The Relentless Humanity of The Witcher 3
There’s a moment early on in Witcher 3 in which you save a merchant from a rampaging griffin. The beast ate his horses and was threatening to eat him before you assure him it’s safe. The poor man comes out from under his cart, trembling and frightened, thanking you, Geralt of Rivia, for saving his life.
The man was ugly, but not in the way most ugly videogame characters are ugly. He was ugly the way I’m ugly. Or, if you prefer to be an optimist, he was beautiful in the way I’m beautiful. His beard was wan and patchy. You could see his pores. His nose was slightly crooked. Crow’s feet crinkled at the edges of his eyes when he spoke.
When the camera zoomed in on him, I stopped playing for a moment and just stared at the screen, entranced. I know that writers, myself very much included, can embellish for effect, that this is possibly our job description, but let me assure you that I’m being 100% straight. I couldn’t pull my eyes away from this imperfect, real-looking person on my screen. By happenstance I’ve been revisiting Star Wars: the Old Republic and the contrast with that game’s six perfect faces, repeated over and over, was startling, even when I grant that the visual style and technical demands are very different. I’ve never seen anything quite like Witcher 3.
This is where any discussion of the sprawling, messy, fascinating Witcher 3 starts for me. Everyone I’ve met in my adventures as Geralt has been uniquely made and accompanied by such high visual fidelity that I’ve quite honestly never experienced anything quite like it. I met a man with stray hairs on his face, the type you get when you shave a week’s growth of beard a bit too hastily. A young woman with a very natural looking overbite, barely noticeable at a glance but there nonetheless. Old people with wrinkles the way my parents have wrinkles, with deep laugh lines and weathered brows. People with zits and moles. Even the always beautiful elves and the sorceresses have the sorts of imperfections we find in real world beauty. It is an absolutely stunning achievement of both tech and visual design.
The end product of this relentless, realistic humanity is that I’ve found myself feeling, for the first time in a RPG since maybe Planescape: Torment, carried away with the game despite myself. I am not in charge of my time in Witcher 3. I’ve found myself repeatedly and consistently picking the most sympathetic option when a moral choice has to be made, even when it’s to my mechanical detriment. I cannot, no matter how hard I try, be a jerk to these people. I’m merciful. I decline to take their money for killing the monsters which torment them, even though I’m poor. The game’s elicited an emotional response from me with how real the people look and act. It is a decidedly un-me reaction to a RPG and I’ve found it a little jarring, though not at all unpleasant. I feel a bit like Data in a Star Trek the Next Generation episode, discovering why people laugh or kiss.
The way the game forces you to confront that humanity is really the game’s main motif. Not the combat, which is pretty standard dodge and swing swordplay you can find in any number of games. Not the story, which is engaging but hews closely to what is by now quotidian allegiance to the war-torn dark fantasy the world’s enthralled with. It’s all of these hairy, misshapen, wonderful people filling the canvass which make it more than another entry in an increasingly crowded field of open world RPGs.
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