The missing link
The Witcher series has always asked for the open model of the world - and Three it virtually sandbox. Except for a few smaller and larger places, such as islands Skellige, village White Sad and the royal castle in Vizima, the northern lands are an integral whole. It consists of Novigrad and Oxenfurt and Velen, the so-called no man's land, in fact, which is a huge area where the player will spend a lot of time. Sandboksowa design world came out the game for good: at the beginning of the game, I was almost overwhelmed by the size of Velen. This is an exceptionally refined and varied land, plucked alive from the Middle Ages, incredible climate. It is full of highways, swamps, abandoned fortresses, forests, rivers, lakes, caves, gloomy villages, canyons. There anything you would like to see as part of this
Convention, know that it can find.
Not only that available land is diverse, it is still extremely consistent visually and thematically. The transitions between the villages and the fields or woods are done masterfully. This entire region is alive - it hears and feels. There are idyllic places, even small and cozy villages with fields close to where they work and peasants, but no shortage of exceptionally gloomy, sinister forests, for example, or demolished fortresses, in which some badly haunted mandatory. The climate can change from area to area literally in a minute, but always when this happens, the transition proves to be done with taste. Much of the merit of sound effects, music outgoing hype example wind and skowytowi somewhere in the distance. Often this happens after you figure deviates from its quite safe highway. Game climate also useful dynamic changes in the weather. Not only was split into time of day, making a fantastic morning with the mass of the sun rays can occur at extremely eerie night - also change weather conditions, for example, may break the strong wind, rain pour down, unleash a storm. Geralt, and how, all comments in his style.
Another aspect are the cities. You can see that this majestic place, especially Novigrad, but also keep changing every few meters, which naturally associated with their architecture. At the bottom are the slums and nearby villages, and only a bit further gates, bridges, fairs, and at the end of the district inhabited by the local nobility. The world is also a witcher mass corners, in which it is worth to tread. Game developers do not give directly to understand that just around the corner there is something interesting, you have to sniff around yourself, but usually worth it. For example, one of the houses modest village located somewhere on the road can have a surprisingly extensive cellar, which is a complex of corridors, and at the same part of a large cave with Wyvern in the middle. You dozen times to pass next to this place and just behind one time to look inside and discover a trapdoor in the floor.
Navigating the world is simple in terms of logistics. In most places there are signposts, and the player can quickly move between them. Geralt is also a horse, a rumor. It can summon him, wherever he is, to mount and gallop, much faster than on foot, to reach the desired location. You can also fight, sitting on the back of the animal, although it is quite cumbersome. The task of the hurdles is also moving in the saddlebag of all the things that collects Geralt. Each one has a certain mass. Fortunately, the horse has its own objects: the flap, yucca and saddle. With the advance in the game we are getting better. They allow wierzchowcowi longer gallop and more transfer or make it more resistant to fear. Geralt carries on rumor or trophies, which it obtains from defeated monsters. And we think this is one of the weakest elements of the game. They represent virtually only visual attraction, because bonuses for experience, gathered herbs and gold, which ensure that they are really modest. So modest that they could not be.
The game has a lot of stuff do. In addition to the main thread is a whole bunch of other things that Geralt can be addressed. In villages and cities are horse racing, fist fights or playing, the card named thread. Of course, all provide money, prestige and fame. In addition, you can, and how, hunt for monsters, in the end it witcher Geralt lives of eliminating such problems. In many cities there are plaques with announcements, the player gets a job there. Scheme is always the same, but warrant that we will not get bored. At the very beginning you need to talk with the principal, to bargain on wages, often talk to witnesses, and then go on a destination.
New to the game is the mechanism Witcher senses. When you hold down a button Geralt becomes more sensitive to traces, sounds and smells. Examines the place of slaughter, and after finding a sufficient number of clues guesses who the perpetrator trouble. The bestiary appears appropriate entry from which you can learn about the creatures weaknesses. Then you must hunt it down or lure, then beat and bring hard proof of who you need. In practice, any such struggle is a challenging battle with miniboss, but the whole system, the whole fuss - it's really first-rate idea. The initial stage builds the atmosphere, climate handy amazing game, and even demanding struggle as the culmination of hunting does not disappoint. When the number of monsters and monsters themselves are impressive. We do not want to spoil the surprise, and only write that you come across these largest and most dangerous creatures known from books.
On the boards with announcements yet about interesting events and places. In practice, on the world map there are question marks that up to ask for verification. There are a lot, and the tasks are diverse, from habitat destruction taming monsters and bandits after exploring the ruins, diving for treasure or acquisition of contraband. After reaching the Velen took care of just discovering the world, curious consecutive question marks. Before I knew it, more than thirty hours of gameplay was behind me, and the main topic was still practically nieruszony. World Geralt of Rivia is extremely addictive, extravagant, almost addictive. Already that same exploration can provide so many hours of fun high-test, it proves how good the game is.
Both the books and the previous games dealing with the fate of the white-haired witcher were extremely atmospheric, they showed a gray, ugly reality, the land of wartime and the main character's efforts to to it all fit. In Wild Chase is all present and extremely intense. You can be sure that await you tough moral choices, the consequences of which can return after several hours of play and cause no small moral hangover. In the latest game, CD Projekt RED nothing is obvious, black or white. It is these shades of gray make is so mature, so playing on emotions, and sometimes mocks the player's feelings. The atmosphere is really heavy in the air to feel that the world is on the verge of great events that will happen and it's better to be then far away. But you can not, you have to wade into what fate had prepared. Even though time and again all around Geralt realize that his effort is futile, that ultimately awaits him defeat. The Troika everyone has some problems, usually very serious, such which nobody would want to have. The title character never manage to stay away from them: it can be either the solution or ignorant. This player determines the moral code of Geralt of Rivia, and it is impossible to underestimate.