Posted May 19, 2011
high rated
I understand that player-written reviews are often never read. I myself only glance at them, most of the time. But I found myself voicing both praises and concerns across many posts on many forums. On the off-chance that a dev might read it, I wanted to articulate my thoughts in a single, comprehensive review. It's like voting: your vote is unlikely to change anything in the grand scheme of things, but you can sleep better knowing your fulfilled your civic duty and due diligence. So this me, fulfilling my gamer's civic duty. :)
The Witcher 2 provides immersive RPG gameplay, an authentic and gritty atmosphere as well as some unforgettable moments, but certain questionable design choices make you wonder: “what were they thinking?”
Let me preface this by saying I adored the first Witcher. I first bought it in retail in 2008, then again on Steam (this time the Enhanced Edition) in 2009, and again, recently on GOG.com, CDProjekt’s sister company. Why three times? Simply put, I wanted to support an independent studio that catered to their players’ needs in an era where publishers dictate terms to please investors instead. I completed The Witcher four times in its entirety. I was seduced by its engrossing storytelling qualities, the mature feel of the game and its unusual take on combat mechanics and gameplay (such as the role of alchemy). The Witcher was an imperfect game at release, but in my opinion, very near perfection in its EE state. It lacked the polish of certain AAA titles, but because it remained so close to old style RPG roots, any superficial dents could not deter my appreciation of this great game. Suffice to say, I pre-ordered The Witcher 2 in November 2010, and it became one of my most anticipated game release of all time.
After completing the Witcher 2 once on “normal” mode, I must admit my experience has been both enthralling and unforgettable, but questionable design changes compared to the first game, a lack of interface polish and the clear signs of consolitis symptoms have made dents into what could have been a perfect (10/10) game.
***
The Witcher 2’s storyline picks up a month after the shocking finale of the first game. I wish to keep this review spoiler-free (for those who haven’t played either games), so I will simply say the storytelling is as polished as it was in TW1. The influence of prominent and talented writer Andrzej Sapkowski is clearly felt, and is what sets the Witcher series apart from other RPG. Characters are fully fleshed out, each have their interesting backstory, and thanks to improved voice acting, TW2 could not feel more authentic. As Michael Yavish said in his excellent review on Gameradar, the mature elements used in the game do not feel gimmicky or immature simply because they are entrenched in the general atmosphere and level design. The Witcher 2 doesn’t try to look or feel mature by adding senseless gore or nudity, it simply IS. From the visuals to the sharp dialogs, it all comes together to create an authentic mature setting that you can totally believe. It does so unapologetically, without restraint or shame, and I am thankful for it.
Graphically, the game is simply astonishing. Again, it lacks certain features that AAA titles might have (no doubt due to the sub 10M budget), such as proper optimization for SLI or Crossfire configurations and the lack of 16:10 aspect ratio support. There are numerous advanced settings users can tweak to get the best appearance/performance ratio. From antialiasing (specifically MLAA), SSAO, motion blur, depth of fields, bloom (no HDR), shadows and textures quality, light shafts, Ubersampling (a proprietary function of the RED engine, designed in house by CPR, that enhances graphics but at a very steep performance price), vignetting, decals to texture memory size, it’s all there. It looks gorgeous, textures feel organic and from lush forests to burning battlefields, your eyes will be feasting on the sceneries. I rate the graphics with a solid 10/10.
On the audio front, I was once again seduced by the soundtrack. Wonderfully composed, it suits the atmosphere perfectly. I must admit disappointment in a voice actress change for Triss, which now sounds a bit younger and softer, whereas the Triss in the original game sounded somewhat more mature. Generally, and I mean 99% of the time, the voice overs are exceptional, both in English and Polish. TW1 suffered from blend voice overs at times, but a lot more care was put in this installment. Character will scream, cry, laugh or call for help in terror, and you’ll believe it each time. It helps a great deal with immersion, and the quality of the voice and music work ascends CPR to the same playfield as Bioware and Bethesda. It’s too bad their audio engine suffers from several, but minor bugs. If it weren’t for these, this category would also deserve a perfect score. Alas, a 9/10 it is.
The interface feels unpolished, clunky and frankly, a huge step backward compared to TW1. The first game made use of the traditional grid-like inventory system that most RPG players are used to. It was intuitive and everything was easily accounted for at a quick glance. The auto-sorting feature sorted all the items by type automatically, the Enhanced Edition provided a separate alchemy bag for the ingredients, and it overall felt very RPG-like. Rather than criticize the aspects that bug me in an incomprehensible wall of text, I have devised a list of features that I think would merit further elaboration.
1. Lack of storage
TW1 provided storage options. One simply needed to visit an Inn to access it. I do not know of ANY RPG game out there that doesn’t offer some kind of storage in one form or another. The inclusion of a crafting system in TW2 means you will encounter a LOT of material that take a lot of space. The inventory system is now nearly identical to Fallout 3: you are no longer limited by SPACE like in TW1, but by WEIGHT. I don’t care which limiting factor you impose on a player (space or weight), but not offering any storage option is a serious design oversight to me. If Triss is able to conjure up some raw steaks at a party for a princess, there should be a way to bring storage in TW2 in a way that satisfies the immersive quality required for the storytelling.
2. Drinking potions in meditation
This was brought up in my review in more detailed, but simply put, the current mechanic seems to favor plot device over gameplay quality. There is simply no way, other than guessing or dying and reloading, to plan ahead. This is another serious oversight that seems contradictory with Geralt’s abilities. Some fans have hypothesized that the devs wanted to make the game feel more like the introductory cinematic of the first game, when we see Geralt preparing for the Striga encounter. In this context, Geralt knew which foe he would be facing in advance, so it made sense to picture his potion drinking habits as a stratagem rather than an on-the-fly resource. In reality, and practically speaking, it’s a poor implementation.
3. Lack of highlighting key
This is, by far, my biggest gripe. In TW1 and indeed, in almost every RPG I can think of,
I used a highlighting key to make the names of containers or NPC “pop up”. It was useful to take my bearings and make sure I didn’t miss on loot. It was an optional button that wasn’t forced on you for those who preferred a most authentic gaming experience. In TW2, we now have a medallion that can be activated with a Z key. It unleashes a wave of orange light at a very limited range, and serves to “highlight” loot containers/bodies by applying a distinct red glow to them. Unfortunately, the glow is insufficient in swampy areas, and it doesn’t highly NPC names. Furthermore, the medallion is on a timer, which is even more annoying.
A better system would have been to keep the medallion system to highlight loot, but remove the timer and STILL make a highlight button available to identity buildings and NPC. That way, players who wish to stick to more limited highlighting abilities to favor immersion can only use the medallion, and the rest of us could make use of an alternate button that would identify buildings and NPC as in the first game.
The situation as it is leaves the game lacking. The mini-map is unbelievably uninformative and unhelpful, and this lack of feature of greatly missed.
4. Inability to see ingredient types at a quick glance
In TW2, you need to select each ingredient in your list one by one to see their type, whereas in the first game, a color system was used. A colored dot appeared in the bottom right corner of the ingredient's icon, which made it easy to glance at the inventory and see what was worth harvesting and what you had plenty of already. This, I believe, is a symptom of consolitis. I am NOT advocating the game is a console port, but it's clear they wanted to keep the menus console-friendly for potential future expansion in the console scene.
5. Inability to see what diagrams we already have
TW1 provided a clear method to know which book or formula you already possessed. "You've already read this" would appear in the prompt that popped-up when you moused over an item in your inventory. There is no such system in TW2, which forces you to go through your list one by one. It is a huge waste of time, and becomes frustrating very quickly.
The Witcher 2 provides immersive RPG gameplay, an authentic and gritty atmosphere as well as some unforgettable moments, but certain questionable design choices make you wonder: “what were they thinking?”
Let me preface this by saying I adored the first Witcher. I first bought it in retail in 2008, then again on Steam (this time the Enhanced Edition) in 2009, and again, recently on GOG.com, CDProjekt’s sister company. Why three times? Simply put, I wanted to support an independent studio that catered to their players’ needs in an era where publishers dictate terms to please investors instead. I completed The Witcher four times in its entirety. I was seduced by its engrossing storytelling qualities, the mature feel of the game and its unusual take on combat mechanics and gameplay (such as the role of alchemy). The Witcher was an imperfect game at release, but in my opinion, very near perfection in its EE state. It lacked the polish of certain AAA titles, but because it remained so close to old style RPG roots, any superficial dents could not deter my appreciation of this great game. Suffice to say, I pre-ordered The Witcher 2 in November 2010, and it became one of my most anticipated game release of all time.
After completing the Witcher 2 once on “normal” mode, I must admit my experience has been both enthralling and unforgettable, but questionable design changes compared to the first game, a lack of interface polish and the clear signs of consolitis symptoms have made dents into what could have been a perfect (10/10) game.
***
The Witcher 2’s storyline picks up a month after the shocking finale of the first game. I wish to keep this review spoiler-free (for those who haven’t played either games), so I will simply say the storytelling is as polished as it was in TW1. The influence of prominent and talented writer Andrzej Sapkowski is clearly felt, and is what sets the Witcher series apart from other RPG. Characters are fully fleshed out, each have their interesting backstory, and thanks to improved voice acting, TW2 could not feel more authentic. As Michael Yavish said in his excellent review on Gameradar, the mature elements used in the game do not feel gimmicky or immature simply because they are entrenched in the general atmosphere and level design. The Witcher 2 doesn’t try to look or feel mature by adding senseless gore or nudity, it simply IS. From the visuals to the sharp dialogs, it all comes together to create an authentic mature setting that you can totally believe. It does so unapologetically, without restraint or shame, and I am thankful for it.
Graphically, the game is simply astonishing. Again, it lacks certain features that AAA titles might have (no doubt due to the sub 10M budget), such as proper optimization for SLI or Crossfire configurations and the lack of 16:10 aspect ratio support. There are numerous advanced settings users can tweak to get the best appearance/performance ratio. From antialiasing (specifically MLAA), SSAO, motion blur, depth of fields, bloom (no HDR), shadows and textures quality, light shafts, Ubersampling (a proprietary function of the RED engine, designed in house by CPR, that enhances graphics but at a very steep performance price), vignetting, decals to texture memory size, it’s all there. It looks gorgeous, textures feel organic and from lush forests to burning battlefields, your eyes will be feasting on the sceneries. I rate the graphics with a solid 10/10.
On the audio front, I was once again seduced by the soundtrack. Wonderfully composed, it suits the atmosphere perfectly. I must admit disappointment in a voice actress change for Triss, which now sounds a bit younger and softer, whereas the Triss in the original game sounded somewhat more mature. Generally, and I mean 99% of the time, the voice overs are exceptional, both in English and Polish. TW1 suffered from blend voice overs at times, but a lot more care was put in this installment. Character will scream, cry, laugh or call for help in terror, and you’ll believe it each time. It helps a great deal with immersion, and the quality of the voice and music work ascends CPR to the same playfield as Bioware and Bethesda. It’s too bad their audio engine suffers from several, but minor bugs. If it weren’t for these, this category would also deserve a perfect score. Alas, a 9/10 it is.
The interface feels unpolished, clunky and frankly, a huge step backward compared to TW1. The first game made use of the traditional grid-like inventory system that most RPG players are used to. It was intuitive and everything was easily accounted for at a quick glance. The auto-sorting feature sorted all the items by type automatically, the Enhanced Edition provided a separate alchemy bag for the ingredients, and it overall felt very RPG-like. Rather than criticize the aspects that bug me in an incomprehensible wall of text, I have devised a list of features that I think would merit further elaboration.
1. Lack of storage
TW1 provided storage options. One simply needed to visit an Inn to access it. I do not know of ANY RPG game out there that doesn’t offer some kind of storage in one form or another. The inclusion of a crafting system in TW2 means you will encounter a LOT of material that take a lot of space. The inventory system is now nearly identical to Fallout 3: you are no longer limited by SPACE like in TW1, but by WEIGHT. I don’t care which limiting factor you impose on a player (space or weight), but not offering any storage option is a serious design oversight to me. If Triss is able to conjure up some raw steaks at a party for a princess, there should be a way to bring storage in TW2 in a way that satisfies the immersive quality required for the storytelling.
2. Drinking potions in meditation
This was brought up in my review in more detailed, but simply put, the current mechanic seems to favor plot device over gameplay quality. There is simply no way, other than guessing or dying and reloading, to plan ahead. This is another serious oversight that seems contradictory with Geralt’s abilities. Some fans have hypothesized that the devs wanted to make the game feel more like the introductory cinematic of the first game, when we see Geralt preparing for the Striga encounter. In this context, Geralt knew which foe he would be facing in advance, so it made sense to picture his potion drinking habits as a stratagem rather than an on-the-fly resource. In reality, and practically speaking, it’s a poor implementation.
3. Lack of highlighting key
This is, by far, my biggest gripe. In TW1 and indeed, in almost every RPG I can think of,
I used a highlighting key to make the names of containers or NPC “pop up”. It was useful to take my bearings and make sure I didn’t miss on loot. It was an optional button that wasn’t forced on you for those who preferred a most authentic gaming experience. In TW2, we now have a medallion that can be activated with a Z key. It unleashes a wave of orange light at a very limited range, and serves to “highlight” loot containers/bodies by applying a distinct red glow to them. Unfortunately, the glow is insufficient in swampy areas, and it doesn’t highly NPC names. Furthermore, the medallion is on a timer, which is even more annoying.
A better system would have been to keep the medallion system to highlight loot, but remove the timer and STILL make a highlight button available to identity buildings and NPC. That way, players who wish to stick to more limited highlighting abilities to favor immersion can only use the medallion, and the rest of us could make use of an alternate button that would identify buildings and NPC as in the first game.
The situation as it is leaves the game lacking. The mini-map is unbelievably uninformative and unhelpful, and this lack of feature of greatly missed.
4. Inability to see ingredient types at a quick glance
In TW2, you need to select each ingredient in your list one by one to see their type, whereas in the first game, a color system was used. A colored dot appeared in the bottom right corner of the ingredient's icon, which made it easy to glance at the inventory and see what was worth harvesting and what you had plenty of already. This, I believe, is a symptom of consolitis. I am NOT advocating the game is a console port, but it's clear they wanted to keep the menus console-friendly for potential future expansion in the console scene.
5. Inability to see what diagrams we already have
TW1 provided a clear method to know which book or formula you already possessed. "You've already read this" would appear in the prompt that popped-up when you moused over an item in your inventory. There is no such system in TW2, which forces you to go through your list one by one. It is a huge waste of time, and becomes frustrating very quickly.
Post edited May 20, 2011 by TigerLord