Chapter 611: The Bloody Baron

Continuing the mission, Quincy controls Geralt to find more clues, and he discovers that the baron's wife has been kidnapped by the three witches in the swamp, and because of the contract, the baron's wife has become a slave of the three witches, and there is no way to leave.

However, the baron's wife was cursed by the Three Witches of the Marsh, and if she left without the witch's consent, the curse would set in and she would die in agony.

The Baron's daughter joins the Witch Hunter and brings the news back to the Bloody Baron, who decides that he will rescue his wife, Anna, even without Geralt's help.

Geralt also decided to help the baron and go to the swamp to rescue his wife.

But before rescuing the baron's wife, Geralt, the player controls, will do one thing, go to the depths of the forest and kill a creature called the heart of the tree.

A creature with a human soul.

Whether you kill the Tree Heart or not, there will be a different ending story.

At first, Quincy chooses not to kill Tree Heart, but then he discovers that the plot of the story is not quite what he thought.

If it doesn't kill Tree Heart, it will turn into a dark horse and destroy the entire village and kill many 'innocent' people, and in the end, the curse on the baron's wife will still not be lifted, and Geralt will not escape death despite what he has done and seems to have lifted the curse.

Although the Baroness finally broke up with the Baron before her death, the Baron's daughter still refused to forgive the Baron, and chose to follow the Witch Hunters and left him.

With his only loved ones gone, the desperate Bloody Baron finally returned to the castle to let his men hang himself.

Look at the bloody baron who hanged himself, and his former subordinates around him.

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

The baron in front of him may not be a good person in Quincy's eyes, but he is not a great evil person.

Thinking of her previous decision about the heart of the tree, Quincy re-read the archive and proceeded with the previous process.

But soon Quincy found that he was still thinking too simply, not as he thought, and choosing another way could usher in a happy ending.

There is no unexpected twist in the middle, those kidnapped orphans did not usher in any of the redemptions he imagined, from the conversation with the swamp witch and the plot that followed, it can be known which children who were kidnapped by the witch have all been killed.

The baron's wife, Anna, also went insane after the blow, and finally the baron took his wife to the distant Blue Mountains for treatment, while his daughter still followed the witch hunters to the north.

Willen, a place that has lost its barony, seems to be free of the oppression of the lord, but what will happen to him does not look too good.

The village that was also destroyed by the Black Beauty before still hides an invisible darkness.

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

He wasn't incapable of changing anything.

Every time you choose, you gain something, but you also lose something.

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

Unlike other games that always seem to have the best and most perfect ending, The Witcher: Wild Hunt is always torn between making every choice.

The difficulty of making a choice has been somewhat experienced in the game.

And he also kind of understands what Yang Chen said at the press conference about the meaning of players deciding the direction of the story in "The Witcher: Wild Hunt".

What would you do in a commissioned mission that asks you to hunt down a so-called bad guy, but when you chase the bad guy and beg for mercy, and tells you a story that tells you that the client is actually the bad guy?

encountered a werewolf monster, but in fact he never took the initiative to harm people, but because of possessiveness and jealousy of humans, he used a trick to make the werewolf kill people unconsciously, so as a witcher, did you choose to kill the werewolf or did it not matter to you?

How do you feel when you save a person on your journey, but two days later you meet someone in a village and the person you saved is actually a robber who has killed countless people, and the whole village has been killed by him?

Even though it was only the beginning of the game, and even though it had only been played for less than a few hours, Quincy was already feeling the difficulty of making that choice.

He didn't feel interesting from the beginning, but now he's a little immersed in the game's plot.

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

Although the characters in the game are not like in The Elder Scrolls Online, they can create their own heights, pinch their faces, and even decide on their own names.

But Geralt, who he manipulated, rode his own Emma Carrot, from the very beginning of stepping on the white orchard to find his lover Yennefa, and then learning of Ciri's news and starting to look for his adopted daughter, although the story of Geralt was told on the way.

However, the dialogue options of various side plots and main story missions 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 that's exactly what is unique to The Witcher: Wild Hunt.

Combining story missions with world view, these are actually linear and have been designed to be just waiting for the player to choose.

Unique text dialogue options, coupled with a variety of side quests, are enough to portray players to lifelike characters.

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

It's the complexity of making the mission look out for humanity, and the lighthouse effect.

Any good game always has its own beacon effect.

Super Mario Odyssey's lighthouse effect is a 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 Hunt", there is a lighthouse effect that belongs to it, with an interlocking map system, passers-by in need, and monsters on the side of the strategy, which has been used in the previous "The Elder Scrolls: Skyrim", and in "The Witcher: Wild Hunt", because of the numerical development elements of traditional RPGs, 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, The Witcher: Wild Hunt has a lot of fun entertainment inside.

For example, there are places in the major cities where players can have a little fun, and there are a lot of poker masters in each map, and they have two or three powerful GWENT cards on their bodies that will make your eyes drool.