The Witcher 3 – The Good, the Bad, and the Ugly (part 3)

I’ve talked about the more negative aspects of The Witcher 3, and now it’s time to move on to what makes it great.

Side quests

The Witcher 3 features hundreds of side quests – secondary quests, contracts, treasure hunts. What sets them apart from so many other RPGs is that they’re almost all interesting. There are no grindy, MMO-style kill or collection quests to be found here. Dragon Age: Inquisition (which I loved, but also has its share of problems) offered a ton of side quests too, but I often found myself asking – why am I doing this (other than for XP)? And I often couldn’t really find an answer. If it wasn’t collecting objects, it was a dozen quests that came from dead bodies. Meaningless filler.

The Witcher 3 Wild Hunt crone side quest

With The Witcher, I know why I’m doing the quests. Each one has a story, has a believable NPC that asks for your help. The information unravels as you progress, rather than dumping a bunch of exposition on you and sending you on your way. I see relationships develop between characters I probably won’t ever see again, experiences the foibles of the locals, get glimpses into the lives and deceptions of the people in Velen. It makes the world come alive, and even more importantly, makes me enjoy doing side quests rather than just going through the motions.

Even monster contracts, which could have been a simple matter of killing and returning to the quest giver, have a fair amount of depth. You much research the beast, track it, and use its weaknesses against it in order to defeat it. Many often feature an interesting, and usually sad, story.

Conversations and Decisions

The world of The Witcher is a morally grey one. There are a lot of decisions to be made, big and small, and often there’s no explicitly right or wrong answer. You may think you’re doing the good thing but it backfires, hurting people in the process. You usually end up choosing the lesser of two evils. I like that the game skips the twee icons or colour coding used by Bioware. The game doesn’t feel the need to explicitly say: “this is the sassy response, here’s the angry one, this is the romantic conversation option,” or tell you what it thinks is the pragmatic vs. sympathetic option. The dialogue options in The Witcher seem much more natural, and usually don’t put the burden of worrying what your companions will think on you.

Unlike many RPGs, The Witcher isn’t about saving the world. Geralt is a character who ultimately wields no political power, commands no armies. Witchers are supposed to be neutral. They kill monsters, take jobs for money. There’s no underlying pressure to do the “right thing” (aside from what the player’s own moral code may dictate). Being immersed in a world full of politics and intrigue without being the one in charge is actually quite a freeing gameplay experience.

Sex

The Witcher’s handling of sex gets better and better. As I mentioned in my first post, I like that The Witcher series features sex, and I like how it’s portrayed as a fun thing to do, rather than the path to everlasting love and devotion.

Here’s an experience I had with the game that I really enjoyed (minor spoilers for one side quest follow). In Novigrad we meet Rosa van Attre, one of the daughters of a Nilfgaardian diplomat. Through not totally honest means, I (Geralt) become her fencing instructor. She’s eager to learn, I’m good with swords, maybe something will come of this. Throughout the interactions with her, she’s a bit flirty. I teach her some things, and don’t go easy on her when she wants to have a real dual. She keeps talking about her corset pinching, and I’m thinking: wow, she totally wants me. As the quest winds down, I’m thinking I’m about to score and one final dialogue option appears. I say something which runs totally contrary to her political ideals, and she drops me like a bad habit. And it’s awesome. Maybe I should have said something else. Maybe sex was never on the table at all, and I was misreading the situation. If this was The Witcher 1, I would have given her what she wanted and she would have had sex with me. For sure. It seems CDPR has been learning some restraint over the years.

Character Design

The Witcher 3 Wild Hunt NPCs

You meet hundreds of characters throughout the game, and their facial designs are impeccable. They’re all so different. Some have lined and world weary faces. Some are conventionally attractive, many are far from it. With so many characters it would be easy for all but the major ones to blend together, but it’s obvious that CDPR put a lot of time and effort into making even minor characters look unique and realistic to the situation they’re in. Many games reuse the same few faces, the same flawless complexions, the same handful of hair styles, but not The Witcher 3. Characters are much more memorable when they don’t all look the same.


 

Have you been playing Witcher 3? What do you think?

The Best Game Trailers

Fallout 4 was announced today and a teaser trailer was released. The Internet (myself included) is hyped. However, I didn’t find the trailer that great. I’m mostly just excited by the idea of the game. Trailers are just a marketing tool, but some of them are exceptionally well done. Whether or not the game lives up to the trailer is another matter entirely, though. Here are the game trailers I consider the best and most memorable.

Since we’re on the topic, may as well start with this one.

Fallout 3

Back in 2007 there were a lot of rumors of a new Fallout game, but nothing concrete until this trailer was released. I remember seeing it for the first time, thinking “Is this Fallout?! It looks like Fallout. Oh my god, there’s the power armor, it’s Fallout!!!”The Fallout 3 teaser trailer didn’t tell us much, but it confirmed that there would in fact be a game, and it would be set in Washington DC. No gameplay was shown (and considering Bethesda’s ugly game engine, that’s really for the best) but the visuals brought back memories of the original, isometric Fallout games and the pull back shots were used very well to slowly reveal the expanse of the Wasteland. It was set to the haunting melody of the Ink Spots and featured Ron Perlman’s iconic line: War. War never changes. This trailer gave me goosebumps.

Bioshock

This trailer had me hooked from the very first shot. First, it had Bobby Darin (yeah, I like old music). Second, at the 2 second mark, there’s this brilliant frame of a man, underwater and this amazing, illuminated city far beneath him. There’s a brief moment of serenity as we see the art deco design of this underwater world, and then it gets right into the action. Guns, magic, metal monsters, and creepy little girls raised a hundred questions and made me want to know more.

Bioshock Infinite

Yup, more Bioshock. Say what you want about the games, but they sure do make great trailers. By the time the third game rolled around, we knew what they were about. We knew about Rapture, and expected the same dark, underwater world to explore (and shoot the fuck out of). The Infinite trailer came along and gave something completely new. I love the way it teased expectations by having that first underwater view end up being the inside of an aquarium. Instead of Rapture, the trailer showed a gorgeous, bright, city in the sky. Beautiful, but clearly no less dangerous. I also really liked that instead of playing up the power fantasy aspect of the game (which is the direction the TV commercial took), the reveal trailer gave us a view where we were completely helpless.

Dead Island

This one is a tear jerker. Zombie games had a tendency to be more mindless action than emotion (this was released before TWD S1), and this trailer showed us that they could be something else. Could being the important part. From what I’ve heard (I’ve not played it), this trailer has absolutely nothing to do with the actual game. It’s unfortunate that it’s so misleading, but taken on its own this is still a really good cinematic. The way it shows a scene both forwards and in reverse until they come together in the middle is really well done.

Parasite Eve

I remember seeing this way back in 1998 and thinking – this is a video game?! It looks great and has some of the most memorable music of any of the games I’ve played. It features a female protagonist and antagonist. And dinosaur monsters. Final Fantasy got me into RPGs, but this game offered an RPG with more horror and sci-fi elements. I remember getting this game for Christmas. There were people over and I couldn’t play it right away, so instead I kept this opening cinematic looping ALL day.

Witcher 2

I loved first Witcher game, so I was excited when the trailers for Witcher 2 started surfacing. This trailer doesn’t even feature the game’s protagonist, but does give an idea of what the game will be about – killing kings (in case the title didn’t give it away). Really, this is just one of the most impressive cinematics I’ve seen for a game. Though notice how they’ve specifically went out of their way to not have to animate any hair?

World of Warcraft: The Burning Crusade

When I think back to my many years playing WoW, Burning Crusade is the era I look back on most fondly. This expansion was the height of my excitement for the game. I had started playing near the tail end of vanilla, and was just getting into raiding as this came out. This trailer really captured the feel of the Outlands and gave us a big bad to look forward to, who would be looming over our heads until we got to Black Temple. “You are not prepared” is probably the most memorable bit of dialogue from all of WoW and this trailer brings back nothing but fond memories.


How about you? What are some of your favourite game trailers?

The Witcher 3: The Good, the Bad, and the Ugly (part 2)

Creating a game with a huge open world like The Witcher leaves a lot of room for error. When the world is so big, the systems are numerous and complex, and there is so much to do and see, it’s not easy to capture every issue in QA nor please everyone with the decisions made. Unsurprisingly, there are a lot of issues.

The Bad

Saves

Let’s start with the big one. I’m playing on XBox One and there’s an issue where the game will just stop saving your progress. Autosave won’t trigger, trying to manually save will return a message saying you can’t save at this time. If you die during this time, the game hangs indefinitely on the load screen. I’ve run into this 3 times and each time ended up losing a couple hours of gameplay. The cause seems to be allowing your game to get suspended, either by leaving it running with no activity or using another game/application without quitting the game. A hard reset is required to fix it. Now that I know the cause I can avoid it, and the developers have said they’re working on a patch, but still – this is really bad.

Accessibility

There are a number of easily fixable accessibility issues. For such a big world, a lot of things are really small.  The font size for text is tiny. It’s likely okay on PC, but as someone who plays on console and sitting 8 feet away from the TV, I really have to strain to read things. The subtitles for speech aren’t so bad, but it’s very difficult to read anything in the menus. Thankfully, this is something that will be patched soon. There’s also a bit of an issue with the symbols on the map. Areas you haven’t completed are indicated by a white symbol, while places you’ve finished are indicated by a slightly darker kind of grey, but really still looks white, because it’s so small symbol.

The Witcher 3 - map

I’m also a bit annoyed that the zone maps are so large that there are (many) times when you can’t zoom out far enough to see both your current location and your objective at the same time. The above image shows the zone map fully zoomed out, and it only shows about a quarter of the zone. Plus, if you zoom out any further, you end up on the world map and annoyingly have to reselect the zone to go back.

Combat

Combat is clunky. I know this isn’t necessarily an opinion shared by all, but I find the animations for each sword swing overly long and you need to wait until they’re completed before you can do anything else. This results in me furiously spamming my Sign button as I’m fighting, trying to finish off a sword strike with some fire to the face, and the game just not responding. It gets worse when you fight multiple enemies as they often come up and hit from behind while you’re still finishing your swing on another opponent and there’s nothing you can do about it. When things are going smoothly it’s not so noticeable but when you’re surrounded or against a tougher enemy, it seems like there’s a frustrating delay between each action.

One thing they did in this game is have Geralt automatically draw the correct sword for the opponent he’s fighting, which is great. When it works. About 5% of the time I find Geralt won’t draw any sword (especially if combat starts after a cutscene) and he’ll just start punching things. The clunky combat is really noticeable here, as if you instinctively do an attack when combat starts, you need to wait for the animation to complete before the game will respond to your command to draw a sword.

UI

The Witcher 3 - inventory screen

Most games, but huge open world RPGs in particular, really need better UI design. The Witcher 3 is no exception. Let’s start with the inventory screen. What a mess. First, there are just way too many items. I just counted and I have 183 items in my Alchemy and Crafting tab. There’s no custom sorting. There’s no search. It’s just a page full of stuff I know very little about.The huge amount of items in The Witcher doesn’t benefit the game in any way. I don’t need to pick up broken rakes or empty vials to be immersed in the world, they really just add clutter. Likewise, it would be easy enough to have fewer herbs and magical ingredients and just use the remaining in more recipes. At the moment I have 16 green mutagens in my inventory. Why? And why aren’t they all at least grouped together in my inventory? Do we really need both leather scraps and leather straps? You can craft or disassemble one into the other, so it makes me question why the need for that extra step.

When it comes to vendors one of my biggest complaints, that I’ve have for the whole series, is that the game gives you no indication if you already have a recipe or a book when you see it for sale. Reading books will often add entries to your bestiary or markers to the map, but only the first time you read it. Since there are dozens (maybe hundreds) of books in the game, it’s hard to keep track of what you’ve already read and what is worth buying. I probably waste a lot of money because of this.

A few other things

It’s nice to have an equine companion in game, but Roach sure is fussy. He listens to your commands when he feels like it, but bridges or changes in terrain will often make him come to a standstill. Also, Geralt’s verbal commands (slower, faster) often don’t even remotely correspond to my inputs.

Repairs. What a chore and a gold sink, especially at the start of the game when gold is hard to come by. Give me convenience over realism any day.

The Witcher 3 - lighting candles

And then there are the candles. So many candles and you can light, or extinguish, all of them! Sometimes the candles are right beside an object you’d like to pick up, or a person you’d like to talk to. It’s no fun having to re-position your camera until you can finally interact with the right thing, rather than playing with a stupid candle over and over again. In the above picture, the candle is laying across a book. Why would I want to light that?! Unless there’s a ‘burn the house down’ objective, don’t let me interact with this. This is going to be patched soon – “Geralt will not longer interact with candles near chests and other interactive elements.” Really, I don’t see a need to be able to interact with candles at all. Light a brazier or torch in a dark dungeon – sure. Candles in houses? No thanks.


Most of these issues aren’t huge, but put together they result in a lot of frustration. Hopefully upcoming patches will resolve a few of these but I have to say, when I buy a game on release day I expect a finished product.

All is not lost, next time I’ll talk about all the things I love about The Witcher 3.

The Witcher 3: The Good, the Bad, and the Ugly (pt. 1)

The Witcher 3 was one of the games I was most excited for this year. I really enjoyed both of the previous installments, and looked forward to seeing what they would do on the latest generation of consoles. The game has managed to both exceed my expectations and disappoint me. In theory, it’s a fantastic game. But in practice, there are a thousand small annoyances that add up an at times deplete any enjoyment.

Let’s start at the bottom.

The Ugly

It’s hard to mention The Witcher without bringing up the topic of sexism. Now, when I talk about sexism, I’m not talking about the sex. Witcher 1 had some problematic things and liked to hand out sex as a reward for quests as well as having those weird sex cards every time you slept with a woman, while its portrayal in Witcher 2 was immensely improved. I have no problem with sex in games, in fact, I like it. I also enjoy that The Witcher treats sex as a pastime rather than the path to, or goal of, everlasting love. Though I’d prefer if kissing was left offscreen until it can be animated in such a way that it doesn’t look like someone is jamming together the faces of a Barbie and Ken doll.

But I digress.

The Witcher features a lot of violence against women. True, it features a lot of violence against everyone, but the question that needs to be asked is: Could this violence be happening to anyone? Or is this violence happening to a woman because she’s a woman? In a number of cases, the violence we see and hear about would not likely be perpetrated against a man. One of the early quests in the game has you searching for a Baron’s missing wife and daughter. As it turns out, the Baron is a violent drunk who abused his wife which is why they ran off. The game then tries to turn things around and make him into a sympathetic character. I personally didn’t see much of this as any time he tried to explain himself to me, I told him I didn’t care, but the end of the quest line definitely seems to push the idea that he’s now a changed man and should be forgiven.

There’s also the fact that so many of the monsters in the world are twisted representations of women. Noonwraiths are women killed before their wedding days. Strigas are women transformed into monsters by a curse. Hags (water, grave, take your pick) and harpies are also specifically female monsters with obviously female forms. Many of these are women who are in their present form because of some violence against them, and now we are killing them. Again. “But, source material!” many say. Yes, The Witcher is based on a series of books and short stories, which themselves draw from Slavic and other European myths. But no one adapts material 1-to-1. Making updates and selective editing of a work that originally debuted in the 1980s is definitely not unheard of. The game’s developers have artistic licence and make deliberate decisions on what gets included or emphasized and what does not.

The Witcher 3 cinematic screencap

You barely even have to play the game to see where priorities lie. One of the game’s cinematic trailers features a woman being beaten and about to be executed by a group of 3 men, out in the wilderness. Her clothes are torn, her size is diminutive in comparison. Geralt comes along and saves her. The point is the men are monsters, but it sends a pretty clear message about who their victims are. In the launch trailer Geralt approaches an attractive young woman who quickly disrobes, in a very sexual way, then turns into a wraith and flies away. Geralt stalks her into a building, where a battle takes place and he kills her. As she dies she returns to her naked human form, the camera lingering on her pretty face as the light extinguishes from her eyes. I think it’s especially damning that these are the scenarios chosen for the purpose of marketing the game. The Witcher 3 has some great storytelling, fantastic questlines, and a dedication to showing that the world is a place of moral grey areas where there often is no right answer. But there are so many other ways to show this. Why does it have to be women being abused, sexualized, and killed that is used to get this point across?

I don’t consider the character Geralt to be sexist, but the world of The Witcher definitely is. It’s unfortunate and at times, it’s bad enough to impact my enjoyment of the game.


I went on about that for a bit longer than I planned, so I’m going to make this a 3 parter. Next post I’ll talk a bit about the gameplay annoyances, and conclude it all with the aspects of The Witcher 3 that make it great.

Tips for The Witcher 3: Wild Hunt

The long awaited Witcher 3 was just released. This third and final installment introduces open world gameplay, and though some aspects of the game have been streamlined, there’s still a lot to learn as you’re playing. Here are a few tips I’ve learned as I’ve been playing. I’ve played on normal, on XB1. This post is spoiler free.

The Witcher 3: Wild Hunt

General

  • The Bestiary is important. Unlike most games, it doesn’t just give history but actual useful information. Before fighting monsters, check the bestiary for its weaknesses to certain items, bombs, or signs.
  • When you pick up books, make sure to give them a read before you ditch them, they may add something to your Bestiary.
  • Meditate. You can do it pretty much anywhere out of combat. It will refill your health (on most difficulties), and restock your potions.
  • You can usually find armor and weapon enhancers in towns or outposts, use them when you see them for a temporary upgrade.
  • If you’re short on money, keep an eye out for treasures and caches on the map.
  • If you come across a monster nest you need to destroy, walk up to it and you should get a button prompt. Don’t just toss bombs at it.

Travel

  • You can fast travel at signposts, but do it too often and you’ll risk missing things out in the world.
  • If you’re mounted you can hold down A and your horse will follow the path without having to be steered.
  • You can fight while mounted.

Items

  • Pick up everything (but don’t spend hours picking flowers, unless that’s what you’re into). The inventory UI isn’t great, but you can generally use items to craft things, or disassemble them into crafting mats.
  • You only need to make things like potions once. After this, they are replenished during meditation using alcohol.
  • An item called Potion of Clearance will let you reassign your skill points, but costs 1000g. The first place I found one of these was Keira’s hut.
  • Repair your equipment when you can, but don’t waste money repairing the junk you plan to sell or disassemble. Repair kits are also sold and come in handy in dungeons.

Leveling and Quests

  • In this game, you have to ‘equip’ skills, and in the beginning you only get 3. So it’s best to pick a couple favourite abilities (I like to focus on fast attacks and Igni) and put many points into them rather than spreading them out over many abilities.
  • Equip a mutagen that will buff your most important equipped skills (they’ll be the same colour).
  • Do all the available side quests before you face your first big enemy. Experience and gold were a bit hard to come by at the start of the game.
  • Check the bounty board in each new town.
  • Secondary quests can vary wildly in level. Make sure you check the level of the quest before tackling it, you generally want to be within 2 levels of it.

Combat

  • This is the first Witcher game where you have a ranged weapon, so don’t forget about it. While it doesnt do a lot against armored enemies, it’s good when things are out of range or in the air.
  • Dodge a lot. Parry enemies with swords. Attack from the back.
  • You’ll sometimes have a companion with you in combat – let them serve as a distraction so you can attack from the back.
  • If your offensive signs aren’t proving effective against certain enemy types, Quen is always a good choice.
  • You can only assign 2 potions or foods to hotkeys, but you can also consume them from the inventory screen.
  • You can eat and drink in combat.

When in doubt…

  • Use your Witcher sense (L2). It’s necessary for many quests. Quest-related items and locations will glow red, while objects you can loot will glow orange.
  • Use Aard. If you’re stuck, there may be a door you can knock down or rubble that can be cleared with your telekinetic burst.
  • Check your quest log.

Have fun!

When Music Makes the Game

Yesterday I started playing Far Cry 3: Blood Dragon. I’ve never played a Far Cry game, but heard good things about this one so I wanted to give it a go. I get through the cinematic intro and the gameplay starts. I’m in a helicopter, with a laser gun, and Little Richard’s Long Tall Sally is playing. Boom, I’m instantly hooked. And I’ve never even seen Predator. A good song automatically gets me excited to play.

It got me thinking about how a good licensed soundtrack can really enhance a game. One series that uses music exceptionally well is Saints Row. Popular music is used enhance set pieces – in SR3, Kanye’s Power plays as you take over a rival gang’s penthouse apartment, and Holding Out for a Hero is the track when you race to rescue your crew near the end of the game; in SR4 Don’t Wanna Miss a Thing plays as you’re selflessly risking life and limb to diffuse a nuke and save the United States from an attack.

Music is also used to help you bond with your homies on their loyalty missions. Pierce’s mission is always a highlight in the games for me, with SR3 having him and The Boss sing along to What I Got, while it’s Opposites Attract that offers a bonding moment in SR4. It’s the music that gets me into the game, and performances of the voice actors that make the characters come to life.

Another game that uses licensed music in a spectacular way is Spec Ops: The Line. Vietnam era rock is a mainstay of the war shooter, even those set in present or future days. While The Line does deliver a few of these classics, such as songs by Hendrix, Deep Purple, or the lyrically relevant Nowhere to Run by Martha & the Vandellas, it also delivers some more diverse, though ultimately very fitting songs. Rather than stick to the 60s and 70s catalogues for the soundtrack, it ventures into more recent music that plays homage to the sounds and messages of the era, such as the Canadian rock band Black Mountain’s Stormy High, or The Black Angels’ The First Vietnamese War. More unexpected are the addition of Mogwai’s quiet RU Still In 2 It or Björk’s Storm. However, though they are unexpected, they fit the tone of the game perfectly. Spec Ops: The Line is a game that subverts expectations in many ways, not just musically but narratively. I highly recommend listening to the soundtrack, preferably as you play the game.

Good music can also be used to great effect in trailers, often making me interested in a game that would otherwise fly right under my radar. My feelings on the Call of Duty franchise are quite ambivalent. Advanced Warfare was the first game I played (and reviewed) in the series, and while I thought it was a solid shooter, it didn’t send me running out to pick up any of the other 700 games in the franchise. When the Black Ops III trailer released a few weeks ago, I thought it looked great. However, after thinking about it for a while, it occurred to me that the use of The Rolling Stones’ Paint it Black was responsible for 99% of my excitement. The actual gameplay doesn’t look much different than AW. This is not the first CoD trailer to make use The Rolling Stones either.

Original soundtracks also often make a game for me, with Bastion being the soundtrack I always think of first, but that’s a topic for another post.


Is there any particular use of licensed music in a game that sticks out for you?

Revisiting The X-Files – Ice

“Before anyone passes judgment, may I remind you, we are in the Arctic.”

Cold open. Literally. It’s dark and blustery. A whining dog walks through a research station, passing bodies as it goes. A lumbering man with a gun turns on recording equipment and begins to speak – “We’re not who we are” then is attacked by another man. The ensuing struggle leaves them pointing guns at each other, in a standoff. Reaching a silent understanding, they slowly point their guns at their own heads. A quick cut to outside, and two shots are heard. It goes no further than this. Or does it?

After a few middling episodes, Ice offers a breath of fresh, cold air and is the first episode that really showed X-Files as something that could be great. Mulder and Scully are sent to investigate the disappearance of the Arctic Ice Core project team, who haven’t been heard from since the video recorded in the opening. Some scientists and a helicopter pilot are also along for the ride (one of whom is played by Felicity Huffman), meaning the agents will be trapped in the arctic with a group, rather than just each other.

From the start, paranoia is rampant. Doctor’s Da Silva and Hodge request everyone show ID so they all know everyone is who they say they are. These two are also immediately suspicious of Scully and Mulder, assuming they know more than they’re letting on because they work for the government.

X-Files season 1 - Ice

We start discovering what happened when a dog attacks the helicopter pilot, Bear. The dog shows symptoms similar to bubonic plague and Bear, in secret, discovers he has the same symptoms after he’s been bitten. He immediately becomes paranoid and aggressive and the doctors soon notice a worm wriggling around under his skin. When the worm is removed, he dies. Things devolve into chaos as the survivors wonder who else may be infected. Who’s not really who they are? The influence of The Thing is plain to see.

This is a really great Scully and Mulder episode, and a standout for Scully in particular. While everyone else is losing their heads, Scully is the only one who keeps a semblance of cool. She stays scientific and analytical, while everyone else engages in a witch hunt. As Mulder’s paranoia grows, we think he may be infected but really, that’s just Mulder. The pair get a couple great scenes together, as their trust in each other is tested but ultimately grows.

X-Files season 1 - Ice

One of the more dramatic scenes has Scully and Mulder pointing guns at each other after Mulder is found with the body of Dr. Murphy, a reflection of the scene from the intro. Mulder is the  one to lower his gun first, as Scully suggests that he may not be who he is. He’s locked away and its up to Scully to find a solution to their problems, which she does very quickly. It turns out the creatures causing the infection will not tolerate each other and will kill one another if a second specimen is introduced into the host.

Scully, unsure that Mulder really is the one infected, goes to talk to him alone.  The agents inspect each other for physical symptoms in a scene that’s slightly reminiscent of the examination scene from the pilot, but much less gratuitous. It comes down to Hodge and Da Silva vs. Scully and Mulder, each pair convinced the other is infected. But it’s Da Silva who, at the last minute, is discovered to be the one. The agents work together to hold her down and she’s given the last worm.

Aside from being one of the more well-written and thrilling episodes of The X-Files so far, I really like how Ice showed much more respect to Scully than she had gotten previously. Her scientific background comes into play when she realizes how to cure the infection, and her skepticism ensures she never gives in to the hysteria being experienced by the other characters. Scully finally gets to be the hero here.