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Chapter 611: Bloody Baron

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

However, the baron’s wife was cursed by the Swamp Three Witches. If she left without the witch’s consent, the curse would happen and die in pain.

The baron’s daughter joined the witch hunter and brought the news back to the **** baron. After hearing the news brought by Geralt, the baron decided that even without Geralt’s help, he would save himself Wife Anna.

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

But before freeing the baron's wife, the player controlled by Geralt will do one thing, go to the depths of the forest and kill a creature named Shuxin.

A creature with a human soul.

Whether killing Shuxin or not, there will be different ending stories.

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

If the tree heart is not killed, it will turn into a dark horse and destroy the whole village and kill many'innocent' people, and the curse on the baron's wife can't be lifted in the end, even though Geralt did a lot, And it seemed that the curse was lifted, but in fact she could not escape.

Although the baroness was released from the baron before the death of the last baroness, 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 **** baron, who was desperate, finally returned to the castle to let his men help him hang himself.

Seeing the **** baron who hanged himself, and his surrounding men.

With the comics at the end of the mission passing by and watching the **** baron hanged on the tree, Quincy still felt a little intolerable.

In front of Quincy, the baron in front of him may not be a good person, but he is not a traitor.

Thinking of the previous decision about tree heart, Quincy read the archive again and carried out the task according to the previous process.

But soon Quincy discovered that he was still thinking too simple. Not what he thought. Choosing another method would usher in a happy ending.

There was no unexpected turning point in the middle. The kidnapped orphans did not greet the salvation he imagined. From the conversation with the swamp witch and the plot behind, we can know which children kidnapped by the witch have been killed.

The baron’s wife Anna also became crazy after being hit. Finally, the baron took his wife to the distant Blue Mountains for treatment, and his daughter still followed the witch hunter to the north.

The place where Willon lost the rule of the baron seemed to be free from the oppression of the lord, but his experience did not look too good.

The same village that was previously destroyed by the black beauty still hides the invisible darkness.

In this world of unknown good and evil, Geralt is not an omnipotent savior, he is just an ordinary demon hunter, a ‘little person’.

He was not able to change anything.

Every time you choose, you will lose what you get when you get what you get.

Quincy, who was sitting in front of the computer, recalled the story of the whole **** baron. He felt that there were still many things worth exploring.

Unlike other games, there always seems to be a best and perfect ending. In The Witcher: Wild Hunt, he always struggles when making every choice.

He has already experienced some difficulties in making decisions.

And he also understood a little bit, what Yang Chen said at the press conference about the significance of the player in "The Witcher: Wild Hunt" to decide the direction of the story.

A commissioned task allows you to chase down a so-called bad guy, but after you chase the bad guy, you ask for mercy, and tells you a story telling you that the commissioned talent 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, but because of possessive jealousy, humans used tricks to let the werewolves kill people unconsciously. Then, as a demon hunter, did you choose to kill the werewolves or something? It's not your business?

You saved a person on the road, but two days later you met in a village, and the person you saved was actually a murderous robber, and the entire village has been He killed, how do you feel in this situation?

Although it was only in the early days of the game, and despite playing for less than a few hours, Quincy already felt the difficulty of making that choice.

From the beginning, he felt that there was no meaning, but now he is also somewhat immersed in the plot of the game.

He has to think about each conversation for a long time.

Although the character in the game is not the same as "The Elder Scrolls: Skyrim", he can allow him to create tall and short, pinch his face, and even decide the name of the character.

But Geralt, who he manipulated, rode his love horse radish, from the beginning to the white orchard to find his lover Ye Naifa, and later to know the news of Shili, and began to find his adopted daughter, although it was told on the way Geralt's story.

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

This is exactly the unique mission design in "The Witcher: Wild Hunt".

Combining story tasks with a world view, in fact these are all linear already designed, just waiting for players to choose.

The unique text dialogue option, coupled with a variety of side missions, is enough to portray players with lifelike characters.

All this can be said in the task structure, Yang Chen and Lin Jiayi and other teams have made the best choice.

That is to make the task respect the complexity of humanity, and the lighthouse effect~www.NovelMTL.com~ Any excellent game always has its lighthouse 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, with monster camps.

Also in "The Witcher: Wild Hunt", there is the same lighthouse effect. The interlocking map system, the passers-by who need help, and the monster on the side of the strategy. This is in the previous "The Elder Scrolls: Skyrim". It has been used, and in "The Witcher: Wild Hunt" because of the traditional RPG numerical development elements, combined with the promotion of the branch line, 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 the major cities where players can find a little fun, and there are many card players in each map. They have so many two or three cards that make you drool.

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