While
it includes dwarves and elves, kings and dragons in a fantasy land,
the Witcher world has never been about delivering run-of-the-mill
high fantasy. Finding solid ground between familiar and unique
material, there is no character like Geralt or his abilities in all
of fiction or gaming, even as the Medieval land he fights his way
through is, at least on the surface, recognizable. And this,
interestingly, is what makes the final expansion for The Witcher 3: The Wild Hunt called “Blood & Wine”, so
intriguing.
Opening
a whole new setting in the Witcher 3 world, “Blood &
Wine” visits a kingdom that, on the surface, appears a fairy tale.
From the towers of Beauclair Palace to its beautiful duchess, its
charming vineyards to plumed knights fighting for honor, it all would
seem the most stereotypical fantasy world possible. But beneath it,
however, lie many human realities. Highlighting the manner in which
Sapkowski and CD Projekt Red have subverted the classic conception of
high fantasy, this major expansion closes out the overall Witcher
3 experience in fine fashion.
The
storyline of “Blood & Wine” kicks off when, wandering through
the nether regions of Velen, Geralt stumbles across a pair of old
friends. Knights guarding a small village from bandits, they are on
a mission from their Duchess to find Geralt and return with him to
the land of Toussaint to find and kill a monster that is tormenting
the kingdom. Arriving and meeting the beautiful, determined Duchess,
Geralt learns that murders of three prominent knights have occurred
under strange circumstances. Agreeing to find and kill the monster,
Geralt starts his investigation. Trouble is, once finding the
monster he learns how complicated the situation truly is.
If
nothing else, “Blood & Wine” is absolutely gorgeous. Opening
a whole new setting in the Witcher (similar in size to Skellige),
there are knights in shining armor on mighty horses riding the roads,
looking for tourneys and maidens to defend the honor of. There is a
fairy tale castle, overseen by glorious blue skies and set among
leafy vineyards. And the elegant streets and shops are filled with
bread, cheese, and wine. Where the Witcher 3 base game
presents gritty landscapes of mud and blood and gray skies, Touissant
exists outside the ravages of war, occupying a space somewhere in the
idyll of Medieval France and Italy. Wandering this new landscape is
amazing.
On
top of a major new storyline, and dozens of new side quests, witcher
contracts, and treasure hunts, “Blood & Wine” brings to the
table a plethora of new game options and play. I did not do the
math, but instinct tells me 80-90% of the non-human enemies are
completely new—arachnids, elementals, ogroids, etc. The sword of
swords (best in the game) can be found (but only after the player has
proven their knightly virtue, so be careful of your choices). Each
of the sets of Witcher gear can now be upgraded to Grandmaster level
(save Viper), and there is a whole new set, called Manticore, to find
diagrams for and craft. On top of this, there is a new dye system
that allows players to modify the colors of their outfits (enjoyable
for players who delve into the aesthetic side of the game). Geralt
acquires a house (estate, to be precise), and is able to upgrade it
in various ways, both useful and aesthetic. But the biggest addition
may be the new character abilities. Unlocked as part of a fun
side-quest with Dr. Jekyll and Mr. Hyde meets Indiana Jones
overtones, a mutation tree comes available that allows players to tap
into a number of powerful extra abilities by spending ability points.
Giving players new options for battle, the mutation tree is a breath
of fresh air, especially considering the majority of new enemies and
monsters are at a high level (35+).
It’s
interesting to note that, like “Hearts of Stone” and its
impressionist scenes inside Iris’ memories, “Blood & Wine”
also contains an alternate world setting. To say more would spoil
the story, thus I can only write that one particular choice takes
Geralt into a true fairytale land portraying elements from stories by
Hans Christian Anderson or the Grimm Brothers. Romping through this
land is sheer joy, from visuals to surprises, and will likely be one
of the player experiences that settles into memory.
The
main storyline inundated with vampires, CD Projekt Red should be
applauded for not using stereotypical material. Presented more as
tormented human-animals than blood-craving night walkers with tuxedos
and waxy faces, there are no scenes one might expect, e.g. fanged
blood sucker stalks beautiful young virgin, etc. Their presentation
something more in line with Anne Rice’s conception of vampires than
classic horror, CD Projekt Red utilize the human side of vampires in
generating plot tension, that is, rather than the imminent threat
they pose sneaking in the shadows, looking for blood. To say more
would spoil the storyline, but suffice to say it is nice to have a
storyline that attempts to spin a familiar idea in a new direction,
rather than one catering to worn tropes. Which is a good segue into:
As
mentioned in the introduction, the thing “Blood & Wine” does
best is highlight the subjectivity of heroism, and morality in
general. At about the two-thirds point in the story (when the player
receives a warning from the game that they should create a new save,
as onwards certain side quests will be unavailable), Geralt is faced
with choices that dramatically affect the lives of the people around
him. Death, forgiveness, freedom, happiness, banishment—the
player’s choices truly matter in terms of outcome. And none are
clear cut, good vs. evil choices. In youtube videos and online
discussion, players have labelled the expansion’s various endings
as ‘good’ and ‘bad’. But it seems more appropriate to number
them (1, 2, 3, etc.) as there are negative aspects of the ‘good’
ending and vice versa. The biggest choice the player faces is one
that truly comes from the gut given it forces the player to deploy
their own sense of morality, no altruistic lights shining the path
ahead. This idea flows back through The Wild Hunt main game,
highlighting that nothing is perfect and not all our choices are cut
and dry when the layers of high and epic fantasy are peeled back to
expose the human stories lying beneath. Beyond all the accolades
Witcher 3 may receive from a technical or rpg perspective,
it’s storytelling, and the player’s moral agency within the
story, that remain the core of the experience, something “Blood &
Wine” emphasizes.
I
played “Blood & Wine” about a year and a half after having
completed Witcher 3: The Wild Hunt. And it served as a major
reminder of just how good the base game is, and how so many games are
still trying to achieve the same level of detail, quality, and
maturity. Culminating in about 25-30 hours of additional gameplay,
if Witcher 3 is the greatest rpg ever made, then “Blood &
Wine” is the feast celebrating the achievement. Players hoping for
Witcher 3 DLC could not ask for more.
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