The story's honestly pretty inconsistent- certain quests are hallmarks of great worldbuilding and genuinely tough moral dilemmas, while others are forgettable, thinly contextualized busy work. However, what they all have in common is a set of mechanics that end up causing a pretty huge disconnect between the player and the main character. Geralt has to pay attention to environmental storytelling to figure out what exactly he's dealing with during each mission while I don't- I just have to hold "L," tap "A" when I'm next to something that's glowing red, and then listen to what Geralt tells me. Geralt has to evaluate whether or not he's currently strong enough to take on a particular contract while I can just look at what level the game says I should be at before I do it. Geralt has to strategize about the best way to prepare for each monster encounter while I just have to follow the instructions that pop up on my screen. In short, I'm not actually the witcher, I'm just watching him work, and this is a flaw that the game's top-notch presentation doesn't make up for. It's a game that doesn't have much room for player input in general, with the exception of its dialogue choices, which, to be fair, it excels at. The harshest insult that I can throw at The Witcher 3 is that it's basically a Telltale game where your choices actually matter, and there's far, far worse things for a triple-A title this monstrously large to be.

Reviewed on Mar 08, 2021


3 Comments


1 year ago

This is one of my favourite posts about the disconnect between mechanics and the greater feeling the game is trying to achieve. There's no reason a expert sword dancer should falter to a country bumpkin with a club, simply because said bumpkin was 10-levels higher. It makes for some weak roll-playing.

5 months ago

*role-playing

5 months ago

Thanks for clearing that one up, I think I can accept your compliment now