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Maturity is a funny word that isn’t very well defined in our culture. One person will tell you it has to do with age; someone else might say it’s more about wisdom. A noob would probably tell you it’s all about the f-bomb and scantily-clad women.
Sadly, the minds behind the nearly-great The Witcher belong to that last camp. The Witcher was released some time ago, and was later re-released as an enhanced edition which indicated that it was no longer broken (the original release of the game was fraught with more than a few technical issues). As is so often the case, a sale on Steam prompted my decision to pick up a review copy.
As far as gameplay goes, The Witcher moves along fairly smoothly. Graphically speaking it’s nothing special, but a unique combat system and fairly solid roleplaying elements make up for it. The story and setting are also intriguing, if only in their distinctiveness.The game is set in a fantasy world, but one that differs from most fantasy game worlds in that it doesn’t feel like a page ripped from The Lord of the Rings. Instead of battling orcs you’ll be chopping up drowners, alghouls and the carnivorous plant-like echinops.
But it wasn’t really any of this that intrigued me about The Witcher. Much of the hype surrounding the game had been based on its supposed “maturity.” It was billed as a game in which there was no right or wrong, only choices and following consequences.
That’s an interesting concept. Moving away from the overused save-the-puppies equals good, punch-infants-in-the-face equals bad morality model is a good thing from a pure game-mechanics perspective. Clear-cut, black and white moral choices, while appropriate at times, quickly become cliché and also seem to question the intelligence of the player to a degree. And in truth a definitive black and white moral decision isn’t all that common in the real world either.
However, The Witcher isn’t at all content with just attempting to change up a game mechanic. The overall theme of the world is supposed to be one without any hard and fast morality. One of the notable early attempts to shoehorn this into the player’s consciousness comes at the end of the first act. Through a series of unfortunate events, the player is confronted with a decision: side with a mob of angry villagers and lynch a woman accused of being a witch, or side with the woman. The villagers are a rather dirty lot, guilty of everything from adultery to murder to child trafficking. But the woman isn’t a much better example of all that is good and right in the world – she’s had a hand in most of the crimes the villagers committed, including providing the poison for one man to kill his fiance with. Side with the mob, the woman gets murdered. Side with the woman, she walks free. Either way, you become an accessory to all the crimes of one party or the other.
The point is supposed to be that good and evil are relative depending on your perspective. But no matter how twisted the scenario is presented, it can’t stop the innate response most players will have when trying to make such a decision. Unless they’ve had their consciences calloused over by running over old ladies in “GTA IV,” the player will walk away from each of these scenarios feeling like they’ve done something wrong. The game doesn’t allow you to feel noble or heroic for saving a woman from a lynch mob, but rather makes you feel slightly dirty and unsure of whether you chose the lesser of two evils.
String enough of these flashpoints together and you end up with a chain of just really depressing events. Again, supposedly this is mature…felt more emo to me, but what do I know. Granted, it could be argued that this is a realistic kind of scenario, where you never really know if you did the right thing in a given situation. But that would assume two things: first, that there are no knowable moral absolutes (aka, the kind of morality that only works in a fantasy world); second, that it’s therefore fun to play in a video game. I’d be the last to argue that all games need to be lighthearted and fun, but The Witcher crosses the line that separates an enjoyable, thought-provoking experience and an experience more akin to stuffing handfuls of broken glass directly into a major nerve cluster.
All in the name of maturity. The same maturity that apparently dictated the game needed full frontal nudity, rampant casual sex, and foul language (most of which is so ridiculously out of place in a fantasy game it shatters the immersion). I must not have been watching when the word mature stopped being a characteristic of the adult and started being the catch all label for things that real adults look down on.
In conclusion, this is a game for the truly mature to pass on. Look to Half-Life 2, Bioshock, or Deus Ex for some real examples of games for grown-ups, and I’ll let you know when the next game worth spending your money on hits the shelves.
Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.



Firstly, sorry for my bad English… 🙂
Secondly, it seems to me that author of this article did not understand the real meaning of this game. The Witcher was meant as a sort of criticism of current social decadence of Eastern Europe – this game is just an allegory of the vulgar, corrupted, post-comunist society where politics are based on lies and crime. That’s why there are so many vulgarisms, prostitutes, violence, etc. – the developers (Polish) wanted the (eastern-european) gamers feel like in their real lives when playing the game but this time with the possibility to really change the things, to bring at least a little bit of justice to the immoral world, make it at least a little bit better. 🙂
In fact, all the “not-black-and-white” choices in this game always include one “ideal” or “right” choice, the only problem is that in the moment when you do decide whether to eg., burn a witch or save her, it is not obvious which decision is right and which is wrong. Later the game rewards the gamer if he chose the right path and punishes him if he chose the evil.
All the joke is about finding out who is evil and who is not, whom to trust (since everybody says he is good and innocent…). The witch is nice example of this; later in the game (in act IV) becomes pretty clear which option was the right one.
I have to disagree with your assessment that the game is a criticism – if it was intended to be a criticism, it is a poor one, simply because of the fact that it wallows in and rewards the player for doing the very same things that it is supposedly criticizing. The lecherous lifestyle isn’t condemned or painted as wrong – in fact, in at least one case, the prostitutes are a quest reward.
The game was very well put together, and it got a great many things right. I just wish it hadn’t felt the need to drag itself through the mud, especially if the point of the game was that the mud is bad.
The problem is that you can not live “nice” or “good” life in countries like Poland or other such countries in region, police is corrupted and its officers are mostly paid by criminal bosses, all the politics are about manipulation with public finances and false hope for the citizen. The people with high moral standards are poor, the (successful) criminals rich.
Sex (and even a little bit prostitution), alcohol and drugs are considered somehow good because they allow people to forget for a moment about their unpleasant lives and, what is more, all (or almost all) the successful, rich people, politicians, etc. enjoy them too. (Eg.: former prime minister of my country was cought while having sex with prostitute and had no problems because of it…)
Unless you want look like a loser you must enjoy all those “little sins” at least a little bit – otherwise nobody would respect you.
The game says: in order to change the things you have to accept the mud, accept to live in it but do not let it to corrupt you. Others can be evil, but you should always try to remain the least evil possible and try to convince the others to do that too. The only problem is that others demand an example of honest guy who had success and nobody can succeed in such countries without being at least a little bit evil (or without faking it).
I see your point, but I have to disagree with your conclusion. The form of ethics your espousing is the “it’s just the way things are” worldview. I find that view a little on the cynical side, though you would probably call it realistic.
Call me an idealist, but I believe that maintaining integrity of character is of higher value than getting rich or living an easy life. Standing apart from the crowd doesn’t have to make you look naive or a fool. If done with integrity, it makes you the stronger person, whether others see that or not.
Does that make life more difficult? Probably – in a culture like the one you describe, almost definitely. Is it worth it? I believe that it is. And it’s not about being nice, or good … trying to live a ‘nice’ life in a country like Poland probably is impossible. But it is possible to live a life that honors God, a life that is lived by a moral code that calls its followers to a higher standard. Not because it’ll get you ahead or because it’ll save you from hell – doing good deeds won’t do either of those things – but because it’s the right thing to do. Honoring the God I serve and being able to sleep at night are of more value than a little pleasure or a little extra cash.
You say that the game is saying that you should enjoy the mud without letting it corrupt you. I’m not sure how one is supposed to play in the mud without getting muddy. Playing with immorality isn’t any better than being immoral. Testing the waters doesn’t leave you any less wet than diving in.
On a less argumentative note, thank you for your comments. You have a valid point – it’s just one that I disagree agree with. 🙂
My point and the point of the game is that if you remain pure others won’t care and your ideas won’t influence anyone. You do not have to enjoy the mud but you have to accept its presence and get used to it. Your point of view and ideals will leave you pure and moral but others won’t care. And the problem is that others will remain bad and that your nation will suffer because of it. If a good person wants to help somehow here he must change the opinion of the others and the others won’t trust you if you don’t “speak their tongue”, if you do not have their somehow immoral habits, etc. Simply, you must be one of them – otherwise they won’t trust you, they won’t change and your country will become more and more miserable.
That’s all. 🙂