SPLICED Magazine Issue 01 Oct/Nov 2013 | Page 85

“to save his loved ones and protect the world from an ancient threat.” Of course no indication what this threat is just yet, but I’d be willing to bet we’ll see a return of the Wild Hunt that was introduced in the second game. T he announcement of a non-linear open world for The Wild Hunt I won’t deny made me somewhat nervous. Each game is already so rich and detailed, would the introduction of a vast, free-roaming open world (30 times the size of The Witcher 2 and 20% larger than Bethesda’s Skyrim) damage this in any way? I guess we can only wait and see, but CD Projekt RED seem pretty confident that this won’t be an issue. They’ve introduced a number of new exploration methods including horse riding and sailing in order to cover ground more quickly in this huge new world which it is anticipated might contain as much as 100 hours of gameplay. 100 hours of gameplay! Holy crap! That makes my knees all weak and wobbly and gives me heart palpitations. Confirmed lands are currently Skellige, a rugged archipelago, the delta of the Pontar river which contains at its heart the city of Novigrad, and the warravaged No Man’s Land. Considering how many environments there were to explore in The Witcher 2, combined with my love of exploration based RPGs in general, I have a feeling that I might be in hibernation for a good few months after The Wild Hunt comes out. From the moment I picked up The Last Wish I have had an absolute fascination for Geralt’s universe. It draws on so many of the things I was interested in as a child – the variety of different monsters in particular (I was a weird kid) and the completely ghastly ways they can kill you if you don’t have some weird garlic/nightshade/herb talisman/potion (you get the idea) about your person. CD Projekt RED draw on the kind of less prominent European folklore that I’ve always found fascinating. Each game brings with it some familiar monsters such as werewolves and vampires, as well as some others that perhaps are on the more obscure end of the scale. I have no doubt that The Witcher 3 will bring with it another set of weird and wonderful beasties to battle. The world is as beautiful and rich as ever, with high quality models, amazing light and atmospheric effects that add real ambience to each scene. The world is populated by a vibrant NPC population and supplemented by a gorgeous soundtrack that is brilliantly suited to every scenario. Character design as always is wonderfully contextualised within the setting, from clothing and hairstyles, to dialogue and tavern music. Throughout every game in this franchise, the ripple effect and consequences of your actions has made a bigger and bigger impact. The Wild Hunt is no exception, and the developers have repeatedly emphasised the impact Geralt has on the world. Everything he says and does affects the game and the way it plays out in a variety of different ways, impacting on the narrative, your quests and your interactions. With 100 hours of gameplay for a single playthrough, I cannot actually fathom how much replay value this feature could give a game such as this. A fter the narrative elements, one of my favourite parts of The Witcher has always been the combat. This says a great deal for the combat design, because I’m not normally the person who will go out of my way to play a game on a super high insane difficulty level. I want to enjoy the game I’m playing not die every five minutes and get frustrated. And The Witcher is HARD. I mean really hard. Yet I have absolutely no problem dying continuously to get it right. Perhaps it’s an affinity with the game, or perhaps it’s just a really well thought out combat system (I suspect a bit of both), feature / GAMING / The Witcher 3: The Wild Hunt 85