Aaden: And btw, for actual tactical combat you don't have to switch genre - Baldur's Gate, Icewind Dale and Neverwinter Nights offer plenty of that. Yes, they're all pausable party-based games (and with rules that have been developed over decades), but you can provoke clever use of abilities in a third-person real-time RPG as well, I think (the first hours of TW2 showed that it's possible).
The golden standard for RPG game for me is Planescape: Torment. If you allow the game to suck you in, the depth and complexity of the story is simply amazing.
However, the combat in Planescape: Torment, much like that of Baldur's Gate, IWD and the likes, proved to be more of a distraction than a contributing element. It's like playing 2 games: a role playing game with an amazing storyline out of combat and a tactical board-game when the fighting starts.
That kind of combat breaks immersion, and that's the reason why D&D based games are forced to divide the game world into town (RPG mode) and dungeon (combat mode). The switch between these 2 modes is hardly seamless.
The Witcher 2's combat, I believe, is a better implementation:
- You're always in character (Geralt), and you never have to take control of another character artifically.
- You have to constantly look out where and what your foes are (realistic).
- In the fight, you can't drink potions on the fly (again, highly realistic).
- If you read up on the foes that you fight, it actually helps!
- The game forces you to pay attention with its timed response and QTEs that could mean death if you are careless during a conversation or a cutscene.
All in all, I actually prefer the Witcher 2 combat system than that of, say, Baldur's Gate. It's no where near perfection, if such a thing exists, but it helps you to pretend that you're the famed White Wolf of Rivia.