Posted June 12, 2011
Considering GOG is a sister company for CDP I thought this is probably the best avenue to leave some constructive feedback that might hopefully be passed onto the devs in some capacity, whether it be some aggregate feedback caculated by them later on, or whether some of them actually peruse this forum (its possible!). At the very least, we can discuss what we'd like to see fixed in Witcher 3. :)
To start, I really enjoyed the game. I finished a playthrough on Roche's path and intend to go through Iorveth's when I get the chance. However, I did notice some glaring design flaws that need addressing.
Mutagens
These kind of baffled me and seemed to be a heavily underused feature. Throughout the entire game you only get a handful of slots that you can't even overwrite, but you still continuously find better mutagens everywhere. You would think that you would be able to slowly upgrade them or switch them out, but they're permanent. There's little variety, and their effects are not meaningful.
Reverse Learning Curve
At the start of the game combat is very challenging, but towards the end its a cakewalk (atleast with my Quen/Passive Swordsman build). I would've prefered if the difficulty steadily increased. Maybe this just means I should play on a more difficult setting, but the problem is the game was difficult at the start and got too easy when my abilities let me overpower enemies too easily and with little skill involved aside from refreshing Quen without being interupted. Ideally enemies should become more varied and intelligent to increase the challenge as Geralt improves, but this didn't happen.
What delayed consequences?
I LOVED the delayed consequences system in the first game; it blew my mind that consequences were so far delayed that I couldn't reload an earlier save if I didn't like the outcome, because it was too far back. Witcher 2, however, felt more like Mass Effect (which I also love), where I find myself continually replaying a scene because I know immediately what the outcomes are and how to fix them to my liking.
Additionally the problem wasn't just consequences weren't delayed, its that in most of the cases you never even learn the consequences! In the first game after each chapter you got a neat summary telling you what you did, and why it lead to an outcome, or atleast some of the outcome. In this game that doesn't really happen - you might learn the consequences, but its vague and it doesn't show you the chain of events you set in motion. I was similarly disappointed that I didn't see any of my major choices in the game ever come into long term fruitition - it was always short-term, and the cause-effect relationship wasn't entirely apparant. The ending was abrupt and I didn't really learn the kind of fate I had just set in motion for the world.
Item Weights
The bag was poorly balanced to the type of behaviour the game encourages - keeping all crafting materials because you might need them later. By the time I got halfway through chapter 2 I had about 220/300 of my bag permanently occupied by stuff I intended to keep, leaving me room for only a few pieces of armor found in a cavern or the like until I had to go back to town to sell. In the end I went with a weightless mod and found the game far more enjoyable after that. I'm usually against playing a game as anything but as intended, but this oversight alone caused me great displeasure while I left it unchecked. There are many ways this can be addressed.
Loading Times
I don't know how you guys did it, but I was shocked at how fast you made the loading compared to the first game, and anything else I've played for that matter. Its better than any other PC game I've played to date (excluding old games on new hardware).
Now reading this you might think I didn't like Witcher 2, but I thoroughly enjoyed it! When you play a game for 30 hours or so though, you kind of notice things.
To start, I really enjoyed the game. I finished a playthrough on Roche's path and intend to go through Iorveth's when I get the chance. However, I did notice some glaring design flaws that need addressing.
Mutagens
These kind of baffled me and seemed to be a heavily underused feature. Throughout the entire game you only get a handful of slots that you can't even overwrite, but you still continuously find better mutagens everywhere. You would think that you would be able to slowly upgrade them or switch them out, but they're permanent. There's little variety, and their effects are not meaningful.
Reverse Learning Curve
At the start of the game combat is very challenging, but towards the end its a cakewalk (atleast with my Quen/Passive Swordsman build). I would've prefered if the difficulty steadily increased. Maybe this just means I should play on a more difficult setting, but the problem is the game was difficult at the start and got too easy when my abilities let me overpower enemies too easily and with little skill involved aside from refreshing Quen without being interupted. Ideally enemies should become more varied and intelligent to increase the challenge as Geralt improves, but this didn't happen.
What delayed consequences?
I LOVED the delayed consequences system in the first game; it blew my mind that consequences were so far delayed that I couldn't reload an earlier save if I didn't like the outcome, because it was too far back. Witcher 2, however, felt more like Mass Effect (which I also love), where I find myself continually replaying a scene because I know immediately what the outcomes are and how to fix them to my liking.
Additionally the problem wasn't just consequences weren't delayed, its that in most of the cases you never even learn the consequences! In the first game after each chapter you got a neat summary telling you what you did, and why it lead to an outcome, or atleast some of the outcome. In this game that doesn't really happen - you might learn the consequences, but its vague and it doesn't show you the chain of events you set in motion. I was similarly disappointed that I didn't see any of my major choices in the game ever come into long term fruitition - it was always short-term, and the cause-effect relationship wasn't entirely apparant. The ending was abrupt and I didn't really learn the kind of fate I had just set in motion for the world.
Item Weights
The bag was poorly balanced to the type of behaviour the game encourages - keeping all crafting materials because you might need them later. By the time I got halfway through chapter 2 I had about 220/300 of my bag permanently occupied by stuff I intended to keep, leaving me room for only a few pieces of armor found in a cavern or the like until I had to go back to town to sell. In the end I went with a weightless mod and found the game far more enjoyable after that. I'm usually against playing a game as anything but as intended, but this oversight alone caused me great displeasure while I left it unchecked. There are many ways this can be addressed.
Loading Times
I don't know how you guys did it, but I was shocked at how fast you made the loading compared to the first game, and anything else I've played for that matter. Its better than any other PC game I've played to date (excluding old games on new hardware).
Now reading this you might think I didn't like Witcher 2, but I thoroughly enjoyed it! When you play a game for 30 hours or so though, you kind of notice things.
Post edited June 12, 2011 by Vanit