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To short-circuit the bad Monty Python paraphrase I had planned,
amongst the great things about CDProjekt's The Witcher are the brilliant
setting based on Sapkowski's novels; the depth, variety and novelty
of the plot and quests; the wonderful variety of characters you
meet around the game world and the interactions you have with them;
the excellent graphics and music that terrifically convey a sense
of presence in the world and the cinematics that help set the plot
in motion; the exciting action-based combat that takes a bit to
learn but is rewarding and satisfying once mastered; the tremendous
role-playing opportunities present due to the deep skill system
and character development possibilities; and finally the really
great character of Geralt.
The
problems with the game, and there are a couple, are centred on the
seemingly incessant load times and issues with the translation of
the dialogue from the original Polish. But let me cut right to the
chase: this isn't a game that will be played and forgotten. Nor
is it likely to end up like Oblivion
or Halo as revered one
day and ridiculed for all of its flaws the next. Nor like Bioshock
is it likely to face a sea of backlash when enough time has passed
for people to see the difference between the 'bestest EVAR' game
in many reviews and the excellent game they actually played.
No,
The Witcher is a game that will sell okay now, get decent reviews
now and yet be the one on everyone's lips for 'top RPGs of all time'
when they are discussing it five years from now. Pretty bold stuff,
I know, and I'm going to get even bolder ... now that I have read
a few reviews since completing the game, I feel that the common
problem that reviewers for big sites have is not having enough time.
But
let's get to the details and I'll start with the bad stuff first
so I can then launch into unchecked frothing and adulation that
you can tune out if you get bored. Very early in the game you will
enter a house, after a load time of about thirty seconds, which
has two rooms. You will find the one or two items in those sparsely
decorated rooms and then exit back to the main game world, but after
another load time of about sixty seconds. You will then come to
another house, and another, and the process will repeat itself.
You will then realize that a half hour has passed and you have spent
ten minutes gaming and twenty minutes waiting to do something. You
will undoubtedly be annoyed: I know I was. The good news is that
the developers are working on a patch that will address this and
will hopefully be available by the time you are reading this.
The other complaint
I have is with the dialogue. This was originally developed in the
native Polish tongue of the developers, but alas suffers in both adaptation
and translation. There are two reasons for this: first, the original
Polish script had to be translated and reworked into English, apparently
losing something along the way. Second, that script had to be acted
out; this isn't an inherent problem like the first, and in general
I found the voice acting quite good - but having heard some of the
original Polish matched to the English version made me wish I had
listened to my Babci and gotten off my dupa and learned some more
Polish as a kid.
I
suppose there are some other aggravating moments; everyone steeped
in computer RPGs talks about the first boss battle, where you are
forced into the battle right after a long cut scene without the
game auto saving or you getting the ability to quick save. Given
that this is the first time you face a really difficult opponent,
you will enter the battle expecting to win and then you will likely
die - only to have to go through the entire cut scene sequence again.
Console gamers will likely not even flinch at that - it has been
a staple bad design element for console RPGs for ages. But that
doesn't stop it from being annoying. There are a couple of other
times when the game seems to 'cheat' - like when you are supposed
to be sneaking yet are ambushed and when you are surprised by enemies
from impossible locations. These are very uncommon occurrences,
but annoyances nonetheless.
Oh
and a final item that some have complained about: you play Geralt
of Rivia. You play a white-haired male Witcher who engages in a
lot of melee combat. You do not play a elven archer named Eli or
a beautiful young Paladin named Aribeth or a malevolent sorcerer
named Irenicus. You cannot choose your appearance or gender and
to some that is a deal-breaker. This is unfortunate; personally
I will take whatever choices a game hands me, so long as there is
choice once I start the game - so whether I am Atila from Kult:
Heretic Kingdoms or the Nameless One from the Gothic series matters
little, so long as the rest of the game delivers a worthwhile experience.
The Witcher certainly delivers a rich and unique experience, so
it is unfortunate that some will allow this detail to stand in the
way of playing.
Now
it is time to revel in the glory of The Witcher.
From
the very start of the game, you will find it unbelievable to comprehend
that this is the same game engine that powered the original Neverwinter
Nights - The Witcher is simply gorgeous. Yes, that truly is
Bioware's Aurora engine underneath the hood. Of course, they largely
ripped out and retooled the rendering system along the way, but
however you slice it, the game fits perfectly among the bold and
beautiful releases of 2007. I'm sure you could pick apart certain
specific elements and describe why The Witcher isn't 'next-gen enough',
but none of that matters when you are playing the game, looking
at the classic European buildings, watching the realistic characters
moving through their daily lives. None of it matters when you observe
background actions happening in a soft defocus that provides a clear
contrast between foreground and background. Augmenting the graphics
is a range of motion captured character animations and physics effects
powered the Karma engine that really make the game 'pop' off the
screen. Everything comes together to produce one of the most stunning
looking games in recent memory. It is more than just pushing pixels,
using shaders, dynamic lighting and particle effects; it is about
the ability of the visual imagery to provide a context for the story,
for the characters and buildings and blades of grass to become more
than eye candy. That is one thing that The Witcher does extremely
well: rather than just delivering eye candy, it provides a true
setting that is alive and fully realized.
Aside
from the minor translation issues I mentioned, I have nothing but
praise for the audio portion of The Witcher. The soundtrack itself
is excellent; the high fantasy themes are mixed with more modern
music and personal themes that provide a moving background for the
action and add to the cinematic feel of the game. As I mentioned
before, I found the voice acting generally quite good; I honestly
believe that if I didn't know the game was originally voiced in
Polish then I wouldn't have noticed anything until much later on.
Sure, there is some mediocre voice acting, but no more than many
big budget games, and there are also plenty of games full of language
issues and grammar problems. My point is that we look for these
things - well, I know that I certainly look for them - because we
know that the game is translated and the voice acting is 'second
generation', so therefore we assume that there will be issues.
The
controls are pretty standard for a third person action RPG - you
control Geralt with standard WASD keys and mouse movement. There
are context-specific indicators for talking or combat and others
that appear under specific circumstances during battles. The camera
is quite friendly as well; you can have an over-the-shoulder view,
a close isometric view and a far isometric view. Each has its use;
over-the-shoulder works best for getting into the action, the close
isometric view is good for working on attacks in a narrow field
of view and far isometric is best to survey and plan your actions
over a much broader range of operations. How you use these camera
modes really depends on how you want to play the game; some people
will choose over-the-shoulder and never look back. I used all three,
but preferred isometric for getting set for large-scale battles
and then over-the-shoulder for all of the action.
I
could drone on about the technical stuff more, but in a real RPG
there are three things that really matter: the story, the story
and the story. Okay, perhaps that is overstating it - the combat
system and quest structure also matter. So do many other things;
alchemy, skill progressions and character development, to name a
few. But, the bottom line is this - what separates many of the best
RPGs from ones that are just very good is the depth of the story
and how you fit into it as it evolves throughout the game.
My
quick take on the story of The Witcher is that it takes game writing
to a level we haven't seen since Planescape: Torment. You will find
the usual assortment of quests, side quests, twists and turns, and
other elements that keep you engaged for the eighty or more hours
it will take you to traverse this massive tale. Eighty hours: they
still make games that long? They sure do - games with tons of characters,
loads of interesting stuff going on, masses of dialogue and just
generally some of the deepest game writing we've ever seen. It all
starts with the fiction of Andrzej Sapkowski, the Polish author
of the Witcher novels and stories, and he is behind the story here.
The style of the game is quite eclectic; it makes a choice not to
present the characters and dialog and overall style in a manner
such as Two Worlds
that immediately suggests a time and place in existing history.
Instead, The Witcher at times suggests themes associated with the
whole of the European literary tradition, from Eastern to Western,
ancient to modern and serious to humorous. It is this juxtaposition
of humorous moments - of seemingly nonsensical pairings of characters
and names and speaking styles - with a very serious set of themes
associated with a world at odds with itself, one which is spiraling
towards ruin.
It
is this depth of moral and emotional content that sets The Witcher
apart. Fairly early on you come across a village and meet up with
a leader who tells you that the monsters are not just random creatures,
but embody some sort of human evil and that the problems spreading
through the land are the coming to fruition of those evils across
the land. This isn't some sort of prototypical 'Evil Kowakian Monkey
Lizard gone bad' story; it is a story of an evil and darkness encroaching
that is of our own accord. In all honesty, it is the fantasy realization
of the horrors that humans bring upon themselves and each other
on an all too regular basis.
But
don't let that make you think that The Witcher is a tale whose solution
comes through recycling and biking to work; it is more that the
characters you see in the game are mainly people you could see while
walking through any big city anywhere in the world on a Saturday
afternoon. They have just been put in that position of having years
of suffering, injustice and brutality put upon them - and they increasingly
come to reflect their surroundings. This ambiguous morality, of
good people doing horrible things for what they see as the greater
good, is just an absolutely fantastic backdrop for an epic RPG,
and The Witcher takes full advantage of that setting. In this world,
the choices you make truly matter and the decisions you make are
not of the typical Bioware "I'll help you no matter what / show
me the cash and I'll think about it / I'll kill them, kill you,
and take everyone's money" sort. In those games you can see the
impact of your good and bad decisions stacking up over time, such
as with the 'light/dark' Jedi meter in Knights
of the Old Republic. In this game however you get to make loads
of small choices - give or take, be nice or cruel, help someone
at the cost of a greater goal or let them suffer knowing that you
are doing it for the right reasons.
Mentioning
'morality' and 'mature content' in the context of The Witcher is
sure to bring a single topic to people's mind: sex. Certainly you
can play the game as some sort of late-night soft-porn fantasy,
but that really misses the larger point. Well, it misses the larger
set of possibilities, but if that is how you choose to play then
there is nothing to deter you, with the possible exception of consequences
later in the game. In many role-playing games, the 'romance quest'
is about as romantic as picking through a half-pound bag of M&Ms
looking for the green ones, but here again, The Witcher isn't about
a 'victory condition for romance'. It is about the fact that you
are already a hero with a history behind you and a star-like reputation;
you can use this leverage that for 'a bit of tail', you can try
to be good to as many people as possible, you can seek out your
'one true love' only to find that you then need to choose between
making her happy and doing what you truly feel is right.
Moving
away from all the above elements, let's get into the action part
of The Witcher. The battle system is something that you will either
immediately love or always struggle with, yet I don't consider that
a bad thing or a mark against the game; it is simply something you
need to get used to in order to succeed. It is actually fairly simple;
you select your combat style and click on an enemy to attack. If
you aren't blocked or interrupted then you will see your targeting
icon change, which gives you the opportunity to chain up your attacks
for even more damage. If you manage to sustain your focus for another
attack then you can get in a killing blow that is bloody, gory and
quite satisfying. The quicker style is designed to land attacks
with greater accuracy, but lower damage. In contrast, the heavy
style deals massive damage in exchange for speed and accuracy, while
the group style is meant for when you are surrounded by... a group!
Of course, the selection of your combat style is critical; if you
attempt a power attack using the slow style against a horde of quick
enemies then you will never land a single blow, while using fast
attacks against a massive foe will get you nowhere just as fast.
Of
course, the character development system takes you well beyond three
attack types. As Geralt advances through the game, he gains skill
points and learns new alchemy formulas that together allow him to
progress successfully. Alchemy is accomplished in a fairly standard
way, but the way it is integrated into the game is anything but
standard. It is not just a matter of making simple recipes to augment
your supply, nor of subtle differences from standard formulas -
in The Witcher you can make potions that greatly augment your abilities,
or improve your weapons, or even act as bombs to take out your enemies.
However, as your experiment with new recipes you can end up poisoning
yourself as you attempt to make yourself more powerful or give yourself
night vision or something.
The
quests within the game range from complex to mundane; there are
plenty of 'FedEx' fetch and kill quests, along with much more meaningful
endeavors that entangle you with the petty conflicts between various
factions and allow you to get yourself into permanent trouble. There
are plenty of other things to do within the game and things that
add loads of replayability; there are three endings possible based
on how you choose to play, but even within those major threads there
are loads of little things that happen that make the game feel quite
different, even if you tend to stick to the same archetype each
time. For example, I tend to play 'lawful good' or 'light jedi'
characters, therefore my playthroughs tended to follow that trend.
But, depending on how I treated the various people and factions
I met, depending on how I interpreted the moral questions I faced,
there were definite changes to the overall feel of the game world
I encountered.
While
you know there is a 'spreadsheet game' going on behind the scenes,
The Witcher does as good a job of hiding it as any game I have ever
played. The relationships between Geralt and many of the characters
he meets are complex and multidimensional, and the relationship
of your decisions and the quests you take and how you complete them
all seem to figure into how the game proceeds. All of these things
combine to make you feel like you are part of a complex and living
world that is truly dynamically adapting to changes in real time.
There
is an old saying that basically goes "I have seen the future and
it is 'x'". There have been some very popular RPGs released over
the past few years that some point to as the future of the genre.
I hope they are wrong and I hope this because I want more depth
in my role-playing games and less glorified action games. So when
I think of that saying, I hope that The Witcher represents the future;
it has plenty of combat, a deep skill system, nicely integrated
alchemy and most importantly one of the best and deepest stories
and quests ever written into a video game, as well as looking gorgeous
throughout. Now that is something to strive for.
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
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