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🎮️ The Witcher 3’s beautiful destruction of Bethesda’s RPG crown
When Geralt showed up in 2015, Bethesda brought a knife to a silver-sword fight... and it shows.
Good morning!
Geralt of Rivia didn’t just show up in 2015 - he showed up, tossed his hair, and made Bethesda look like they were still designing quests on a flip phone. The Witcher 3 wasn’t just a win; it was a public execution, and Fallout 4 was holding the wrong end of the sword.
In this edition, we’ve got:
The Witcher 3’s beautiful destruction of Bethesda’s RPG crown
Why coffee fetch quests are killing Starfield’s street cred
A roundup of the biggest gaming news, from union wins to billion-dollar betas
Here’s everything you need to know this week in the world of gaming.
TOP STORY
How The Witcher 3 KO’d Bethesda
Back in 2015, Bethesda was still gaming royalty. Morrowind, Oblivion, Fallout 3, Skyrim, bangers. Nobody touched their open-world RPG throne. Then along came Geralt of Rivia, swinging two swords and a truckload of narrative ambition.
Bethesda dropped Fallout 4 the same year. Fans played it, shrugged, then booted up The Witcher 3 and went, “Oh… so THIS is what an RPG can be.”
Why Witcher 3 hit harder:
Side quests that slapped – Not “fetch me 15 wolf pelts” filler. We’re talking full-blown stories with twists, moral choices, and consequences hours later. Quests like “Fike Isle” or the Bloody Baron arc made Fallout 4’s radiant quests look like errands for toddlers.
Characters with layers – Not just “Bandit #3” with two voice lines. Every character, from side NPCs to major companions, had depth, motives, and messy human flaws.
World that lives without you – Novigrad bustled like a real city. Meanwhile, Diamond City felt like a strip mall with a baseball fetish.
Choice that actually mattered – Witcher gave you 36 possible endings. Bethesda gave you four ways to say “Yes” to the same thing.
Cinematic ambition – Over nine hours of motion-captured cutscenes in a massive open world. Bethesda stuck with the stiff-face stare-downs of Skyrim.
The result? Players realised you could have both scale and quality. After that, fetch-quests for coffee in Starfield or bare-bones NPC towns didn’t cut it anymore.
Bethesda’s problem: they never adapted. Other devs, Larian, Rockstar, Warhorse, learned Witcher’s lessons and levelled up. Bethesda kept making 2011-style RPGs with bigger jeans and fancier watches.
Now, with The Witcher 4 and Elder Scrolls 6 on the horizon, the real question is: can Bethesda learn… or will Todd keep handing us cappuccino delivery quests while Geralt’s successors hand us moral gut-punches?
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Thanks for reading - until next time!
Hugs and kisses,
Buh-bye! đź‘‹
Luke