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Think of the most popular video game worlds, the ones that
feel alive, filled with their own unique conflicts and resolutions, often with
clashing sides, but there is ultimately a spark of hope, some kind of bright
light that says that all will be well, if only the world can be mended. The
past few years have thrown several games, all RPGs, in the direction of gamers
that create massive, complicated worlds, countries and planets that are so
idealized that we, the gamer, form attachments. When you form an attachment,
you gain more from a game. This attachment allows for escape, and it makes the game all the more enjoyable, and worthy of attention. It's a break from reality.
If video games are an escape from reality to a fantasy world
where we can live outside of our unsettling reality, then I would not go so far
as to say that The Witcher 2 allows
escape.
Having recently acquired the game for the Xbox, I was
stunned by the presentation of the world, and confronted with something of an
ugly truth: games like Skryim, Dragon
Age, Mass Effect, and even Kingdoms
of Amalur are so borderline static and
predictable with their presentations of simple conflicts, and their ultimately
idealized worlds that they seem almost naïve. Confronted with that, being
thrown into a world like The Witcher 2, where the monsters are horribly human, the conflicts are ultimately
about stupid people behaving stupidly and getting a lot of people killed in the
process, and the heroes are people for whom that term is loose at best, is
actually intimidating.
In RPGS, we assume a role, a guide through the story, and we
confront heavy obstacles. What I am finding in The Witcher 2 is that the developers have almost gone out of their
way to remind you that this is not a pretty world, it is not ideal, and you
almost want to get out as soon as you arrive. You don't leave, of course,
because this is a game, and it is a very good one, make no mistake, but I find
myself pining for quarreling mages and templars, if only because they are, at
the least, predictable, and unlikely to make me find humans as loathsome as The
Witcher 2 seems bent on encouraging.
The game is exceptional, and every bit as good as the PC
gaming crowd promised. I hope PS3 people get an opportunity to experience The
Witcher 2, because it is one of those games
that is never as simple as it seems. Gameplay is a challenge, and requires some
thought, but the story and characters elevate this game above other fantasy
world RPGs. This is not a simple world, it is complicated, dirty, and filled
with people, elves, and dwarves who are fighting, raging against the dying
light of their cultures, and almost seem to be hunting for conflicts, just to
have someone to blame. Story wise, it's about kings and their wars, and the
people who die for those wars. Dig deeper, and it's about those same wars,
those same kings, and all the bad decisions made by those with power, and
reminding the gamer, once again, that power, in the hands of fools, is a lit
match near a pile of dry twigs.
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It's a jarring step out of the familiar fantasy world of Skyrim
and Dragon Age, where conflict seem to amount to 'this side says
the other side is bad because the first side said so, and the reverse is true
from the other side'. The Witcher 2
isn't allowing for such simple things. If I hunt hard enough, I can see subtle
commentary on politicians making war because they can, and civilians turning on
other things, not out of ignorance, but out of intolerance.
It's a world that leaves a bad taste in your mouth, but
compels you to keep going. The polished shine and simple conflicts of games from
Bethesda and Bioware seem to pale compared to CDProjekt Red's Witcher games. While reading Andrjez Sapkowski's first
collection of short stories prepared me for the game's backstory, it did not
prepare me for the intimidating nature of the world, the simple cruelties, and
the overall, uncomfortable reality that the things I'm witnessing are clear
parallels to events I read about in the news everyday.
We have racial conflict, wars between countries over land
and resources, some characters standing up and protesting long time grudges,
and sometimes people finding someone to blame and eliminating that person (or
creature in some instances) simply because it is convenient.
It's a bit too real, even in a game setting. I would not want to live in this world.
The Witcher's world is one built on conflict, anger, foolish
grabs for power, and people being cruel for cruelty's sake. This game presents
its reality as being something where the worst things possible are the dominant
aspects of life, and nothing is likely to change it. There is the singular
character who is trying to make things a little better, but there is no
delusion that this character is a traditional hero; the Witcher has his own
motivations, his own failings, and his own grudges. He's not a traditional
hero, and he's not necessarily what I'd even call a hero. He is a noble man,
but I wouldn't call him a good one. Most of the 'heroic' characters in game are
not good people; they are noble, they may have a grasp of honor, but they are
not necessarily good people.
The Witcher 2 is the
most un-idealized video game I've ever seen. It's remarkably refreshing.
Perhaps this is why narrative form and world building have become so crucial to defining a game's true greatness. In the past several years, we've seen so many games, almost all part of franchises, that build and elaborate upon established worlds and ideas, creating familiar settings and conflicts that appeal to players, but aren't necessarily asking too much on a cerebral level. At the same time, dig beneath the surface, and there are some substantial questions being asked about belief, politics, a person's place in the world, and how conflicts define characters.
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What this game is doing is pushing a dirty, filthy world
forward and telling the player to not make it better, but invest time, effort,
and interest, and ultimately decide who is in the right and who might not
necessarily be wrong. It's asking some big questions, and it's doing so in a
way that is encouraging for the state of video game writing. Creating a strong,
distinctive world is a challenge, but creating one that pushes gamers to think,
to analyze, and to consider critically the consequences of one act, and really
make that one act felt throughout the remainder of the game, that is where this
game really soars above others in its genre.
Video games should not be afraid to ask questions of their
players, and players should relish the chance to dig deeper. Opening doors to
bigger possibilities, truly considering consequences, and having a distinctive
understanding that nothing is as simple as 'good' or 'bad' anymore, this is
where The Witcher 2 is shining brightly
amid all the other great narratives. It's fitting that The Witcher began as a book series. The game feels like an
interactive novel. Perhaps this is the future of merging another leisure
entertainment into games. We already have interactive movies; this might be the
next step.
Serious Infotainment runs on Mondays.
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