You know a publisher is in trouble when they have to borrow another $10 million just to get them through the winter, as Atari recently did. And you get the feeling they’re doomed when, despite being in dire need of strong sales and consumer goodwill, they make the decision to release their new game with another irritating and underhand piece of copy protection that means if it doesn’t like the look of your installed programs it isn’t going to play ball. Right now isn’t the place for me to start a good ol’ rant about the evils of modern CP code, but anything in your game that stops me from playing it is a bad idea publishers. Potential buyers need to know that if you use (for example) Alcohol 120%, there’s a good chance The Witcher’s CP drivers will not recognise the game disc and the game won’t play. It took me two days to figure that out, two days when I should have been playing the game and not railing at the inequities of Atari, and it’s not an isolated incident. Publishers like Stardock have shown the industry that it’s possible to have both critical and commercial success without any CP whatsoever, and I’m disappointed others aren’t trying to follow their lead.
Anyway. Once I’d that dealt with I was struck by another of The Witcher’s obstacles to game play – the intro and subsequent cutscenes. The glorious, scripted, in-engine, frame rate-eating cutscenes. They take absolutely ages. My first fifteen minutes was spent simply watching the game strut its stuff and attempt a hasty set up for the first proper play segment. Which was subsequently too hard. I appreciate the attempt to get the player to grips with the action as soon as possible after the lengthy preamble but it’s badly handled here. You’re thrown in at the deep end wearing concrete shoes, with insufficient tutorial pop-ups and no clue as to what is going on. I’m of the opinion that The Witcher makes a messy, poor first impression, with minimal charity for the novice and the unskilled and a near terminal dose of befuddlement that is only partial accounted for by your character being an amnesiac.
But after the first hurdles The Witcher spends the rest of its play time trying to make up for the very shaky start. You play Geralt, a milky-haired monster slayer called a Witcher, prancing about in a fantasy world created originally by Polish author Andrzej Sapkowski. But this is gutter fantasy, the traditional RPG tropes of evil orcs and noble elves turned on its head and it makes for a refreshing setting. The developers CD Projekt have made the most of Bioware’s Aurora engine, and the scale and detail in the locations is impressive, if plagued by numerous loading screens. It’s a gritty, deep-feeling world set in the aftermath of a particularly nasty war where nobody now really trusts anybody else. The human settlements you encounter give the distinct impression of a society seriously on the wane, and the distinct differences in the setting compared to every other RPG ever made make The Witcher feel fresher and more exciting. The world looks and feels seriously lived in. And the elves are now all terrorists apparently.
The Witcher manages to put in a very solid showing when it comes to staple RPG features. Aside from your twin Witcher swords (one steel for regular nastiness, one silver for the more supernatural) you have the option of packing extra weapons like battleaxes and daggers, and three different combat styles to augment your swordplay. Backing up your traditional martial tools is the arsenal of Signs that Geralt can acquire and improve. These function like psychic powers, and can include the ability to knock back foes with the wave of a hand or set them on fire. These two elements provide some interesting variation in the combat, which just about succeeds in towing that fine line between useful simplicity and boring repetition. Attacks can be chained together easily with a few well timed mouse clicks while your character Geralt will attempt to parry any incoming swipes when not engaged in a move, and Signs are useful for buying yourself valuable room to manoeuvre in combat. It’s visceral stuff, and once you get to grips with it taking on groups of enemies becomes fun while remaining challenging. Some of the animation is choppy and the dodge moves aren’t very well implemented, but the whole thing remains a satisfying game play element.
As a Witcher Geralt also has the ability to brew and use dozens of different alchemical potions that provide various combat bonuses and other useful (if temporary) talents such as the ability to see in total darkness. Ingredients come from a variety of sources such as slain monsters and local flora and fauna, but a lot of the more interesting and potent stuff is off limits unless you gift Geralt with the appropriate skills. These are acquired by spending ‘talents’, which are essentially XP that can be distributed to improve Geralt in a number of areas such as strength, handling with a particular weapon, intelligence, alchemy etc. Engage in more combat and complete more quests to gain more talents, which can be used to direct character growth in a limited number of directions. It’s a straightforward system that still manages to retain an element of subtlety and there’s room to experiment.
The above all ensures that there’s some serious gaming goodness stuffed into The Witcher, and it would be getting a glowing score were it not for a handful of serious niggles. When I heard that the game plot and world was being adapted from a series of novels I held out a slim hope that the writing would be amount to at least average in quality, and I’ve been let down. This could be blamed on the choppy translation from Polish to English (and there are rumours that some of the text has been seriously altered) but it has a knock on effect on how the game presents all of its themes and it mars every serious character interaction in the game. It’s not bad per se, but it results in the much lauded moral ambiguity and discussion of issueslike racism being presented with all the finesse of a sharp kick to the shin. The dialogue exchanges are puzzling at times and some are so bizarre as to be hilarious, which is all a bit of shame.
It’s not without its bugs too. I encountered regular floating objects, broken animation and the occasional NPC stuck to the scenery. For all it’s graphical and aesthetic detail the game feels like it’s lacking that extra bit of polish that would have ironed the worst out, at the cost of a few extra months development time. I witnessed some truly suicidal AI behaviour too (and scrumming around a potion-crazed white haired freak wielding a sword is suicidal behaviour) which I suppose is almost par for the course in games like this. I had plenty of fun with The Witcher, and it’s possessed of a world I can see myself returning to. I’m torn between awarding it a 7 or an 8, but I think the game lacks a certain overall level of consistency and solidity - It largely succeeds in delivering an entertaining RPG experience, but denies itself true greatness.
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