What I Learned From The Witcher

World of Darkness designer Eddy Webb has taken to his blog to describe “what he learned from The Witcher”, with meaningful choices, rich characters, and a staggering amount of sword style upgrades all scoring favorable mentions.

The Witcher is, in many ways, the best BioWare game that BioWare never made. It uses the Aurora toolkit as a basis, but even more than that, a lot of the tough, complex decision-making that I know from recent BioWare titles is present in this game. There were a number of times where I had to sit and think about what I wanted to do, either because I was engaged in the story or to decide what content I wanted to see. Plus, the advancement system is designed so that you can’t be awesome at everything you have to make choices about what kind of character you want to be. So, while I don’t see myself investing another 41 hours into the game anytime soon, I currently plan to keep it on my hard drive, and possibly giving it another go at some point in the future because I want to see how the story evolves and how my play of the game changes when I make different choices.

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