June 29th, 2015 by Kurt "Chet" Christel

The Witcher III: Wild Hunt is a spectacular game. Epic in scope, the game boasts an incredible story of both length and engagement. It has tons of interesting, fully-realized characters, locations, lore, and monsters. The “Witcher Contracts” alone are immersive miniature tales that lead to some pretty epic boss fights. In a way, this game truly raises the bar for fantasy action-adventure RPGs everywhere. But… this is neither funny nor entertaining to praise its glory, so I’m gonna just go ahead and nitpick it some more.

THE MAP. The Witcher 3 is already a really, REALLY long game and whatnot, but the world map makes you believe it will be even longer, even though it wasn’t the case. Why? When you zoom all the way out, the map shows you the whole continent with a very small section highlighted, telling you “Hey, this big localized map is actually just a small section of the world!” This gives you the idea that there will be a LOT of traveling to many lands all over the country, searching far and wide for Ciri. Well, you don’t do that. Actually, you go to three places and spend a good long chunk of the second act running back and forth in a city helping people do things. Sure, the looming main mission makes it clear you are only visiting three places, but you can’t help but feel like that was going to be just the first act, and not the whole story. By the time you reach the “WARNING: GAME IS ENDING” alert, you are a little surprised you won’t be going to go to any more cool locations. Speaking of the game ending…

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June 12th, 2015 by Kurt "Chet" Christel

The Witcher 3: Wild Hunt is bringing my attention to an issue. Y’see, some games like to occasionally bind the same button to more than one function. That’s okay, that’s doable. But sometimes, one button has so many uses that it becomes a nuisance. Here’s a basic look at all of the functions that Witcher III attaches to the “A” button on Xbox One:

-Sprint
-Interact with Character
-Interact with Object
-Select Menu Option
-Dodge Roll
-Horse Jog
-Horse Sprint

It’s nowhere near exhaustive, and many of these interactions are clearly contextual as you can see. The problem is that sometimes you may intend to use the button for one situation and accidentally end up with the other. For instance, in the aforementioned game, let’s say you stand next to a character you want to talk to. But there’s also a candle next to them. You go to say “hello” but you light the candle instead. No big, now you turn the camera to the left to face them. Oops, you are looting that box behind them, who put that there? Okay, now that the box is looted you can turn back to them to talk, for real this time. Only you don’t because you just relit the candle again instead. Argh!

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