanted to see more
of it, and The Witcher 3 undoubtedly delivers in this regard. But I
must admit, I now somewhat regret this wish, because though the open
world of TW3 is a joy to explore, it also proves somewhat detrimental
to the overall experience.
I’ve spoken in previous
reviews about quality versus quantity, about the importance of focus
and pacing, about how less
can be more.
Though its open world is split into two major zones (Velen/Novigrad
and Skellige), each of these is massive and packed to the brim with
content and quests. But did
The Witcher 3 need
so many quests?
Many side missions in TW3
are great, typically the ones which spin off from the core quests or
feature particular characters. Why? Because they feel relevant and
important to the story or series. You then have slightly more
elaborate side missions which, though unrelated to the overall
narrative, still feel worthwhile. And then you have the side quests
that can only be politely described as ‘filler’. And there’s a
lot
of them.
It feels wrong to complain
about too much content – but in this case, it only serves to dilute
the experience. Quests frequently blur into one another. By the end
of the game I had over 220 quests listed in my log, but a good 60-70
of these added nothing of value to the overall experience. The
Witcher 3 is sadly bloated by unnecessary content. There are many
‘quests’ which are typically completed in 2-3 minutes. Some are
unique, but ultimately forgettable, and many others follow a
repetitive structure of say – find body/find key/open chest.
Did these quests need
to be tracked as such? Did they need to be treated as ‘quests’ at
all? Having
everything added to your log and tracked, even if it’s just to
collect some junk from a chest, results in a quest log that rapidly
becomes more like an ever growing check-list of tedious and
repetitive tasks. Yes, you can ignore much of this content, but it
still clogs up your quest log until you clear it – not to mention,
you’re never quite sure when a seemingly insignificant side mission
will lead to something far more elaborate.
Not everything needs
to be a ‘quest’. I’d have loved it if they’d just tracked the
core and the more elaborate side missions and let everything else be
there for the player to discover and explore on their own. The side
content is also badly balanced in terms of distribution throughout
the game, but I’ll talk more about this later.
The Witcher monster
contracts, which I was really looking forward to, are also something
of a mixed bag. Some are elaborate and highly enjoyable, requiring an
investigation or preparation of sorts, but many others follow the
same basic structure of – go to where monster was last seen/follow
monster tracks using Witcher sense/ kill monster. I loved seeing so
many monster types, but as quests, the Witcher contracts offer a
fairly simplistic and repetitive experience. But what about the core
quests and story?
The opening ‘prologue’
zone (White Orchard) is fantastic at balancing core and side missions
in an area that feels just the right size. It’s well paced and
serves as a great introduction to the open world nature of TW3. This
zone leads you onto the ‘Velen’ arc of the story involving the
Bloody Baron. These are also fantastic and lead to several
interesting (and related) side quests. This part of the game feels
perfectly paced with an appropriate level of side content available
at your level.
Velen, however, is then
followed by the Novigrad arc, which is where the story runs into
trouble. I’m going to keep this review as spoiler free as I can, so
I’ll try to be brief. You arrive in Novigrad on the trail of a
certain character. In order to find them you intend to seek out
another character for help. But this character is missing. Once you
find them, they point you to another
character who isn’t so much missing as indisposed and requires
another quest be completed before they send you to find another
character. Who is also missing.
Do you see where this is
going? In order to find this
character you must first complete more quests in order to find
another
character who is also
missing and in order to find them you must OH GOD PLEASE MAKE IT
STOP. This is the part where I had to quit the game for a day or two
because I wanted to punch it.
The Novigrad arc has
serious pacing issues and frankly, just isn’t very interesting to
play. Even though it features certain characters who I was pleased to
see return, the Novigrad chain is really f**king tedious and
needlessly drawn out. It was the only time in the game I began
skipping through dialogue because I just wanted it to be over.
Thankfully, things improved
a lot once I’d hit Skellige, and the core and ‘main’ side
quests here revolving around the island clans were great fun to play
and be involved in. From here, the pace picked up significantly and
the plot, which had begun to drag, started to gain momentum once
again.
These three separate arcs
essentially compromise the first act of the game. This is followed by
two more acts, although these tend to be more linear in terms of
quest structure – not necessarily a bad thing, as by the time you
hit Act 2, you’ll really be wanting the story to kick into high
gear. And it certainly does!
Act 2 has some of the best
moments in the game, moments that will make you laugh and maybe even
shed a tear or two. With one or two exceptions, everything that
follows from Act 2 onwards is excellent, and the pacing issues of Act
1 are all but forgotten. Some of the final quests do feel a little
rushed, and I suspect quite a bit of late-game content had to be cut
due to time/budget reasons, but the way the game brings everything
together at the end is fantastic.
For all the flaws of TW3,
it delivers where it matters the most – by providing a satisfying
ending to the series. It’s thoughtful and perhaps a
little bitter-sweet. It’s an ending with three main variations
determined by certain choices you’ll make towards the end. These
choices aren’t really signposted as such, and may not even seem all
that important at the time, but they add up in a way that feels
meaningful and has genuine emotional impact.
In terms of story and
characters, The Witcher 3, overall, is one of the best written games
I’ve played. The Bloody Baron arc alone is incredible, especially
when you factor in the variations depending on your choices. The game
has a fantastic range of characters, including what is probably the
strongest cast of female characters I’ve seen in a game.
The only character I felt
needed more work was the main villain of the piece who, somewhat
unusually for this series, lacked in shades of grey. Even when we
learn his motivation – which is actually reasonable to a degree –
it’s a little glossed over and he’s treated very much as a
straight up bad guy when there was far more room to expand and
develop his character.
I also think you’ll find
the story far more enjoyable if you’ve played the series from the
start. There’s moments at the very end of TW3 that touch upon the
end of the first game, and if you’re new to the series it may seem
like certain elements of the ending are introduced a little abruptly.
There are moments in the
game when you get to play as another character, but though I found
these segments fun to a degree, they are very limited in terms of
gameplay or narrative and overall, I considered them to be somewhat
unnecessary. Some characters played less of a role in the overall
story than I would have liked, and I also wish a little more
attention had been granted to particular story threads still
outstanding from TW2. Some aren’t even addressed at all. Something
for the planned expansions, maybe?
The open world in terms of
locations offers a good variety, and when I reached the Skellige
region it almost felt like stepping into entirely new game thanks to
the change in scenery and music. Navigating the world is easy thanks
to the fast travel points, but riding between locations is equally
enjoyable. Sailing, however, feels somewhat unnecessary and doesn’t
really add much to the experience. Oh, and swimming controls are
irritatingly fiddly, especially as you flail about trying to loot an
underwater chest. Your horse, bless him, also has a few issues when
you call – tending to get stuck on scenery, or in one instance,
spawning inside a house.
The Gwent mini-game is
fantastic, addictive fun but also extremely easy. I must have only
lost one or two games out of more than a hundred. It’s far too easy
to bait your opponents into playing their entire hand in a single
round. Also, once you start building up your deck, nobody can really
compete. Another mini-game of sorts – horse racing (although it’s
treated more as a ‘quest’ event) – feels a little tacked on and
doesn’t really offer any serious challenge. It’s a fun little
diversion, however. This also applies to the fist fighting quests
which are all a simple matter of counter and strike.
In terms of visuals and
sound, TW3 is exceptional. As I mentioned in my First Impressions
post, the game can look stunning at times. Yes, are there certain
moments, animations or textures you can scrutinise but overall, The
Witcher 3 builds a fantastic, living world. The VA is excellent
throughout – with the exception of the bloody awful loading screen
dialogue – and the music is also excellent, perfectly complementing
the experience whether in combat or out. There’s certainly room for
improvement in terms of performance, but it provides a solid,
playable experience and it does seem to gradually be improving with
each patch release.
The economy of the game
world is virtually irrelevant to the experience. Aside from
purchasing upgrade diagrams to various potions or bombs, I rarely
spent a single coin. With the Witcher set gear being the best,
overall, you can get, there’s little reason to purchase or craft
alternatives – and even then, you’ll find plenty of alternatives
upon dead foes or in treasure chests. Food and herbs are required on
occasion, but both can also be found in the world. Junk loot is
everywhere in sight and able to be sold. By the time I was level 20,
I had over 30k in my pocket and nothing to spend it on.
Combat is a major piece of
The Witcher 3 puzzle. You have your two swords – steel and silver,
various blade oils, magic Signs, a crossbow and a variety of bombs.
There are no traps this time, which is a little disappointing, but
overall, TW3 offers a good variety of offensive options which can be
quickly combined to devastating effect.
Combat is certainly faster
paced than in TW2. In addition to his dodge roll, Geralt can now also
side step. There’s more emphasis on mobility during fights –
especially during group battles. And there is some strategy involved
in terms of managing groups of opponents using Signs or bombs, or
applying the appropriate oils. The combat system is more skill than
stat based, which means you can tackle opponents of a much higher
level. However, these battles tend to be more of a grind than truly
exciting, as you simply dodge and strike until you whittle down their
health.
And really, when you boil
it down, that’s all the combat really is – side step and strike.
The animations are great, especially the finishing moves, but there’s
no great variety in terms of combat moves. You do have a parry and
counterstrike mechanic, but it’s rarely needed. Thankfully, by
combining different bombs and Signs, and also by taking advantage of
the environment, you can create quite varied and enjoyable combat
encounters – but it’s very much in the hands of the player to
take advantage of these abilities and vary their tactics, even though
it usually isn’t necessary.
Over time, as you unlock
new skills – different sword strikes or alternate Sign abilities –
it does evolve into something a little more interesting – it’s
just a shame it takes so long to get there. And the way the character
level system works – by assigning skills to slots – just feels
needlessly restrictive.
Whilst the game has a
fantastic roster of monster types to fight, they typically fall into
3 or 4 attack pattern types, and their attacks tend to be quite
choreographed, making them easy to avoid. The majority of monsters,
for example, have a dash and lunge strike. It might catch you out the
first time or two, but once you get the hang of the side step, you’ll
never be troubled by it again. The
open nature of the world can also play havoc with some fights, as
enemies get stuck on or in
scenery.
Also, because of the
somewhat limited enemy attack styles and patterns, there’s very few
fights in the game that really stand out, aside from a ‘boss’
style fight or two. Although there are some story based ‘epic
fights’ they sadly aren’t all that epic to actually play.
And then we have the
problem with enemy ‘aggro’. Enemies tend to have a set ‘range’
at which they’ll attack. Stray just out of this range and they’ll
forget you exist. What’s worse, this range tends to have a ‘sweet
spot’ where enemies just stand and growl at you, allowing you to
whittle them safely down with your crossbow. It’s a cheap, boring
tactic and not something I recommend, but it really shouldn’t be
possible.
In terms of difficulty, the
Easy and Normal modes aren’t worth your time. I played on Hard, but
as I progressed, I began to wish I’d set it to Extreme. Fights
around or above your level range offer a solid challenge, but often I
was 2-3 levels above the enemies I was fighting. If you’re someone
who likes to explore all content and complete all side quests, you
will begin to out-level the content very rapidly. By the time I
reached Act 2, the quests suggested a level of 19 or so, but I was
already level 25.
Something else to note is
the way TW3 handles combat preparation. Oils can only be applied out
of combat, but potions (and food, bizarrely) can be used at will.
These can also be fully replenished simply by meditating. Whilst I
appreciated not having to scour the world constantly for herbs, with
so many herbalists available, it wouldn’t have really been an
issue. Why not let the player collect or use coin to purchase the
herbs (which would also make money more meaningful) and create as
many potions as they please?
Instead, each potion (and
bomb) is limited to a set amount depending on its ‘upgrade’
level. I’m a little torn on this system, as it does encourage you
to experiment with all the various potions, including the very
powerful ‘decoctions’. I think I would have preferred it,
however, if the more powerful, single shot decoctions were free to
replenish, but the other potions were not – and only limited in
number by player choice. I also found being able to only assign two
potions or bombs to slots a little annoying, as it meant continually
going into the menu during fights to switch things out, which only
served to disrupt the flow of combat.
Another minor issue is the
lack of storage options. I ended up carrying around all the various
Witcher gear I’d crafted because I had no place to safely store it
save dropping it to the floor and hoping it didn’t de-spawn. The
level requirements on gear also irritated me a little – if I defeat
an opponent 6-7 levels higher and then can’t use the reward because
it’s rated 6-7 levels higher, that’s just annoying. And (due to
the lack of storage) because I don’t want to lug the bloody thing
around for 6-7 more levels taking up inventory weight, I usually just
sell it.
And, as I mentioned, it’s
very easy to out-level content as you progress, meaning many quest
‘rewards’ end up being completely useless. There’s also
something of a shortage of side quests beyond level 28 or so. The
bulk of the content seems catered to the 14-26 level range. This
didn’t bother me too much because it left me free to focus almost
entirely on the core story missions towards the end-game, but if
you’re looking for challenging content towards the end, or even
after, there won’t be much to do except sail to all those little
points of interest in Skellige.
Returning to the idea of
too many quests – it’s not just the number of quests, or even so
many filler type quests that causes such a bloat, but more that this
content is loaded throughout almost all of the first Act. If the side
content had been spread more evenly throughout, rather than a massive
chunk in Act 1 and barely anything in Act 3, then it would have
certainly solved a lot of the game’s pacing issues.
It must seem like I’m
being really hard on TW3, but when I like a game a lot, I’m all the
more inclined to pick it to pieces. And there’s a lot to pick apart
in a massive game like TW3. The question is, are these flaws, both
large and small, seriously detrimental to the overall experience? I’d
say no – but I must admit, they do impact the experience more than
I would like.
Which is why, if I were to
compare TW3 to TW2, I’d consider TW2 to offer a slightly better
experience. Though lacking the scope of TW3, it does provider a
tighter focus and a balanced pace. TW3 may be more expansive, but
it’s diluted by unnecessary content and littered with small, but
irritating design choices. What it does provide, however, is an
emotional and satisfying conclusion to a fantastic series. And it’s
interesting how each game in the series stands alone and plays in its
own unique way.
The Witcher 3 provides an
extensive and comprehensive Witcher experience. Even after completing
the game (120 hours) I still want to keep playing. It’s flawed, but
fantastic. It can be exhausting at times and occasionally
overwhelming, but it always manages to pull things together and keep
you on track. It’s bloated, messy, frustrating and wonderful. And
for all its problems, it’s still one of the best RPGs I’ve ever
played.
9/10
No comments:
Post a Comment
Note: only a member of this blog may post a comment.