During the recent GOG sale I simply couldn't resist and got me Thronebreaker: The Witcher Tales for a ridiculously low price... had something to do with owning everything else the Witcher related on their store so discount was pretty deep. Not exactly a companion piece or anything, but I was instantly reminded of my embarrassingly long The Witcher 3 review from two years ago. I have not learned that brevity is, in fact, the soul of wit. And to make this further interesting I did a first double feature in my Multimedia section by covering a novel as well as its adaptation. Given the source material there's one just like it later down the pipeline, but who knows when I'll get around to it.
I hope you enjoy the read.
Thronebreaker: The Witcher Tales
Where to even begin with Thronebreaker: The Witcher Tales? A Gwent singleplayer spin-off with former being card game that, in turn, became a separate standalone title in its own right after the Witcher 3's mini-game hit it big with audience. Due to how similar it appeared to Gwent lead many, myself included at first, to dismiss it as expansion turned glorified cash-in. I'm so glad to have been wrong.
Lest I spoil too much considering the title we assume the role of Meve, queen of Lyria and Rivia as her realms get involved in the Second Nilfgaard War, setting events before the beloved trilogy of games, and Meve herself gets deposed early on by underhanded tactics not foreign to Black Ones. What follows is a rather extensive effort to gather allies all over the Northern Realms in order to battle what appears to be an endless Nilfgaardian war machine steadily taking over everything in its path. What propels this story is strength of characters more than anything because it is a rather archetypal “taking back what's yours” setup. Meve and her advisers definitely sell it, though. Particularly the queen for whom I have nothing but praise given the manner she is portrayed as strong, no-nonsense leader yet one with nuanced layers underneath it all. Doubly so because you don't constantly see her as this imperious and immovable monarch even during circumstances that would utterly break a lesser person. Once you add other characters to the mix along with their own inputs on current events you have quite the back and forth. To writers' credit even those characters I didn't particularly care for, like for example Rayla, I still enjoyed their presentations. Whether they're right or not is up to the player to decide and I was honestly taken aback by how this story doesn't hold back any punches especially in terms of final outcomes.
Before I get into cards and combat I'd like to comment on the vaguely overlooked aspect of Thronebreaker – RPG elements it gets from the Witcher. Make no mistake for they are here and in strength.
Coming from what we're used to these days, what with so many third-person RPGs and isometric party-based RPGs, you may have a hard time categorizing what you're looking at. I don't think that's odd at all because there's a lot in Thronebreaker from adventure, strategy and CYOA. It is specifically the latter upon which the game's entire decision-making system is built on. Unlike the usual fare you get in the Witcher this time choices involved are less geared towards “I better choose the bad one because it's actually the better one in the long run” while still retaining the organic structure and presentation. What do I mean by that? Fact that choices are very rarely presented in arbitrarily important fashion bringing everything to a halt so you can make that big A or B choice. Those exist and there are major outcome differences involved from what I've seen after the fact, but like in CDPR's flagship series we're once again working with a web of myriads of smaller choices that may or may not have larger impact as befitting their importance or lack thereof. One mistake I realized, and couldn't really rectify due to game's reliance on one save file for your ongoing game to avoid save scumming, is how NOT actively meddling can sometimes leave you missing out on content even if it makes sense in order to not cause trouble. World of the Witcher has people with strong opinions on many topics and interfering, even as a queen, can have repercussions.
This naturally leads me to tackle the exploratory overworld segment of the game because that's where you'll be spending majority of your 25+ hours of play time. There are no time limits or anything and game is courteous enough to give you a point of no return warning before entering the final part of each map in case you want to backtrack for some goodies. You should keep in mind that almost everything you do in Thronebreaker feeds into or carries bits of story in it. As you range across half dozen maps in the game, each essentially a self-contained story that continues Meve's own arc, there are resource piles adding to your three resources: money, wood and manpower. You need these to fund your troops via crafting of cards, upgrades to your camp so you can craft more advanced cards or simply tackle events you come across. Will you fix a broken bridge for a hundred wood and have yourself a shortcut? Maybe invest couple of hundred gold into a dubious looking dwarven banker with promise of future payout? Thankfully, few are as straightforward as this and there are almost always multiple choices to be made. Why trade with peasants when you can not only forcefully take taxes AND press them into service at the cost of your troops' morale? These interactions are presented in form of hotspots you come across or make appear, like buried chests you find by following treasure maps or unlock golden chests with an appropriate key. Game is not without mercy and has systems like using a message boards or paying scouting fees to have them revealed on the map, though. Not that these are tricky or anything. You'll come across them more or less naturally with occasional wandering off set roads.
Being a queen Meve isn't exactly familiar with the arcane, but it is nice to see nods throughout the game to that stuff.
So we at last come to game's combat, cards and deck building. Surprisingly, all of these are less relevant than you'd imagine at first which may be somewhat shocking because in most games it is specifically combat which gets deemed as an easily recyclable element meant to fill in content gaps.
Basically, this isn't your grandpa's Gwent as seen in the Witcher 3, but rather Gwent 2.0 CDPR has been changing for the standalone version they're really hell bent on getting you into with so many rewards being “card X you can now use in Gwent” or some such. It forms the backbone of Thronebreaker's interactions when it comes to, well, everything not involving reading or travel. What really sets it apart is the fact this isn't just a loose collection of matches set against a backdrop of barely strung together narrative scribbled in one go. In fact, it's the other way around – classical Gwent matches, where you have to win three rounds with your carefully built deck, are barely present in the game. What it relies on instead are heavily customized combat scenarios; be they puzzles to solve with specific card properties, unique encounters with gimmicks of their own or just one round matches to keep it short and sweet. Until the very last push I'd say your traditional matches are exceedingly rare, but seeing as they provided little other than resources to loot, and just like in every RPG ever you'll be swimming in those by the end, you never really noticed their absence. You will notice when developers start to overly rely on them to prevent some areas from being quickly cleared, though. I especially liked how game handles boss fights as they're almost entirely presented as puzzles. Almost, mind you. As hype as I was for the cheating bastard of that final boss I did not like how it simply ended up being a points check.
But what of deck building, I hear you say. Isn't it a vital construction block of all card games, you may ask. You would be absolutely correct and if there is a single-most failing Thronebreaker stumbles at then deck building would have to be it. To speak plainly other than mere handful of occasions, and previously mentioned finale, I never deviated from what was essentially a mostly starter deck as game adds more and more units to it according to what story developments you follow through on and whatever cards you get from collecting fragments. If you want a title that will test your deck building skills and getting all those synergies just right this is where you add a massive red mark against the game. Further not helped by its relative low difficulty all the way through. Hell, it's the PUZZLES that will test you more until you get the knack for it. All those base camp improvement I spent resources on felt wasted in terms of “recruiting” new cards and were more used for upgrading some of them to improved versions where their effects were amplified, for example. That's on top of some flat bonuses like adding more armor to unit cards or faster map movement speed for Meve.
Usually not something I talk about unless there is a specific reason to comment on it there are production values in Thronebreaker. Top throughout and put all other card games to shame no matter where their focus may be. Putting aside outstanding character voice work, which only further establishes and reinforces the setting based on what we've experienced of it so far, there's also the omnipresent narrator for lines not written down in journals and notes. Soundtrack is stellar with its orchestral take while still playing with folk music and drawing heavily from the third game for inspiration. You know composer is serious when he emulates a howl with instruments for the Duke of Dogs' theme, making for a soundtrack worth listening on its own. I think their artists did a great job layering breathtaking backgrounds with lower polygon character models, used sparingly except for in one scene, and actual 2D assets that steal the show whenever game gives you a new vista to gawk at. Or cards. Those gorgeous, gorgeous cards.
Final Thoughts and Rating?
Criminally overlooked if not underrated game that may have given people the wrong impression before release. Come for the cards and the Witcher tie-in, but stay for the story that puts many RPGs to shame and outstanding soundtrack. This leads to some failings like lower difficulty putting a damper on actually tweaking your decks and strategies alike, though. A 25+ hour narrative that manages to shine a light on how a certain Witcher got his title and what a barely name-dropped queen did to restore her kingdom presented in an absolutely worthwhile package as you take adventuring steps through plentiful CYOA scenarios and puzzles galore in place of traditional Gwent matches. Potentially even guide you to standalone Gwent itself? Makes you wish we could get more Witcher Tales in the future...
Vampire Hunter D ( Science Fiction, Fantasy, 2005 (English), 300 pages )
Yet another series that should theoretically tick my favorites boxes, but I'm almost embarrassed to confess how long it took me to get around to it. Why? Because for the longest time I was under the impression few, if any, Vampire Hunter D novels were translated from Japanese. Imagine my shock when it turned out all of them are read readily available to English readers. Hell, even some spin-off series appears to have been translated at one point. So let's delve into it.
Easily the most fascinating and engaging element of the novel for me would have to be its setting which happens to be a weird melting pot of ideas Hideyuki Kikuchi found cool and incorporated into one package. It's the far off future after a nuclear exchange happened and vampires, or Nobility as they call themselves, have held an iron grip on humanity serving under their Sacred Ancestor. In these millennia of rule Nobility has experimented with and advanced everything ranging from bio-engineering which resurrected many previously considered mythical creatures to sheer advanced technology like impossible materials, all combining together and solidifying their rule as cruel superiors... until they gradually withdrew and disappeared. Some going off-world, some outright committing suicide and yet others going into hibernation. While their legacy definitely looms strong humans have been reclaiming the world and occasionally running afoul of the remaining Nobility. Life on the frontier isn't easy, though.
Which is exactly where our eponymous hero D, half-blood riding on his cyborg horse, steps in as he gets rather aggressively accosted by this rather spunky girl Doris to help her out. D doesn't exactly care until she says a local Noble called Lee bit her and will come to claim Doris as his bride very soon leaving them little time. What follows is a series of escapades as Doris already has a rather pushy admirer in the form of a mayor's son, keeping this secret from Ransylvan people because they deal with vampire victims rather harshly as well as interference from count Lee's own daughter Larmica who vehemently objects to getting a new mother couple of thousand years her junior.
I think there's some dodgy translation here and there, especially the way “everyone is taken by D's beauty” comes of, which tends to mess with characterization in a sense lines generally blend together, but for something to wet the appetite this is really good in having a simple premise that gets more and more added to it without ceasing to really be simple in design. You can bet I'll check out more of the novels in the future as this was an easy enough read.
But then I remembered seeing the adaptation as well. So why not make this a double feature?
Vampire Hunter D ( Science Fiction, Fantasy, Action, 1985, 80 minutes )
I saw the movie WAY before reading the novel, but I'm blown away by how faithful it is to source material. Some minor things were excised and change and yet for the overwhelming majority of those I think they work much better for the medium change.
It's mesmerizing how what the novel takes quite a while to establish is summed up rather evocatively with the opening narration included herein: ”This story takes place in the distant future. When mutants and demons slither through a world of darkness.” All the gizmos like the electric fence which costs a small fortune and keeps out creepy crawlies from beyond as well sheer technological superiority of the Nobility which comes off as magic, alongside actual magic, is on full visual display here. I had a hard time visually what a Frontier town looked like in this post-apocalyptic setting and I think the “Wild West, but stone in place of wood” aesthetic suits it perfectly as some out-of-place technology stands out. I do regret the movie avoids referencing the Capital and human resistance outright, though. In general this adaptation tends to avoid the grander picture beyond some hints about the Sacred Ancestor and stoic D's link to him which puts him on par with the Nobility despite being a dhampir himself. While I'm on the subject our protagonist is less talkative in the movie, but comes off as more sympathetic seeing as he bonds with Doris' brother Dan faster. One notable difference is the way Rei-Ginsei is treated and is now firmly in count Lee's employ. Events don't really change much, but some key character motivation is left out as a result. Ironically, Larmica gets expanded with a single character trait making her stance on D and his employers somewhat more understandable.
Considering this is an anime movie from 1985 you clearly need to keep context in mind, but even then it's obvious budget was spread unevenly. There is gore and action aplenty with only a handful of gratuitous ones added for their own sake. Don't confuse this for a dumbed down adaptation, though. A lot of the scenes are taken from the novel quite literally down to the very finale and realization that accompanies it. What this incarnation of Vampire Hunter D does is eschew explanations in favor of SHOWING and as such succeeds at being a movie adaption. Also, fluffy '80s hair.
You wouldn't get the bloodlust joke I wanted to make here yet, but at some point you will.