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You’ll undoubtedly notice that early on, when you enter the town of White Orchard for the dozenth time and run past the same damn kid singing the same annoying song for the dozenth time and getting grounded for the dozenth time. Do some of the programmed reactions get old after a while? Sure. Do characters always react appropriately? No. The Witcher 3 is not an “open-world.” It is a world.
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Assassin’s Creed just throws icons at a map as if that makes for a compelling world, when really it just highlights how dead every unplanned encounter feels. Baldur’s Gate II built a world of enormous size and scope, but it wasn’t very flexible or reactive. Fallout 3 and New Vegas justified their open-worlds, but only because you expected a post-nuclear wasteland to be…well, mostly empty and devoid of life.
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Dragon Age: Inquisition artificially gated approximately fifteen hours of main story with forty or fifty (or more!) hours of pointless filler. It rewards exploration while maintaining a strong core story.Ĭontrast that with some other open-world games.
MIKE POSNER I TOOK A PILL IN IBIZA SEEB REMIX ZIPPYSHARE FULL
The Witcher 3 is full of life, full of people commenting on your actions whether or not you pay attention, full of tiny stories and tiny details many players won’t even notice. It’s not the first game to have done so, but it certainly works the hardest at it. The Witcher 3 justifies its open-world format. Everything Witcher 3 does right comes back to a central theme: World-building.