Monday, 14 March 2016

THE WITCHER 3: WILD HUNT REVIEW
A powerful daughter figure needs saving from an entourage of black-draped specter horsemen. Dangerous supernatural powers are at risk of falling into their malevolent hands, and I’m meant to stop that catastrophe. There’s an overwhelming sense of urgency, but there I am, basically tying off sacks for peasants.
It happened like this: early in The Witcher 3 I was tasked with finding a witch. The witch lived in a nearby waterside cottage and was reported to have details on the whereabouts of aforementioned daughter figure. I was determined to speak to her immediately. My cause was urgent, after all. I’m Geralt of Rivia, scorned Witcher, master swordsman, and I have no time for nonsense.
On my way to the witch I stumbled upon a typically destitute Velen village. I didn’t care about the village at all, and I wasn’t drawn to its armories or tradesmen. But something—maybe the sun setting so amber on the horizon, or the children dashing frantically through the muddy streets—made me stop. I was curious.
It probably goes without saying, but if you’re in a hurry, never get off your horse enroute in an open world RPG. This is especially true for The Witcher 3. Several hours later, once I’d cleared out some monsters for a desperate peasant in her far-off stable, and made preliminary moves to slay a beast haunting the town, I forced myself to leave. Turns out the witch was only 50 metres North all along.
I didn’t really want to leave, though. It’s not that I liked the town, and it’s not that I savoured the fantasy of being a hero to its people. It’s certainly not because I wanted to tick off this town’s quests (there are so many quests, there’s no point being thorough). I was just curious about the villagers’ circumstances. I’d gotten to know the town, but I didn’t understand it. How did they get so poor and wretched? Am I complicit, thanks to my (reluctant) connection with the Nilfgaardians? Is it the climate? Or is it just the way they’ve always lived?
Straight up, this is the most remarkable thing about The Witcher 3. Its writing isn’t perfect—it still bears some of the familiar trappings of being a video game—but it almost always rewards curiosity, big time. The rewards for wondering are invariably bleak, but The Witcher 3 achieves something very few video games do: when I’m engaged in a peripheral mini-narrative I’m not necessarily thinking about its game aspects. I’m not thinking about the XP rewarded, or the money I’ll get, or the allegiances I’ll forge, or the buffs I’ll unlock. I’m not grinding. I just really want to know, and understand, what’s going on.
Geralt’s cause may seem urgent, but the worst way to play The Witcher 3 is quickly. In this game, distractions overwhelm you. For mine, the game’s distractions are where its most engaging stories are found.

Beyond the Villages

Geralt is the hero. He’s a gruff, powerful, chiselled, archetypal male video game protagonist. Early on, The Witcher 3 has him exploring the Northern Realms, recently taken over by the warmongering Nilfgaardian Empire, for women he’s either a) in love with or b) eager to protect. He kills monsters, beasts and bandits along the way. He’s recalcitrant in the face of royal authority. He lets his beard grow. He’s tough.
I didn’t like Geralt before I started playing The Witcher games. I’d see his face on marketing material and smirk: he was just another by-the-numbers video game power fantasy. It’s not that this fantasy is thoroughly objectionable to me, but it definitely seemed as if Geralt of Rivia was a boring video game tough guy. A cliche.
The truth is, he’s only the video game tough guy cliche you make him. Geralt has his complexities, but he inherits them from you. He’s a malleable character, and I feel more connected to him than I do the thoroughly customised RPG characters in Skyrim. His wit, his ingrained prejudices and allegiances, are just subtle enough that they don’t impinge on my ultimate control of who he is.
Before I get to the finer details, here are the cliffnotes: Geralt is tasked with finding the daughter of Emhyr var Emreis, Nilfgaard’s emperor. The Nilfgaardians have taken, by force, most of the regions you’ll visit in The Witcher 3. It’s not immediately obvious whether they’re a force for good or bad (especially if you’ve never played a Witcher game before), but one thing is certain: nothing is going well. The people in The Northern Realms are miserable. There’s the weak and the strong, and no grey area in between. Poverty is everywhere: alcoholism, boredom, listlessness. Nothing is going to be OK, but evidence suggests it was never OK to begin with, Nilfgaardians or not.
Matters are complicated by the fact that said Nilfgaardian leader’s daughter, Ciri, is someone dear to Geralt, and that a dark force–the Wild Hunt–is pursuing her. The official mission only lends a wider context to a more personal endeavour on Geralt’s part, as this was a woman he’d trained from a young age, and accepted as a daughter.

In true sprawling RPG fashion, that’s not all that The WItcher 3 is about: finding Ciri isn’t the crux of the game’s narrative. Other power struggles come into play later on, and then some other stuff happens, and then… the whole world is at stake and you’re the one to save it. It’s a fantasy RPG, after all, and while the ending is typically grandiose and heartstopping, the main thread would feel a bit rote without its minor story arcs. You won’t care so much that the world is at stake unless you’ve made the effort to learn a bit about it via sidequests. And while newcomers won’t feel punished for skipping the first two games, they’ll miss the rewarding familiarity of old characters and references. To accommodate new players, dialogue options are sprinkled with opportunities to gain background information on plotlines involving historical events.
You’ll usually have a handful of main quests in your log, as well as potentially dozens of secondary ones, as well as Witcher contracts (fully fledged, investigation-led monster-slaying jaunts), and each is complemented with cutscenes. Certain secondary quests appear to affect the main narrative proper, and CD Projekt RED has done an admirable job blurring the lines between primary and secondary. Everything in The Witcher 3 feels big: the dungeons are huge and sprawling, the decisions immeasurably consequential, the moral responsibility through the roof.
Truth of the matter is that the best stories you’ll take away from The Witcher 3 are peripheral to the main narrative. This is for two reasons: while Geralt is a character that you can’t aesthetically customise to any satisfying degree (you can’t deck him out in mage gowns), you can really make him yours thanks to a nuanced and consequential dialogue system. The second reason is more obvious: the Northern Realms is among the most lifelike, sadly beautiful and strange fantasy worlds ever committed to code, and you’ll want to pick it apart. You play a dual role as Geralt: steely, masculine protagonist on the one hand, and foolhardy, ignorant tourist on the other.