Aikanaro
Wed, 2nd Jan '08, 9:00am
The number of reviews in this forum is looking pretty sad, and having just finished The Witcher I've quite a bit to say about it. Thus, a review.
Overview:
The Witcher is an action RPG, though unlike most action RPGs it puts a fair amount of emphasis on the 'RPG' part as well, or at least selective elements of it. The setting is a pretty standard medieval fantasy one complete with elves, dwarves, magic, and so on, though it's a much grittier setting than most. There's plenty of both combat and dialogue, though the dialogue is less interactive than in the cRPGs of yore. (yeah, I suck at giving overviews).
Character:
You're given a character, Geralt, who's a famous witcher (professional monster slayer) and all-round badarse anti-hero sort of grock. Ultimately, he's not a bad character to play, but there's a certain Gary Stu feeling there (for those not familiar with the term - a Gary Stu is a character that the author really wished he was). It doesn't come across as too ridiculous though (well, there are some bits where it certainly is, but I'll mention those elsewhere).
There isn't any character creation, or any personal character stats at all, really. You can choose things that are, essentially, combat feats on level up, but there is no way of making a, say, intelligent diplomatic Geralt who's not physically strong, or a buff but stupid Geralt. All that stuff is dished up to you as though it was an adventure game.
Which is fine, I guess, but just don't go in expecting to be able to define your own character in any way (except for answering moral choices throughout the game - more on that later). It's the character of the guy who wrote the novels, not yours.
Character development (both yours and NPCs) is handled well - motivations and such don't seem forced. Geralt is the only one who seems to change his views much, though. Would have been nice to see more of some characters.
System:
Refering to the underlying RPG system (which I'm just going to define as 'the bit with numbers and stuff' for the sake of simplicity), well, there's not that much to say. Honestly, it's pretty ****.
You could entirely remove the system and the game wouldn't be much changed. The role of the system in this game is a minor addition to combat. Essentially, when you level up, you choose what amounts to a feat in D&D and it changes your chance to kill things in a positive manner.
Now, there is a lot of fighting in the game, so it makes plenty of sense for the system to do stuff with the combat. Ultimately though, it adds little except to force the introduction of tougher enemies as the game progesses. There would be very little change to the core of the game if you threw out this little bit of system and called it an action adventure game instead.
The main problem that I have with the system is that it doesn't support the things that are actually the important bits of the game. This is the character development and the moral choices the player makes - there is no backing from the system there, where it could be used to make things more compelling.
The system is irrelevant, badly integrated into the game, and serves little purpose. Pretty poor RPG design.
Setting:
You're in the kingdom of Temeria - a pretty standard fantasy name for a pretty standard fantasy place. It's a pretty average setting. Slightly grittier than most, but still filled with standard fantasy junk.
The main thing to seperate it from other fantasy worlds (and I'm sure this particular thing has been done a million times before) is that elves and dwarves are filling the role of negroes in 1940s America, or perhaps Jews in Germany before the death camps got rolling. Essentially an oppressed minority that lives in ghettoes.
I don't feel that this was gotten across as well as it could have been. Sure, there's the nonhuman district, and lots of nasty comments are made about them. At no point do we see any elf-bashings or lynch mobs or whatever though. It's hinted at in dialogue, but it's not all that prominent. Sometimes you have to wonder whether the elves have any reason to be as pissy as they are.
Regardless, they are quite pissy. They're having a bit of an armed rebellion, actually, in order to have freedom and whatnot. On the other side are the standard reactionary religious zealots who go about crushing it in the name of order. The game is more ambiguous as to who's right and who's wrong than that, but I did get the feeling that the developers were giving moral support to the elves.
Overall the setting is well presented, coherent, and is integrated into the rest of the game reasonably well. It's just nothing special, is all.
Situation/Plot:
The main plot of the game is rather uncompelling. Basically, you're killing your way to the foozle. The plot is basically linear, though sub-plots add non-linear spice to it..
Fortunately, there are plenty of sub-plots which tend to tie into the main one, making it all worthwhile. These you do have a say in how they progess, and that's what makes The Witcher a good game.
The afore-mentioned struggle between the nonhumans and humans is the key secondary plot. It opens up with plenty of moral questions, leading to you (the player, not the character) making choices which lead to consequences further down the road. I'm under the impression that this is taken to a good degree, though it's hard to tell without replaying.
That makes The Witcher one of the few games that actually takes advantage of the story being told in an interactive environment. The story changes with your decisions - it's not just another overlong movie that you walk through - things happen because you stuck your character's nose into it, or something else happens because you decided not to. It's one of those games that I'm sure that I'll replay in order to see what could have been if I'd decided differently.
Gameplay:
Not bad, not wonderful.
Combat consists of clicking on the enemy, and then clicking again when the cursor turns red in order to get combo hits. This comes with three different fighting styles and five magic attacks/defenses, as well as a whole heap of potions that give different effects.
The alchemy system is notable. Combine various ingredients according to a formula and you end up with a potion. Each ingredient contains the substances that actually make up the potion.
It's a decent system, though it never seemed to end up predictable. Generally I'd just make stuff out of whatever I happened to have (regardless of what I actually needed) rather than seeking out the right herbs to make the right potions. Over time I made up a small mental list of the most useful ingredients and went out of my way to pick them up, but it was never very methodical.
The inventory is crap. Not a big deal, but I could never find what I wanted in there.
Dialogue trees were mixed with linear dialogue sequences - overall to good effect. You could choose what to say at junctures, but otherwise the conversation would continue according to Geralt''s personality (with input from your choices).
Polish:
The game doesn't gleam, but it's not too murky. I hit a few crash bugs, though nothing that prevented progress. Loading times from area to area were fine for me (2gb of RAM and patched to 1.2). Reloading times (i.e. loading from a save game) were pretty bad - the game would hang for ages apparently doing nothing.
The graphics were by far shiny enough (I played on the lowest settings). It probably doesn't fit into the 'polish' section because they clearly made making things look pretty a priority, but yeah, what's to say? They look like a modern AAA game to me...
Art direction is good, but didn't strike me as anything special.
The music is a nicechange from those epic symphonic scores that most cRPGs have.
Voice over quality varies from quite good to quite bad. It never makes me want to tear off my ears though (never quite reaches the levels of suck that The Longest Journey managed, for instance).
The writing seemed fine to me. Lots of people are *****ing because of an apparently crappy translation, but it didn't stick out too badly. There were a few obvious bits, but overall it was fine.
Probably wouldn't be proper not to mention the sex cards, which are extremely tacky and juvenile. I'm sure that there are ways to manage sex maturely in games, but The Witcher gives us another good example of how not to. Basically every named female wants to get in your pants and when they do you get a card that looks like some pornographic collectables game.
Oh, and the game is very long. That definately warrents a mention.
Conclusion:
Words like 'brilliant', 'awe-inspiring', 'wonderous' are not what I'd use to describe The Witcher. More like 'solid', 'enjoyable', 'very good'. It's not a flawed gem in the tradition of Troika - it seems to do everything it attempts to a compentent level. It never really surpasses that into the realms of brilliance though. This isn't the Second Coming for cRPGs - but it's a good game with some nice non-linear storytelling.
I think this review sounds a bit negative, actually, and that's not really indicative of my overall opinion. I'd recommend it to anybody - I'm recommending it to you right now - but it didn't blow me away in the manner of Ps:T or Fallout (2). It's strength isn't really as an RPG or as an action game, but as a non-linear story.
Overview:
The Witcher is an action RPG, though unlike most action RPGs it puts a fair amount of emphasis on the 'RPG' part as well, or at least selective elements of it. The setting is a pretty standard medieval fantasy one complete with elves, dwarves, magic, and so on, though it's a much grittier setting than most. There's plenty of both combat and dialogue, though the dialogue is less interactive than in the cRPGs of yore. (yeah, I suck at giving overviews).
Character:
You're given a character, Geralt, who's a famous witcher (professional monster slayer) and all-round badarse anti-hero sort of grock. Ultimately, he's not a bad character to play, but there's a certain Gary Stu feeling there (for those not familiar with the term - a Gary Stu is a character that the author really wished he was). It doesn't come across as too ridiculous though (well, there are some bits where it certainly is, but I'll mention those elsewhere).
There isn't any character creation, or any personal character stats at all, really. You can choose things that are, essentially, combat feats on level up, but there is no way of making a, say, intelligent diplomatic Geralt who's not physically strong, or a buff but stupid Geralt. All that stuff is dished up to you as though it was an adventure game.
Which is fine, I guess, but just don't go in expecting to be able to define your own character in any way (except for answering moral choices throughout the game - more on that later). It's the character of the guy who wrote the novels, not yours.
Character development (both yours and NPCs) is handled well - motivations and such don't seem forced. Geralt is the only one who seems to change his views much, though. Would have been nice to see more of some characters.
System:
Refering to the underlying RPG system (which I'm just going to define as 'the bit with numbers and stuff' for the sake of simplicity), well, there's not that much to say. Honestly, it's pretty ****.
You could entirely remove the system and the game wouldn't be much changed. The role of the system in this game is a minor addition to combat. Essentially, when you level up, you choose what amounts to a feat in D&D and it changes your chance to kill things in a positive manner.
Now, there is a lot of fighting in the game, so it makes plenty of sense for the system to do stuff with the combat. Ultimately though, it adds little except to force the introduction of tougher enemies as the game progesses. There would be very little change to the core of the game if you threw out this little bit of system and called it an action adventure game instead.
The main problem that I have with the system is that it doesn't support the things that are actually the important bits of the game. This is the character development and the moral choices the player makes - there is no backing from the system there, where it could be used to make things more compelling.
The system is irrelevant, badly integrated into the game, and serves little purpose. Pretty poor RPG design.
Setting:
You're in the kingdom of Temeria - a pretty standard fantasy name for a pretty standard fantasy place. It's a pretty average setting. Slightly grittier than most, but still filled with standard fantasy junk.
The main thing to seperate it from other fantasy worlds (and I'm sure this particular thing has been done a million times before) is that elves and dwarves are filling the role of negroes in 1940s America, or perhaps Jews in Germany before the death camps got rolling. Essentially an oppressed minority that lives in ghettoes.
I don't feel that this was gotten across as well as it could have been. Sure, there's the nonhuman district, and lots of nasty comments are made about them. At no point do we see any elf-bashings or lynch mobs or whatever though. It's hinted at in dialogue, but it's not all that prominent. Sometimes you have to wonder whether the elves have any reason to be as pissy as they are.
Regardless, they are quite pissy. They're having a bit of an armed rebellion, actually, in order to have freedom and whatnot. On the other side are the standard reactionary religious zealots who go about crushing it in the name of order. The game is more ambiguous as to who's right and who's wrong than that, but I did get the feeling that the developers were giving moral support to the elves.
Overall the setting is well presented, coherent, and is integrated into the rest of the game reasonably well. It's just nothing special, is all.
Situation/Plot:
The main plot of the game is rather uncompelling. Basically, you're killing your way to the foozle. The plot is basically linear, though sub-plots add non-linear spice to it..
Fortunately, there are plenty of sub-plots which tend to tie into the main one, making it all worthwhile. These you do have a say in how they progess, and that's what makes The Witcher a good game.
The afore-mentioned struggle between the nonhumans and humans is the key secondary plot. It opens up with plenty of moral questions, leading to you (the player, not the character) making choices which lead to consequences further down the road. I'm under the impression that this is taken to a good degree, though it's hard to tell without replaying.
That makes The Witcher one of the few games that actually takes advantage of the story being told in an interactive environment. The story changes with your decisions - it's not just another overlong movie that you walk through - things happen because you stuck your character's nose into it, or something else happens because you decided not to. It's one of those games that I'm sure that I'll replay in order to see what could have been if I'd decided differently.
Gameplay:
Not bad, not wonderful.
Combat consists of clicking on the enemy, and then clicking again when the cursor turns red in order to get combo hits. This comes with three different fighting styles and five magic attacks/defenses, as well as a whole heap of potions that give different effects.
The alchemy system is notable. Combine various ingredients according to a formula and you end up with a potion. Each ingredient contains the substances that actually make up the potion.
It's a decent system, though it never seemed to end up predictable. Generally I'd just make stuff out of whatever I happened to have (regardless of what I actually needed) rather than seeking out the right herbs to make the right potions. Over time I made up a small mental list of the most useful ingredients and went out of my way to pick them up, but it was never very methodical.
The inventory is crap. Not a big deal, but I could never find what I wanted in there.
Dialogue trees were mixed with linear dialogue sequences - overall to good effect. You could choose what to say at junctures, but otherwise the conversation would continue according to Geralt''s personality (with input from your choices).
Polish:
The game doesn't gleam, but it's not too murky. I hit a few crash bugs, though nothing that prevented progress. Loading times from area to area were fine for me (2gb of RAM and patched to 1.2). Reloading times (i.e. loading from a save game) were pretty bad - the game would hang for ages apparently doing nothing.
The graphics were by far shiny enough (I played on the lowest settings). It probably doesn't fit into the 'polish' section because they clearly made making things look pretty a priority, but yeah, what's to say? They look like a modern AAA game to me...
Art direction is good, but didn't strike me as anything special.
The music is a nicechange from those epic symphonic scores that most cRPGs have.
Voice over quality varies from quite good to quite bad. It never makes me want to tear off my ears though (never quite reaches the levels of suck that The Longest Journey managed, for instance).
The writing seemed fine to me. Lots of people are *****ing because of an apparently crappy translation, but it didn't stick out too badly. There were a few obvious bits, but overall it was fine.
Probably wouldn't be proper not to mention the sex cards, which are extremely tacky and juvenile. I'm sure that there are ways to manage sex maturely in games, but The Witcher gives us another good example of how not to. Basically every named female wants to get in your pants and when they do you get a card that looks like some pornographic collectables game.
Oh, and the game is very long. That definately warrents a mention.
Conclusion:
Words like 'brilliant', 'awe-inspiring', 'wonderous' are not what I'd use to describe The Witcher. More like 'solid', 'enjoyable', 'very good'. It's not a flawed gem in the tradition of Troika - it seems to do everything it attempts to a compentent level. It never really surpasses that into the realms of brilliance though. This isn't the Second Coming for cRPGs - but it's a good game with some nice non-linear storytelling.
I think this review sounds a bit negative, actually, and that's not really indicative of my overall opinion. I'd recommend it to anybody - I'm recommending it to you right now - but it didn't blow me away in the manner of Ps:T or Fallout (2). It's strength isn't really as an RPG or as an action game, but as a non-linear story.