

As for the parts of the game that happen outside menus, the learning curve is steep. The first time your inventory fills up and you have to offload at a merchant is a heck of a chore, even assuming you find one with enough cash or goods to absorb all your rubbish.

The menus and user interface are super daunting. For example, in the first mission you are introduced to the concept of Adrenaline Points, but at that stage, you have no abilities that require Adrenaline Points, and have to go ploughing through other menus to find out why on Earth you should care. They introduce concepts rapidly, discretely and in a higgeldy-piggeldy fashion, granting the player little time to absorb their meaning, and relatively few chances to see them in context. The Witcher 3 is amazingly inaccessible for a triple-A video game released in Every aspect of the game demands you sit down and try to figure it out, rather than making itself easy to understand.Įven the tutorials are deeply unforgiving: they are too easily dismissed by accident, too painfully retrieved, and often too verbose. Longtime series and PC RPG fans in general: set your mind at rest, The Witcher 3 has not been ratcheted downwards for a mainstream audience. This is both a good thing and a bit of a worry when it comes to new players. The Witcher 3: Wild Hunt is not the slick, console-friendly, streamlined experience longtime series fans might have feared it would become. The Witcher 3 plonks you down in an unforgiving world and arms you with a slew of incomprehensible systems.
