When it comes to The Witcher III, Blood and Wine is seen as its swan song. The final and longest expansion of an already massive, epic game has been praised as one of if not the best DLCs ever to be released. Part of the weight can be shouldered on the base game itself, which alone deserves mountains of praise, but it is still hard to argue that Blood and Wine is an extremely valuable deal. The DLC adds a new Duchy to explore, Toussaint, a weird amalgamation of France and Italy. The Duchy was featured heavily in the book The Lady of the Lake, and, as far as Geralt's storyline in the books goes, is my least favorite part of his adventure. Without getting too much into book spoilers, Toussaint was depicted as a lazy, wealthy area where Geralt blew half a book (and the last one at that) drinking, fucking, and lazing about. While there were certainly aspects to enjoy in Geralt's time in the Duchy, I came out of it feeling like nothing much happened at all.
Luckily, CDProjekt Red went with the approach of slowly tearing away the veneer, but the setting wasn't chosen by accident. Blood and Wine is full to the brim with content, enough to fill a substantial (if not somewhat short) RPG on its own. The main quests go by far quicker than you'd think, but the place in which it takes place has plenty of troubles for Geralt to take care of. There is at least double the amount of side quests as there are main quests, each laid out in the path of where another quest takes you. What this means in practice is that during any given you quest, you are bound to stumble upon two or more, giving the feeling that this area is a wealth of content. In reality it is probably slightly less than it seems, but that feeling of being overwhelmed by a sudden new area - almost a new game - is prevalent throughout. There are new characters, a new culture, plenty of new areas and rolling, tree-less hills laid before you as far as the eye can see. It is so overwhelming, as a matter of fact, I highly recommend taking a break between Hearts of Stone (or the main game, if you are foolish enough to skip the preceding DLC) and Blood and Wine.
But with this wealth of content comes a couple other interesting tonal shifts. For one, Toussaint isn't war torn as the other areas are. The squalor that was so commonplace in the rest of The Witcher III is gone here, and in its place is either prosperity or the troubles of wealthy people. There is still squalor, obviously (this is a fantasy RPG, after all), but it comes in much smaller doses. It is no mistake choosing Toussaint for this DLC, because more than anything this batch of content is meant to finally put Geralt to rest. You're given a home you can renovate, given a pleasant ending to relax with (even if you get a non-good ending), and a general sense of finality in Toussaint. In a sense, you're fighting for retirement throughout Blood and Wine, and CDProject Red has pulled out all the stops.
The main plot follows you being summoned to deal with "The Beast", as they call it, a monster that has been killing old knights with a particular theme that they weren't all they seemed. As you begin your investigation, you bump into an old friend from the books, a higher vampire named Regis. As a book reader, I cannot stress what a joy it is to see and hold conversations with Regis, easily one of my favorite characters from the books. For those who have read the books, it may be counted as a small spoiler Regis is in this game at all, given his demise at the end of The Lady of the Lake, but hardly one that matters. Regis tells you that he knows who the beast is, and worse it is a friend of Regis who, the vampire swears, could not do these horrible things without having good reason to. Whether you agree with Regis or not really depends on how much leniency you want to give the plot, because it definitely has its problems justifying some of the sides here.
Blood and Wine has been praised for its story, but its hard not feel like CDProjekt Red may still brimming with ideas, but are running out of steam when it comes to bringing these ideas to reality. Toussaint is gorgeous and as creatively laid out as ever, but the story makes some leaps in logic and some appeals to empathy that don't quite strike the balance of all the previous content in The Witcher III. It's very small, and the story hits far, far more than it misses, but there is still the lingering feeling I had throughout the main quests of Blood and Wine that Hearts of Stone worked better as a story.
When it comes to content, however, Blood and Wine nearly always succeeds. Quests are varied and usually interesting (although helping two vineyards clear out their troubles felt the most "chore" -esque The Witcher III ever has), and combat is given a run for its money by being more difficult, adding grandmaster armor to build (at an extreme cost), and adding mutations, which complicates builds in a rewarding way. Nothing blows the basic systems brought on by The Witcher III out of the water, but it feels like it adds more building to do in a game where, more than likely, you were nearing your upmost limit. Combat's difficulty is mostly a plus, particularly where boss fights are concerned, but there is the distinct feeling that some of it is because of massive health bars added to even basic enemies. Your taste on the matter will most likely vary, but for me suddenly having wolves take four or five hits with my fully upgraded Feline School sword felt a little ridiculous after being able to one-hit them for 50 hours. With new, post-game content, creatures should obviously be more difficult, but it seems they may have over-corrected here and there.
The aesthetics of Toussaint are probably the most obvious difference between the base game and DLC. Toussaint is given an odd bloom effect that is effective, but a little distracting earlier in the game. I can't prove it, but I'm pretty sure Toussaint has a filter over it to make the colors pop and to smooth out the dithering that The Witcher III's graphics has for objects rendered small on the screen. Traveling back and forth between the base game and Toussaint feels distinctly different in a graphical way, not just with regards to design. The bloom got on my nerves at first, but otherwise Toussaint is the prettiest area of the entire game (although my heart of hearts still belongs to Skellige). A lot of this has to do with the design of the place. The gorgeous colors in the DLC are accentuated by the rolling hills and the far view of the Duchy. It was remarkable seeing so far in the distance, something I wasn't totally aware was such a rare thing in the base game. In Velen, for example, the place is dense with trees and, though the place is very hilly, is almost all on a flat-ish plane. With Toussaint, there are large hills and steppes that towns and the palace are built into, giving you plenty of places in which to see huge swaths of land like you couldn't in the base Witcher III. This turned out not only to be an aesthetic delight, but a functional one as well. The biggest black mark I can give to The Witcher III is its use of archaic minimap design.
The Witcher III's minimap has been unfavorably compared to Ubisoft's usage of the same system for their Far Cry games, and the comparison isn't entirely wrong. It isn't rare to find yourself staring at the minimap rather than the game itself, an annoyance I begrudge any game that does it (Fable comes to mind, as does Red Dead Redemption). You can turn off the minimap path, where it shows a dotted line of which paths to take to your destination, in the settings, but turning the map off entirely presents some problems in the base game. For starters, as beautifully designed and unique as all the areas are, you will still be opening up the big map constantly to check if you are heading in the right direction. Some deride a compass feature (such as in Skyrim and Fallout) just as much as the minimap, but generally I've found them preferable. It gives you a sense of direction without taking your eyes off the game world too much. Red Dead Redemption II had a compass replacement in the settings if you wanted to turn the minimap off, and even allowed for a button to briefly bring the map back up before disappearing again if you needed it momentarily just to get your bearings. Something like this would have done wonders for The Witcher III. I spent most of my time in the base game with the minimap turned off and had a much better time than I did when it was on, but needing to check the large map slowed my progress down considerably. By the time I reached the end portion of The Witcher III, I was forced to turn it back on so I could complete the game in a reasonable time.
Toussaint doesn't outright fix these problems, but because of its greater view distance by design, it makes relying on the minimap far less likely. You can literally see the destination in front of you half the time, or at least the general area where it should be. It lets you scan the horizon for where to go, and then go there. This is a thrilling way of designing a world, but to recommend this as a solution is naive. Not all worlds should be designed with the look of Toussainte. Breath of the Wild had a similar kind of design, where looking around you there always seemed to be an interesting place to travel towards, but I would not propose Velen be designed the same way, or the city of Novigrad. The problem is that open world design is difficult, and simply looking at the world and knowing where to go isn't always a choice that best informs the world. You should not see great distances in a swampy area, for example, even if that area is an entire province. But for what it's worth, I would call Toussaint's design a fortunate sort of fix or adaptation to The Witcher III's worst aspect, and it makes playing in the place that much more enjoyable.
Blood and Wine is, when taken narratively, another attempt at a (realtively) epic story to put Geralt to rest on. A colossal achievement for him to overcome, so that when it is all over he can feel valid in finally allowing himself some rest. When taking in the gameplay, it is a sudden burst of gameplay and exploration to let you loose for the long, deep slumber this series is bound to take while CDProjekt Red finishes up on Cyberpunk 2077. And while I cannot wait for that game, there is a tremendous sadness that The Witcher III is over, and that it is unlikely a Witcher 4 will feature Geralt in a major way (at least I can look forward to a cameo, right?). The Witcher III is an astounding piece of work, one that took the fact it was a game seriously when telling its stories, while not diminishing what those stories were trying to say or how they were said. When I think over how much work must have gone into this world and these stories, my mind cannot fathom how this game ever came to be. How did so many people come together to make something that feels so singular, that has the patience to tell its story the best way it can? It seems like a form of alchemy. Blood and Wine never had to happen. The Witcher III had earned its legacy well before it, but with it it is now unparalleled. Blood and Wine, despite some of its minor shortcomings, very well could be the best DLC ever made. But more than that, it was an exceptional cap on one of the greatest games ever made.
10