Why Witcher 3 Blood and Wine is Secretly the Best Game CD Projekt Ever Made

Why Witcher 3 Blood and Wine is Secretly the Best Game CD Projekt Ever Made

Toussaint is a lie. That’s the first thing you realize when you ride through the Cockatrice Inn and look up at the swirling blue skies of the Witcher 3 Blood and Wine expansion. It’s too bright. The grass is too green. The knights are wearing armor so polished it looks like they’ve never seen a Drowner in their lives. After spending a hundred hours wading through the mud and misery of Velen, where the trees are literally decorated with corpses, Toussaint feels like a hallucination. But that’s the genius of it. CD Projekt Red didn't just give us a "map pack" back in 2016; they built a Mediterranean fever dream that hid some of the darkest, most twisted storytelling in the entire franchise.

Honestly, it’s rare for a DLC to overshadow the main game. Usually, expansions are just "more of the same," but Blood and Wine feels like a sequel. It’s massive. We’re talking about a landmass that rivals the base game's largest hubs, packed with over 90 quests and a level of verticality that Novigrad never quite hit. It was the swan song for Geralt of Rivia, and even years later, nothing else in the RPG space has managed to stick the landing quite like this.

The Beautiful Rot Beneath the Vineyards

The setup is classic Witcher. Two knights errant show up with a contract from Duchess Anna Henrietta. There’s a beast killing nobles in Toussaint. It’s a "Beast of Beauclair," and Geralt needs to go play detective. Simple, right? Except nothing in the Witcher 3 Blood and Wine world is ever simple. You quickly find out you aren’t just hunting a monster; you’re caught in the middle of a blood feud involving Higher Vampires—beings so powerful that Geralt can’t actually kill them in a fair fight.

What makes this expansion stand out is the tone shift. Toussaint is based on a romanticized version of southern France and Italy. People follow "The Five Virtues." They have wine festivals. They talk in rhyme. It’s absurd. Geralt, with his scarred face and cynical worldview, sticks out like a sore thumb. But the writers used that contrast to highlight the horror. When you find a body dumped in a picturesque stream, the blood looks brighter against the clear water. It’s unsettling.

The central conflict revolves around Regis—arguably the best character in the entire Witcher lore—and Dettlaff, a vampire who doesn't understand human deception. Unlike the main game’s Wild Hunt, who were basically just "scary ice elves" with a vague goal of world domination, Dettlaff is a tragic figure. He’s a victim of his own biology and a very human manipulation. You aren't just clicking through dialogue to get to the next fight; you’re genuinely trying to figure out if this "monster" deserves to die.

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Why the Combat Actually Got Better

A lot of people complained that the base game combat got repetitive. You’d just spam Quen, dodge, and fast attack. Witcher 3 Blood and Wine fixed this with the Mutations system. By completing a specific side quest involving a lost laboratory, you unlock a massive new skill tree.

It changed everything.

Suddenly, you could make it so your Aard sign freezes enemies solid and shatters them. Or you could trigger a "Second Life" where Geralt becomes invincible for a few seconds when his health hits zero. It turned Geralt into a late-game powerhouse, which was necessary because the boss fights here—especially the final encounter with Dettlaff—are significantly harder than Eredin ever was. Dettlaff has phases. He has massive AOE attacks. He requires you to actually use your potions and oils. It felt like a proper test of everything you’d learned over the last 150 hours of gameplay.

Corvo Bianco and the Art of Retiring

Let’s talk about the house. Giving Geralt a vineyard called Corvo Bianco was a stroke of genius. For two games and most of the third, Geralt is a nomad. He sleeps in barns. He’s broke. He’s hated. In Witcher 3 Blood and Wine, for the first time, you have something to lose.

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You can spend tens of thousands of crowns renovating the place. You can display your armor sets on mannequins. You can hang paintings you found during quests. It sounds like fluff, but it’s the emotional anchor of the expansion. Seeing Geralt sit on a bench in his own garden, looking out over the valley, provides a sense of peace that the "standard" ending of the base game lacked. It’s the retirement he earned.

The side quests in Toussaint are also noticeably weirder and more experimental. There’s a quest where Geralt has to deal with the nightmare of bureaucracy at a bank. It’s literally called "Paperchase," and it’s one of the funniest things in gaming history. You spend the whole time waiting in lines and filling out forms. Then there’s "Equine Phantoms," where Geralt takes mushrooms and can finally talk to his horse, Roach. These aren't just "go here, kill that" missions. They are character studies and satires that show CDPR at the height of their creative powers.

The Land of a Thousand Fables

If you want to see how far the developers were willing to go, look at the "Land of a Thousand Fables" section. Depending on your choices, you can end up inside a literal storybook world. It’s a psychedelic deconstruction of Grimm’s Fairy Tales. You fight a Wicked Witch who flies on a soup cauldron. You see a depressed Longlocks who hanged herself with her own hair. It’s colorful, vibrant, and deeply disturbing if you look too closely.

This area serves as a perfect microcosm for the expansion’s themes. Toussaint tries to pretend it’s a fairy tale, but the reality is just as bloody and cruel as the rest of the Continent. The "Beast" isn't the problem; the lies people tell to maintain their "virtuous" image are the problem.

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Technical Leaps and Visuals

Even in 2026, Witcher 3 Blood and Wine looks stunning. When it launched, it featured a revamped lighting system that specifically suited the vibrant palette of Toussaint. The draw distance was improved, and the density of the foliage was increased. Walking through the city of Beauclair feels different than walking through Novigrad. It’s cleaner, sure, but it’s also more complex. The winding streets and multi-level plazas make the city feel like a real place people live in, rather than just a backdrop for NPCs.

The music deserves a shout-out too. Marcin Przybyłowicz and the team moved away from the heavy, Slavic folk-metal of the base game and toward something more "chivalric" but still haunting. The use of the accordion and more melodic strings captures that Mediterranean vibe perfectly, while still keeping the tension high during the vampire encounters.

The "Best" Ending Debate

There are three main endings to the expansion. None of them are perfectly "happy." You can end up with the Duchess and her sister reconciling, both of them dead, or Geralt in prison. The fact that the "good" ending is actually quite difficult to achieve—requiring you to read specific diary entries and make very specific dialogue choices—shows that the writers didn't want to hand you a win. You had to pay attention. You had to care about the lore.

The final scene of the game, where Geralt looks directly into the camera and gives the player a small, knowing smile, is one of the most iconic moments in RPG history. It’s a fourth-wall break that doesn't feel cheap. It’s an acknowledgment that the journey is over.


Actionable Tips for Your Next Playthrough

If you’re jumping back in or playing for the first time, don't rush the main quest. You’ll miss the heart of the expansion.

  • Prioritize the "Turn and Face the Strange" quest. This unlocks the Mutations system. Do it as soon as it becomes available (around level 35) or you’ll be playing with a gimped build for half the DLC.
  • Invest in Corvo Bianco early. The bed buff gives you extra health, and the library buff gives you more XP. It’s not just cosmetic; it’s a mechanical advantage.
  • Keep a save before "The Night of Long Fangs." This is the massive branching point. Depending on what you do here, you can miss entire sections of the map (like the Fairy Tale land).
  • Don't ignore the "Grandmaster" gear. The armor sets in Toussaint are the best in the game, but they are incredibly expensive to craft. Start saving your gold and dismantling jewelry for enriched dimeritium early on.
  • Talk to everyone in Beauclair. The "world-building" NPCs often have the best one-liners and small interactions that make the city feel alive.

The Witcher 3 Blood and Wine isn't just a DLC. It’s a masterclass in how to end a legendary story. It respects the player's intelligence, offers a massive amount of content, and manages to be both hilariously funny and heartbreakingly sad within the same hour. If you own the game and haven't finished Toussaint, you haven't actually finished Geralt's story. Go back. The wine is great, the monsters are terrifying, and the house is waiting for you.