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Chapter 611 Bloody Baron

Continuing the investigation of the mission, Quincy controlled Geralt and found more clues. He found that the Baron's wife was kidnapped by three witches in the swamp. Because of the contract, the Baron's wife became a slave to the three witches and had no way to leave.

However, the Baron's wife was cursed by the three witches of the swamp. If she leaves without the witch's disagreement, the curse will break out and die in pain.

The Baron's daughter joined the witch hunter and brought the news back to the Bloody Baron. After hearing the news brought by Geralt, the Baron decided that even without Geralt's help, he would save his wife Anna.

Geralt also decided to help the Baron and went to the swamp to rescue his wife.

But before rescuing the Baron's wife, Geralt, whom the player manipulated, will do something, heading deep into the forest to kill a creature called Tree Heart.

A creature with a human soul.

Whether you kill Shuxin or not, there will be different ending stories.

At the beginning, Quincy chose not to kill Chuxin, but then he found that the plot of the story was not very similar to what he thought.

If the tree heart is not killed, it will turn into a dark horse and destroy the entire village and kill many "innocent" people. In the end, the curse on the Baron's wife still cannot be lifted. Although Geralt did a lot and seemed to have unlocked the curse, she could not escape death.

Although the Baron's daughter reconciled with the Baron before the end of the death of the last Baroness, the Baron's daughter still refused to forgive the Baron and chose to follow the Witch Hunter Organization and left him.

The only relatives around him left, and the bloody baron, who was completely desperate, finally returned to the castle and asked his subordinates to help him hang himself.

Looking at the bloody Baron who hangs himself and his former subordinates around him.

With the comic cutscene at the end of the mission, watching the Bloody Baron being hanged on the tree, Quincy still felt a little unbearable.

In Quincy's opinion, the Baron in front of him may not be a good person, but he cannot be called a traitor or evil person.

Thinking of the previous choice about Shuxin, Quincy rereaded the archive and followed the previous process to carry out the task.

But soon Quincy discovered that he was still thinking too simply, not what he thought. Choosing another method would bring a happy ending.

There was no unexpected turn in the middle. The kidnapped orphans did not receive the redemption he imagined. From the conversation with the swamp witch and the subsequent plot, we can know which children kidnapped by the witch have all been killed.

The Baron's wife Anna also became crazy after being hit. In the end, the Baron took his wife to the distant Blue Mountain to treat his illness, while his daughter still followed the witch hunter to the north.

Willen, a place where he lost the rule of the baron, seemed to be without the oppression of the lord, but his experience would not seem very good.

Similarly, the village that was destroyed by the black beauty before still has invisible darkness hidden deep.

In this world where good and evil are unknown, Geralt is not an omnipotent savior, he is just an ordinary witch hunter and a "little man".

He hasn't been unable to change anything.

Every time you choose, you will also lose something.

Quincy, who was sitting in front of the computer, recalled the entire plot story of the Bloody Baron, and he felt that there was a lot of things worth digging in it.

Unlike other games, it seems that there is always the best and most perfect ending. "The Witcher: Wild Hunter" always makes every choice.

He has experienced the difficulty of making a decision in the game.

And he also understood a little bit that Yang Chen said at the press conference about the meaning of the players deciding the direction of the story in "The Witcher: Wild Hunter".

A commissioned task allows you to chase and kill a so-called bad guy, but after you chase the bad guy, you beg for mercy and tell you a story, telling you that the client is actually a bad guy. What would you do in this case?

I met a werewolf monster, but in fact he never took the initiative to harm people. Instead, because of possessiveness, he was jealous of humans using tricks to make the werewolf kill people unconsciously. So, as a witch hunter, should you choose to kill the werewolf or do you have nothing to do with yourself?

You saved someone on the journey, but two days later you met you in a village again. The person you saved was actually a robber who killed countless people, and the entire village had been killed by him. What do you think in this situation?

Although it was only the early stage of the game, and although it had only been less than a few hours of playing, Quincy already felt the difficulty of making a decision.

He felt that there was no meaning from the beginning, but now he is a little immersed in the plot of the game.

He has to think about every conversation choice for a long time.

Although the characters in the game are not like "The Elder Scrolls: Skyrim", they can create height, face-pinching, and even determine the character's name.

But Geralt, who he manipulated, rode his love horse and carrot, from the beginning of setting foot on the white orchard to find his lover Yenfa, and later when he learned about Ciri, he began to find his adopted daughter. Although Geralt's story was told on the way.

But the dialogue options for various side plots and main plot tasks actually make Quincy feel that he is Geralt, and every decision he makes will have a deep impact on the subsequent plot and the world.

And this is the unique task design in "The Witcher: Wild Hunter".

Combining plot tasks with worldviews, these are actually linearly designed and are just waiting for players to choose.

The unique text dialogue options and numerous side missions are enough to portray players' lifelike characters.

All of this can be said to be in the task structure. After Yang Chen and Lin Jiayi and other teams studied it, they made the best choice.

That is the complexity of making the mission respect human nature and the lighthouse effect.

Any excellent game will always have its own lighthouse effect.

The lighthouse effect of "Super Mario: Odyssey" is the hidden secret passage and the power of the moon.

The lighthouse effect of "The Legend of Zelda: Breath of the Wild" is a conspicuous tower, as well as temples or special terrain, and monster camps.

Also in "The Witcher: Wild Hunter", there is also a lighthouse effect, an interlocking map system, passers-by in need, and monsters that are struggling with the side. This has been used in the previous "The Elder Scrolls: Skyrim". In "The Witcher: Wild Hunter", there are traditional rpg numerical cultivation elements, combined with the promotion of the side plot, it can be said that the charm of this exploration has been maximized.

Of course, considering that not everyone likes such a heavy gaming experience, there are also many interesting entertainment activities in "The Witcher: Wild Hunter".

For example, there are places where players can have some fun in major cities, and there are many card players in each map, and they have two or three powerful Gent cards that make you drool.
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