But for some reason the game re-hides the map and repopulates all the enemies in the hub world if you go back to the shop to sell anything or if you quit the game. For instance, each area is actually a massive hub and four or five smaller sub-levels. If you’re not here to click on enemies and watch them die, you’re definitely not going to stick around for the story. There’s something about a queen screwing up her kingdom, a ghost who spouts Nietzsche, and a narrator known only as “The Voice” who does a silly Stanley Parable imitation, but it’s all largely inconsequential. And also Victor is voiced by Doug Cockle, the guy who voices Geralt for us English-speaking Witcher players. I started writing an entire review of Victor Vran focused on the story, and quickly realized what a mistake that would be-because it really doesn’t matter. I’m pretty sure Challenges are what’s keeping me hooked to Victor Vran, because it sure isn’t the story. I’ve restarted maps upwards of a dozen times just to complete some pointless Challenge. Each map is tricked out with five normal and five elite Challenges-everything from “Find six secrets” to “Slay fifty monsters within 120 seconds with a hammer.” They’re entirely optional, they’re pretty much entirely for bragging rights, and yet I can’t stop trying to finish them. This modular approach to character classes also plays into Victor Vran’s other hook: Challenges. Since skills are tied to weapons, there’s a solid reason to keep around that shotgun or that hammer in your inventory, even if you only use it once every hour or two for specific boss enemies. The upshot is you’ll swap gear more often than, say, Diablo. Literally everything you pick up is loot,” a.k.a. Victor Vran takes the loot game to its logical end, which is “Everything is loot. Victor Vran belongs on /r/punchablefaces.
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