The Witcher 3: Hearts of Stone (DLC) (Xbox One)
A Faustian folk tale squeezed into 15-20 hours of some of the sharpest writing CD Projekt RED has ever put on screen. Geralt gets himself indebted to the devil, and it only gets weirder from there.
GamerScout Verdict
If you liked Witcher 3 but wished the main villain felt genuinely menacing, Hearts of Stone fixes exactly that in a focused, replayable story package.
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About The Witcher 3: Hearts of Stone (DLC) (Xbox One)
Hearts of Stone is the first paid expansion for The Witcher 3: Wild Hunt, and it earns a rare distinction: it tells a tighter, more emotionally focused story than the base game it extends. The setup is classically Witcher - a straightforward monster contract in the Novigrad sewers - but the rug pull arrives fast. Geralt kills a toad that turns out to be an Ofiri prince, winds up chained on a prison ship, and is rescued by Gaunter O'Dimm, a mild-mannered traveller who is very obviously not what he seems. O'Dimm, also called Master Mirror, is a soul-collecting supernatural con artist who manipulates time with a clap of his hands and quietly terrifies every room he enters. He works as an antagonist in a way the Wild Hunt never quite managed: he is present, witty, and genuinely unpredictable, showing up throughout the story rather than looming off-screen as a distant threat. The actual plot revolves around Olgierd von Everec, a cursed immortal bandit lord whose backstory is doled out carefully across three main quest tasks - a heist at the Borsodi auction house, a surreal night spent haunting a wedding inside the body of Olgierd's dead brother Vlodimir, and a melancholy errand into a painted ghostly manor. Each of those quests has a completely different tone and mood: the heist is tense and choices-matter, the wedding is genuinely funny, the manor is quiet and sad. It is the kind of quest variety that most open-world RPGs chase and rarely catch. By the end, the morally grey question of whether to save Olgierd or let O'Dimm claim his soul lands with real weight, especially once you understand why Olgierd became what he is - O'Dimm's original bargain literally stripped him of the capacity for emotion, which explains almost everything awful he has ever done. Mechanically, Hearts of Stone adds the Runeword system, which lets a special merchant combine runes and glyphs into runewords that modify core gameplay - a welcome layer of build customisation on top of the existing sign and combat trees. The Viper Witcher gear set, which grants poison immunity, is craftable here. New Gwent cards featuring Olgierd and O'Dimm slot neatly into the deck-building side of things, with lane-modifier abilities that reward knowing how your close combat, ranged, and siege rows interact. The expansion sits in the northeastern map region near Oxenfurt, which the base game left largely underdeveloped, so even returning players will find points of interest that feel new. Enemy scaling assumes you are around level 30, so do not roll in fresh out of White Orchard expecting a smooth ride. The weak spots are real but minor. Shani, the returning love interest from the first Witcher game, feels underdeveloped here unless you already have nostalgia for the original - the romantic subplot reads as rushed for anyone coming in without that history, and the dialogue options push Geralt toward feelings he may not feel like he has. The early quests also ask you to work for two people you have every reason not to trust, which creates a slow burn before the story earns your investment. The final confrontation with O'Dimm, a riddle-and-clock puzzle inside a twisted pocket dimension, is clever and entirely unlike a standard boss fight - no button-mashing required, just observation and lateral thinking. Whether you beat him or let him walk away with Olgierd's soul, the ending resonates.

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Game Info
- Developer
- CD Projekt RED
- Publisher
- CD PROJEKT RED
- Release Date
- Oct 13, 2015