![]() Even if you do pick up a seemingly straightforward monster-killing contract, you will usually have a series of well written conversations with whoever posted the contract in the first place. You never just to go a quest board, pick up a quest to kill a few monsters and then return to the quest board for a reward. While not all of these side quests are home-runs, those without at least some twist, interesting hook or important choice are the exception. When you move past the quests that are tied directly to the main story, you will find a seemingly endless supply of Witcher contracts and other one-off missions that are rarely as straightforward as they first seem. The consequences of your actions and choices are usually not immediately apparent, but if you pay attention and remember what you did previously, you will be amazed at how different side and story-quests end up interweaving later in the game. Later in the game, you will find that whether you chose to complete these side quests, and even how you chose to complete these side quests, will influence the main storyline. You will get involved in the underground criminal factions of Novigrad, help decide the next King of Skellige, and attempt to disrupt the genocide of those who practice magic, all in secondary quests that often surpass the central storyline in quality. Large cities provide seemingly endless questsĪ quest line that starts with you helping set up a Cabaret theater transitions into the investigation of a serial killer. Often when the main storyline has played its course with an important character, you are given the opportunity to do further quests for them, and these optional quest lines are almost always lengthy and incredibly well designed. What you do within this framework is almost always interesting however, so you probably won’t mind too much. The story quests themselves are consistently engrossing, although you might get a bit fed up early on with the structure of exchanging favors for information. ![]() While there is no shortage of emergent activities in the game’s open world like destroying monster nests and hunting treasure based on notes or maps, the quests are the real star of the show. ![]() You will meet countless characters both new and familiar, almost all of whom have their own personalities, motivations and opinions of Geralt. How you go about this task is anything but simple, as you trade favors for information and get embroiled in a wide variety of political, familial and cultural goings-on that will see you traveling from the countryside of Velen to the huge city of Novigrad to the Viking-themed Isles of Skellige. Your quest is to find her before the Hunt does. The central hook is simple returning protagonist Geralt and his long-time love-interest Yennefer are on the trail of their long-missing ward Ciri, who is in turn being chased by the mysterious Wild Hunt. While playing the first two entries in the Witcher series will certainly help when it comes to backstory and character knowledge, the third and supposedly final Witcher game represents a more or less self-contained story. The Witcher 3 has a mind-boggling amount of high quality content in terms of both the main story, seemingly endless hand-crafted side quests, and also in terms of organic exploration of the game’s vast and vivacious world. Now after many years of development, CD Projekt Red have done the seemingly impossible: they have created a game that is much larger than both previous entries in terms of both length and geographical size, and despite this, somehow manages to steer clear of any obvious padding or filler. The excellent sequel did away with these ‘filler’ quests almost entirely, and as a result was significantly shorter. Though a standout RPG for its time, the first Witcher had some of these trappings, with a rather lengthy play time that came about as a result of a lot of drawn-out fetch-quests and collectathons. The Isles of Skellige are a breath of fresh air
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