Posted January 23, 2013
Hello all!
I think it's no surprise that Witcher 3 is on its way, which is great, since the immense gamble they took with the first Witcher has paid off in a way which benefits an extraordinary company looking to created extraordinary games. I think one of the sheer awesome things about this series is that it comes from outside of a usual publisher mindset, and outside of the two primary game making countries. This perspective is what gave us the brilliant newness that came from a world some merely condemned as usual 'orcs and elves' fantasy before they truly experienced the world as a whole. I commend the Poles for taking that risk, and providing us with a quality product in the process.
No matter how fantastic both games are though, there's always room for improvement, and I think it's high time (before the official announcement) that we all bring to the fold our own personal hopes for improvements and continuations in the series. I feel like this game has sweetened a lot better with time as I explored its depths and began to understand it, but that's not a luxury you can take with most players. You should never assume that your audience is incapable of intelligent wiles, but the dazzle them on the first display it paramount to making most turn around and say "Y'know, I WOULD like to play that again!". So let's dive in to where improvements can be made.
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Larger General Issues
Cohesion: The number one problem facing the series is simple cohesion. And this doesn't even have anything to do with aesthetics, writing, or mechanics. Those are all fantastic, and way above many other games in working their parts together as a whole. The problem is in the code, basically the bugs of the game. If you simply watched this game being played through with no sporty affairs, you'd probably notice rather quickly all its flaws. Tons of animation glitches and idle path-finding, often you can be hit without proper reaction, and there's more than a few points where clipping can become a major issue. The Kayran fight is a huge example, with two major unavoidable visual errors at each crux of the fight.
Also important to note is the repetition of actions. The developers seemed to amend this at certain parts in the game with merchants not doing a spiel before allowing you to shop, but didn't fix it for others. One of the most grating issues is trying to repeat a minigame, particularly dice poker, which is entirely a chance game anyways. You could win as easily as you could lose, and having to click through all that dialogue is annoying as hell. Obviously the options to repeat general dialogue, when unaffecting, should exist since people can accidentally misclick, but you should be either be able to instantly repeat a game right off or not have to rapidly click through dialogue to do it again. The way the animations flash when you click through dialogue is distracting too, and could perhaps be a bit smoother. I know we're breaking the audio and all, but some concessions are made over others. Characters acting unnaturally is more odd than dialogue stutters.
This is the 'easiest' issue to solve, since it merely involves a lot of refinement and QA testing. I have no doubt that they spend a lot of money and time into this, so it's not really so much a concern. However, I see that some of this might have root in some other, smaller problems in the game which are less cut and dry. It's impossible to iron out all the bugs in a game so immense as one in this series, but the closer we get to perfect cohesion is the closer we step into a fully realized experience as the developers intended. Here's hoping that the game maintains that consistent greatness throughout.
Combat- Recoil, RNG, and Spaces: I doubt anyone will say The Witcher 2's combat was perfect. While it certainly felt tense, it didn't always work as intended, and you could get caught in completely BS situations where you die before knowing what hit you. The perfect example of this was in Letho's Act 1 fight, where if I was knocked down by an Aard sign, it was literally impossible to avoid his flame bomb (but not any other bomb, strangely). This example is mainly about where the fight took place. It seemed like CD Projekt really reveled in putting Geralt into tightly constricted rooms to fight, and it wasn't a fluke. At least four major fights in the game consisted of this, and plainly, it wasn't fun. It especially wasn't fun if you structured your build around mobility, which should have worked fine, but you were utterly screwed in these fights because you lost real control of your surrounds. This stuff was not fun, and completely counterintuitive to the game's freeness of design and choice.
Perhaps it would at least be acceptable if Geralt's reaction times were up to his Witcher standards, but the affect of recoiling in this game is basically unpredictable. In between having to stave off waves of enemies, trying to avoid their attacks and using the abilities at your disposal, there's no way to account for a sudden failure because the AI was quick enough to follow your movements in rapid succession. I think above all things in this, there needs to be an invulnerability time - even if briefly - when knocked down, because you can be slaughtered for mistaking the speed of an enemy by a millisecond. Believe me, while I completely understand the consequences of getting into a tough fight, there's no reason I should go from 100% to zero for not being able to read unpredictable attack patterns.
Lastly, there's a pervasive element in the series which is both awesome and horrible, the random number generator. Honestly, when it comes to things like crits and all that, I have no problem with a percentage existing. Hell, it adds a lot of depth to the game, especially when you plan your own attacks. What I take umbrage with is the idea that all basic status ailments (including INSTANT DEATH) are on a chance stick. This makes both incoming and outgoing attacks completely unpredictable, and ultimately makes the game artifically more risky, when it should be about learning an enemies attack patterns within a single fight. While it was rather fun (in both games!) to get a crit on an Aard and get an instant kill, that wound up being a strategy I relied on all basic enemies, because of the things I mentioned above. That negates so much of the game, when instead crits should be more of a 'nice thing to happen' which doesn't fundamentally alter the balance of play, especially when you have so many attacks going off a second.
And finally, the learning curve. A lot of people rightly bagged on TW2 for its lack of tutorial, and perhaps it wasn't so much the tutorial as it was the learning curve of it all. You needed to know your skills before getting into the first fight, and no amount of practice was going to prepare you for the whooping you were going to get below the walls. Those enemies should have been softer, I don't care that this is a hardcore game. Even Ikaruga slowly introduced you to the game's concepts. The Prologue is an introductory portion to the game, and if you can't wade out combat long enough to make your first meaningful choice (the second meat of the game) then there's no way for anyone to tell if they want to actually subsist with it if there's nothing to fall back on from the combat.
I trust, of this, that the recoil issue will be resolved. And who knows, that may fix a lot of the problems in the combat system! But they should keep up on adding options to combat. I found traps entirely worthless for the game's entirety, but I found bombs rather useful on my dark playthrough. The way combat is set-up as well is quite interesting, though I think they need to adhere to their 'preparation for combat' rules more often rather than just tossing it out the window for a few key fights. The specialization of your Geralt relies a lot on the potions he uses, so I'd hope that you'd be able to use them before any necessary fight. Regardless, I certainly have never thought the combat system to be truly bad, and hope that CDPR can create something equally challenging but less frustrating with their next iteration.
I think it's no surprise that Witcher 3 is on its way, which is great, since the immense gamble they took with the first Witcher has paid off in a way which benefits an extraordinary company looking to created extraordinary games. I think one of the sheer awesome things about this series is that it comes from outside of a usual publisher mindset, and outside of the two primary game making countries. This perspective is what gave us the brilliant newness that came from a world some merely condemned as usual 'orcs and elves' fantasy before they truly experienced the world as a whole. I commend the Poles for taking that risk, and providing us with a quality product in the process.
No matter how fantastic both games are though, there's always room for improvement, and I think it's high time (before the official announcement) that we all bring to the fold our own personal hopes for improvements and continuations in the series. I feel like this game has sweetened a lot better with time as I explored its depths and began to understand it, but that's not a luxury you can take with most players. You should never assume that your audience is incapable of intelligent wiles, but the dazzle them on the first display it paramount to making most turn around and say "Y'know, I WOULD like to play that again!". So let's dive in to where improvements can be made.
---------------------------------------
Larger General Issues
Cohesion: The number one problem facing the series is simple cohesion. And this doesn't even have anything to do with aesthetics, writing, or mechanics. Those are all fantastic, and way above many other games in working their parts together as a whole. The problem is in the code, basically the bugs of the game. If you simply watched this game being played through with no sporty affairs, you'd probably notice rather quickly all its flaws. Tons of animation glitches and idle path-finding, often you can be hit without proper reaction, and there's more than a few points where clipping can become a major issue. The Kayran fight is a huge example, with two major unavoidable visual errors at each crux of the fight.
Also important to note is the repetition of actions. The developers seemed to amend this at certain parts in the game with merchants not doing a spiel before allowing you to shop, but didn't fix it for others. One of the most grating issues is trying to repeat a minigame, particularly dice poker, which is entirely a chance game anyways. You could win as easily as you could lose, and having to click through all that dialogue is annoying as hell. Obviously the options to repeat general dialogue, when unaffecting, should exist since people can accidentally misclick, but you should be either be able to instantly repeat a game right off or not have to rapidly click through dialogue to do it again. The way the animations flash when you click through dialogue is distracting too, and could perhaps be a bit smoother. I know we're breaking the audio and all, but some concessions are made over others. Characters acting unnaturally is more odd than dialogue stutters.
This is the 'easiest' issue to solve, since it merely involves a lot of refinement and QA testing. I have no doubt that they spend a lot of money and time into this, so it's not really so much a concern. However, I see that some of this might have root in some other, smaller problems in the game which are less cut and dry. It's impossible to iron out all the bugs in a game so immense as one in this series, but the closer we get to perfect cohesion is the closer we step into a fully realized experience as the developers intended. Here's hoping that the game maintains that consistent greatness throughout.
Combat- Recoil, RNG, and Spaces: I doubt anyone will say The Witcher 2's combat was perfect. While it certainly felt tense, it didn't always work as intended, and you could get caught in completely BS situations where you die before knowing what hit you. The perfect example of this was in Letho's Act 1 fight, where if I was knocked down by an Aard sign, it was literally impossible to avoid his flame bomb (but not any other bomb, strangely). This example is mainly about where the fight took place. It seemed like CD Projekt really reveled in putting Geralt into tightly constricted rooms to fight, and it wasn't a fluke. At least four major fights in the game consisted of this, and plainly, it wasn't fun. It especially wasn't fun if you structured your build around mobility, which should have worked fine, but you were utterly screwed in these fights because you lost real control of your surrounds. This stuff was not fun, and completely counterintuitive to the game's freeness of design and choice.
Perhaps it would at least be acceptable if Geralt's reaction times were up to his Witcher standards, but the affect of recoiling in this game is basically unpredictable. In between having to stave off waves of enemies, trying to avoid their attacks and using the abilities at your disposal, there's no way to account for a sudden failure because the AI was quick enough to follow your movements in rapid succession. I think above all things in this, there needs to be an invulnerability time - even if briefly - when knocked down, because you can be slaughtered for mistaking the speed of an enemy by a millisecond. Believe me, while I completely understand the consequences of getting into a tough fight, there's no reason I should go from 100% to zero for not being able to read unpredictable attack patterns.
Lastly, there's a pervasive element in the series which is both awesome and horrible, the random number generator. Honestly, when it comes to things like crits and all that, I have no problem with a percentage existing. Hell, it adds a lot of depth to the game, especially when you plan your own attacks. What I take umbrage with is the idea that all basic status ailments (including INSTANT DEATH) are on a chance stick. This makes both incoming and outgoing attacks completely unpredictable, and ultimately makes the game artifically more risky, when it should be about learning an enemies attack patterns within a single fight. While it was rather fun (in both games!) to get a crit on an Aard and get an instant kill, that wound up being a strategy I relied on all basic enemies, because of the things I mentioned above. That negates so much of the game, when instead crits should be more of a 'nice thing to happen' which doesn't fundamentally alter the balance of play, especially when you have so many attacks going off a second.
And finally, the learning curve. A lot of people rightly bagged on TW2 for its lack of tutorial, and perhaps it wasn't so much the tutorial as it was the learning curve of it all. You needed to know your skills before getting into the first fight, and no amount of practice was going to prepare you for the whooping you were going to get below the walls. Those enemies should have been softer, I don't care that this is a hardcore game. Even Ikaruga slowly introduced you to the game's concepts. The Prologue is an introductory portion to the game, and if you can't wade out combat long enough to make your first meaningful choice (the second meat of the game) then there's no way for anyone to tell if they want to actually subsist with it if there's nothing to fall back on from the combat.
I trust, of this, that the recoil issue will be resolved. And who knows, that may fix a lot of the problems in the combat system! But they should keep up on adding options to combat. I found traps entirely worthless for the game's entirety, but I found bombs rather useful on my dark playthrough. The way combat is set-up as well is quite interesting, though I think they need to adhere to their 'preparation for combat' rules more often rather than just tossing it out the window for a few key fights. The specialization of your Geralt relies a lot on the potions he uses, so I'd hope that you'd be able to use them before any necessary fight. Regardless, I certainly have never thought the combat system to be truly bad, and hope that CDPR can create something equally challenging but less frustrating with their next iteration.
Post edited January 23, 2013 by GoodGuyA