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Chapter 611 The Bloody Baron

Continuing the investigation of the mission, Quincy controlled Geralt to find more clues. He discovered that the baron's wife was kidnapped by three witches in the swamp. Because of the contractual relationship, the baron's wife became the wife of the three witches. Servant, and there is no way to leave.

However, the baron's wife was cursed by the three witches of the swamp. If she left without the witch's consent, the curse would occur and she would die in pain.

The baron's daughter joined the ranks of witch hunters and brought the news back to the bloody baron. After hearing the news brought by Geralt, the baron decided that even without Geralt's help, he would go to rescue his own. wife Anna.

And Geralt also decided to help the baron, went to the swamp together to rescue his wife.

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

A creature with a human soul.

Regardless of killing the tree heart or not killing the tree heart, there will be different ending stories.

At the beginning, Quincy chose not to kill Treeheart, but then he found that the plot of the story was not the same as he thought.

If Tree Heart is not killed, it will turn into a dark horse and destroy the entire village and kill many 'innocent' people. In the end, the curse on the Baron's wife still cannot be lifted. Although Geralt has done a lot, And it seems that the curse has been lifted, but in fact she still cannot escape death.

Although the old feud with the baron was resolved before the baroness died, the baron's daughter still refused to forgive the baron, and chose to follow the witch hunter organization and left him.

The only relatives around him left, and the bloody baron, who had lost all hope, finally returned to the castle and asked his subordinates to help him hang himself.

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

Following the comic cutscene at the end of the mission, Quincy still felt a little unbearable seeing the scene of the bloody baron being hanged on a tree.

From Quincy's point of view, the baron in front of him may not be a good person, but he is not a villainous person either.

Thinking of the previous decision about Shuxin, Quincy re-read the archive and carried out the task according to the previous process.

But soon Quincy discovered that he was still thinking too simply, and it was not what he thought, and choosing another method would usher in a happy ending for all.

There is no unexpected turning point in the middle.

The kidnapped orphans did not receive the redemption he imagined. From the dialogue with the swamp witch and the subsequent plot, it is possible to know which children kidnapped by the witch have all been killed.

The baron's wife, Anna, also became insane after being hit. In the end, the baron took his wife to the remote Blue Mountains for treatment, while his daughter still followed the witch hunters to the north.

Waylon, a place that had lost the rule of the baron, seemed to be free of the oppression of the lord, but his situation did not look too good.

The same village that was 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 demon hunter, a "little man".

He couldn't change anything.

Every choice, while gaining something, also loses something.

Sitting in front of the computer, Quincy recalled the entire story of the bloody baron, and he felt that there were still many things worth digging out.

Unlike other games that always seem to have the best and most perfect ending, "The Witcher: Wild Hunt" always struggles with every choice he makes.

He has already experienced the difficulty of making a choice in the game.

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

A commissioned task that asks you to hunt down a so-called bad guy, but after you catch up with the bad guy, you turn around and beg for mercy, and tell you a story, telling you that the client is actually a bad guy, what would you do in this situation?

I met a werewolf monster, but in fact he never took the initiative to harm people. Instead, because of his possessiveness and jealousy, human beings used tricks to make werewolves kill people unconsciously. So, as a demon hunter, do you choose to kill the werewolf or do you choose to kill the werewolf? None of your business?

You saved a person during the trip, but two days later you met again in a village, and the person you saved was actually a robber who killed countless people, and the whole village had been killed He killed, how do you feel in this situation?

Even though it was only the early stage of the game, even though he had only played for less than a few hours, Quincy already felt the difficulty of that choice.

He felt that it was meaningless from the beginning, but now he is a little immersed in the plot of the game.

He has to think for a long time about every choice of dialogue.

Although the character in the game is not like "The Elder Scrolls: Skyrim", he can create his own height, pinch his face, and even decide the name of the character.

But Geralt, who he manipulated, rode his beloved horse Carrot, from the beginning to set foot on the White Orchard to find his lover Yennefer, and then he learned about Ciri and began to look for his adopted daughter. Geralt's story.

However, the dialogue options for various side plots and main plot tasks actually make Quincy feel that he is Geralt, and every decision he makes will have a profound impact on the subsequent plots and the world.

And this is the unique task design in "The Witcher: Wild Hunt".

Combining the plot tasks with the world view, in fact, these are linearly designed, just waiting for the player to choose.

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

It can be said that Yang Chen, Lin Jiayi and the other team made the best choice after researching the task structure.

That's what makes missions honor the complexity of humanity, and the beacon effect.

Any excellent game always has its own beacon effect.

The lighthouse effect of "Super Mario: Odyssey" is the 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 also the lighthouse effect, the interlocking map system, passers-by who need help, and monsters on one side. This is in the previous "The Elder Scrolls: Skyrim". It has already been used, and in "The Witcher: Wild Hunt", because of the numerical development elements of traditional RPG, combined with the promotion of the upper branch plot, it can be said that the charm of this exploration has been maximized.

Of course, considering that not everyone likes such a heavy game experience, "The Witcher: Wild Hunt" also has many interesting entertainment activities.

For example, there are places in major cities where players can have a little fun, and there are many master players in each map. They have two or three powerful Gwent cards that make you drool.

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