The Witcher 3: Wild Hunt is an almost impossibly huge game. A year and half after its release people are still talking about its missions and its secrets with continued relish, and for my part I have over 200 hours logged in it, the most of any game I've ever played shy of Civ 5. But for as grand and varied as it is, few reviews acknowledge that breathe, instead choosing to focus on the sum of all its disparate parts. I thought it’d be interesting to take the opposite approach and instead review it slightly differently: piecemeal, with a look at every single mission in the entire game.
I’ve always found the Witcher 3 to be a wildly inconsistent game, creating experiences that ranked among the greatest of all time and placing them along side some of gaming’s most confusing, backward, and annoying design choices. I thought it might be interesting to see how each of those experiences stacked up against each other, to see, mathematically even, if the Witcher 3 was more or less than the sum of its parts. So here’s the first entry in my impossible task to review every single mission in the Witcher 3: welcome to Wandering in the Dark, a Velen mission so bad it inspired me to start this very series.
Wandering in the Dark
Main Quest
This mission is interminable, the best example of the worst mission design in the Witcher 3. It’s framed around three main gameplay conceits: tackling packs of enemies, usually in groups of threes or fours, with environmental traps (poison clouds, freezing colds) to worry about; slowly, slowly chipping away the incessantly-long health bars of dungeon bosses using the same hit-hit-dodge combo; and finally searching for pathways and clues in the near-pitch darkness, stumbling around oddly-shaped boulders and spamming Witcher Vision until the blurry red outlines show up and lead you to the next section. At nearly an hour long, It reeks of filler, featuring none of the meaty, satisfying combat or conversations usually associated with the Witcher’s best missions. Choices are minimal, with a lone decision regarding what to do with Keira when she faints poorly explained and incomprehensibly implemented (what exactly does it want me to choose between?); interactions between Geralt and Kiera are slim, with little being revealed about either character other than at the very beginning and very end of the mission and; and the combat has some of the worst design in the entire game. Let’s recap.
It begins with you and Keira heading over to a mysterious-elf-who-just-might-have-seen-Ciri’s dungeon home in order to question him, but you arrive to find the Wild Hunt already ahead of you, searching for the same man. What transpires next is an hour-plus chase to catch them, involving non-functioning portals, nests of rats, a sorta-outta-nowhere protector Golum, the most boring ancient Elven dock imaginable, poison gas, the White Frost, a bunch of poorly explained magic, and finally a showdown with Nithral, a C-tier Wild Hunt stooge who wields a dope axe and can regenerate health. While all those pieces sound alright on paper, monotony soon sets in as each encounter brings neither engaging conflicts nor emotional payoffs to the table. Indicative of the laziness of the design is an abysmal encounter in the later fourth of the mission, when the Wild Hunt opens three portals to the White Frost and forces you and Keira to close them before moving on. To stave off the White Frost, Keira opens a shield around the both of you as she attempts to close the portals. You need to defend her as exactly seven (or eight — around that number) of Hounds of the Wild Hunt come out of each portal, one portal at a time. The whole encounter goes like this: fight four Hounds and kill them; fight three hounds and kill them; Keira closes a portal; rinse, repeat twice. The exact same enemy, the exact same attack pattern, over and over. Once you’ve killed one Hound of the Wild Hunt, you’ve killed ‘em all.
Some things of mild interest do still happen, however. This is the first mission where we get to see Avalac in the flesh, after all, and what an anit-climax it is. For one of the most mysterious and motivating forces in the entire game, here he’s little more than a riddle generator, offering up mysterious clues to help Ciri find him. Which, by the way, feels inconsistent: the Wild Hunt is ahead of you in the dungeon the entire time, but Keira mentions that “no one but Ciri and you [Geralt]” would be able to decipher the riddles. Guess not! Because the Hunt totally did. I understand the desire to keep the character in the dark, but so little information is given about him here that I was initially confused if his character was actually important or not.
I can imagine going through this mission on your first playthrough might hold some excitement, as it’s your first real one-on-one with a member of the Wild Hunt, but without that anticipation the mission, and the eventual fight against a Huntsman, really falls flat. That final fight, by the way; oof. Nithral’s got an invincibility shield that he’ll summon twice during the battle, once at 2/3 health and once again at 1/3, both times regenerating him back to full health and sicking another septet of Hounds on you. Hey, remember how fun they were to fight earlier? They’re even better now! The battle takes the ‘fight the same encounter three times’ philosophy from the White Frost encounter and pushes it to its rote extreme. (Also of note: every time you bump into Nithral’s invincibility shield during this section — which can happen a lot, since the Hounds will frequently hang out inside of it — Geralt will get flung back and Keira will yell “GERALT!”, which got pretty funny to hear over and over again in the span of about 15 seconds). It’s also weird how it’s this mission that adds the Erdin entry to your Character journal, despite the fact it doesn’t mention him once.
On top of all that, a lot of dialogue, animation, and effects are really not great. Keira’s protective White Frost shield looks flat and undynamic, an animation where she faints into Geralt’s arms looks straight-up terrible, and the whole affair ends with minimal conclusion (what did the Hunt find? Who is the elf? What does he want with Ciri? Nada). The nicest thing you can say about Wandering in the Dark is that it introduces you to the Witches of Crookbag Bog — both in name and in quest — which offer up some of the best missions in the game. Here’s to them, and better missions ahead.
One White Wolf out of Five
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