Inside The Witcher, Part One
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So, rather than a completely open (go anywhere) style CRPG, this is more story focused and despite being described as an action/RPG, The Witcher strikes a good balance with dialogue and questing: we've probably spent quite a bit more time exploring Vizima and talking to the inhabitants than fighting, though that may change as the game progresses.
The main quest so far has centred on the investigation into the attackers on Kaer Morhen. While there has been a passing mention of an ancient prophecy, the story has been refreshingly rooted in politics and crime, rather than the typical fantasy fare of evil mages and meddlesome gods. Contemporary themes such as racism, prejudice and terrorism are clearly reflected in the story and quests as the trail illuminates elves and dwarves fighting against xenophobia with guerrilla warfare and petty local crime underpinning a drug-running operation.
The side-quests range from large multi-phase story-related affairs to simple (kill) or (gather) contracts (such as (Alchemist will pay 200 orens for five drowner brains)), which can be found on town noticeboards. These optional commissions are basic fare but they at least make sense (Geralt is a monster-hunter for hire) and The Witcher adds a simple twist you'll first need to find or buy books that explain the collection of each alchemical ingredient before you can harvest them.