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It seems that the "Great RPG Drought of 2007" is finally coming
to an end with some long, long anticipated titles finally
seeing the light of day. CDProjekt's The Witcher is one such title,
which has been poking around in development and boasting some very
tasty looking screenshots since who knows when. Inspired by Andrzej
Sapkowski's book of the same name, the game follows the story of
the troubled human-cum-beast-killing-machine known as Geralt. He
is one of only a handful of Witchers still remaining and is known
to be one of the best. In a nutshell he's got white hair, a heavily
scarred face, speaks a bit like Solid Snake and isn't the nicest
guy you'll ever meet.
Things
kick off to a good start with a lengthy opening video, showing just
how kick-ass our lead man can be. By the time the introduction is
over though, Geralt has lost his memory and his fighting skills
with it. Bad for him but great for us, ensuring that we have a clean
slate to develop him as we see fit. To control our anti-hero there's
a choice of two control sets. The first is an older, more traditional
approach adopting a top-down, mouse-orientated system. The more
new-age approach sees you using the now all-popular mouse and keyboard
combination, with WASD moving Geralt, the mouse for attacking and
hotkeys for the various spells. One major advantage of using the
latter method is simply that you get to see more of the world around
you, which is - for the most part - a very good thing.
The
game's interface certainly looks the part, but it does feel a little
dated and clunky by today's standards. It gets the job done though,
with perhaps the biggest exception being the lack of any built-in
help with alchemy. This wouldn't be an issue if it weren't for the
huge amount of ingredients needed to make the various potions and
consumables, and trawling through your inventory to combine them
soon gets tedious. The alchemy itself does play a worthy role in
the gameplay though, providing genuinely useful abilities such as
increased health regeneration and the ability to see in the dark.
Making the concoctions simply involves Geralt meditating for a specified
amount of time by an open fire, which as you might expect also brings
him to full health.
Using
BioWare's now rather aged Aurora engine, The Witcher is no Oblivion,
but boy did the development team do a good job of exploiting the
technology's limited potential. The game looks mediocre at times
but quite beautiful at others, with a real appreciation of the source
material and attention to detail. From the period décor in residential
houses to the shimmering lake that surrounds the main city of Vizima,
it all looks very pretty, all things considered. During the day
the dusty streets are alive with the bustle of babbling citizens,
each with their own rudimentary comments. Unfortunately, the character
models themselves are one of my major gripes; reusing the same models
for everyday folk on the street isn't a huge issue, but when two
characters key to the story look essentially the same you can't
help but feel a little disappointed. This isn't helped by the use
of animations that attempt to depict the character's mood, be it
angry or flirty for instance. These aren't too bad and do serve
their purpose, but come across as a little disjointed and eccentric
at times.
This
medieval, distinctly European-feeling world in which you will find
yourself is full of suitably dark and gritty goings-on. The Witcher
is a game developed with brutal honesty in mind and this shows in
its portrayal of realistic but somewhat risqué themes. Violence,
disease, racism, overly zealous religious figures and promiscuity
are all apparent to varying degrees. These elements come together
to create a visceral, believable and ultimately very human world.
There is no better time then to salute CDProjekt for the bold decision
to stay true to the times and equally for embracing the fact that
this game is aimed at the adult RPG gamer, producing a no-holds-barred
world in the process. You could criticize them for trying to throw
too many of these real-life themes into the game ad-hoc and never
really developing on any of them, but doing so would be an injustice,
as each one plays an integral part in painting the bigger picture
and creating a compelling and immersive world for you to explore.
A
big selling point of the game is the all-important combat system.
On paper it couldn't have sounded better; a new approach
to combat in this, the granddaddy of genres. The basic premise here
is the same as any other click-heavy RPG, but with the addition
of timing. Left clicking on an enemy targets them and initiates
an attack sequence. Just after the first sword strike lands, the
cursor lights up with a flame symbol and clicking at that precise
moment results in a follow-up swing. Continuing to do so successfully
makes it quite possible to kill an enemy without giving them any
chance to retaliate, but failing to do so will have Geralt stumble
and pause for a second, usually resulting in a swift counterattack.
The system also includes three stances - strong, fast and group
(which loosely translate to high, medium and low attacks) - requiring
you to apply a stance in line with the type of adversary you are
facing.
At
first I didn't know quite what to make of The Witcher. It doesn't
have the depth of the more passive combat witnessed in Baldur's
Gate and its progeny, nor the instant gratification of the mouse
click frenzy only known as Diablo. Hours into the game though, I
did start to feel a little more at home. At the very least, it draws
you in and requires you to actually pay attention to what you're
doing to play efficiently, although this in itself could be seen
as a drawback to some. You are likely to be using the same few weapons
throughout the game, simply upgrading and enchanting them as you
go - so this is not a game that values loot over legend. The Witcher's
combat left me with a strange taste in my mouth and I can't help
but feel it has fallen down a crevasse between the two time-tested
methods. Some will find this spin on the formula refreshing, but
it certainly won't be the major attraction to the game for most.
The
story however could well be high on that list. Conversation, naturally,
plays an important part in conveying the game's substantial narrative.
Overlooking a shaky start, the game plays out quite well, with one
quest leading to another as you progress at a comfortable and natural
pace. The voice acting, script and translation is of a good standard,
notably so considering the game's Polish roots. There is an in depth
dialogue tree working behind the scenes, whereby you can choose
from a variety of answers to gradually branch your way through.
This allows you to make basic decisions on how to respond to people,
be it sharply or seductively, as is the best method should you wish
to lure the game's fine medieval maidens into bed (which becomes
a sort of twisted mini-game in itself!) Sadly these conversations
soon show their true colours and often trip up in the inherent complexity
of real social interaction, with Geralt talking to someone he has
met previously as if he's never set eyes on them. Amusing, yes,
but distracting nonetheless.
The
Witcher is best described as a bit of a grower. If you can pull
yourself to look past its clunky interface and occasionally sporadic
dialogue, there really is quite a lot to love here. It isn't the
most accessible role-playing offering though, so it would be hard
to recommend to anyone but fans of the genre. If that sounds like
you then as lengthy, compelling and gritty medieval fantasy adventures
go, you really can't do much better.
Reviewed by Martin Oddy for AceGamez (All Rights Reserved).
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