Showing posts with label Grand. Show all posts
Showing posts with label Grand. Show all posts

Friday, June 12, 2015

Looking at: The Witcher 3


Witcher Hour


The Wild Hunt spreads fear and icy death whereever it goes, and it's up to you to stop them.

The Witcher 3 is a game so good it's created a backlog for me. There were other games that I really meant to play, but that I put off because of TW3. It's a damn good thing I have a full time job, or I probably wouldn't have left my apartment for the 70 or so hours it took me to finish TW3.

I really liked this game. 

Alright, let's break this down so I can explain why I liked this game so much. The Witcher 3, as to be expected, is the third in the Witcher series by CD Project Red, a Polish studio that also runs GOG.com. CDPR don't make games that often, in fact the Witcher series and the upcoming Cyberpunk 2077 are the only things they've ever made. My theory for that is because CDPR knows that good games take time, indeed Witcher 3 had a development cycle of at least two years that we know of, and damn does it show. TW3 is, hands down, one of the finest RPG experiences I've ever had, and joins the pantheon of great Western RPGs like Morrowind, Dragon Age: Origins, or Baldur's Gate. 

Call a Professional


As a witcher you'll take contracts from anyone, including emperors.

TW3 once again places you in the boots of Geralt of Rivia, a Witcher, that is, a mutated super-human that hunts monsters for a living. Although there is plenty of monsters to hunt, your primary goal this time around is to find a female Witcher named Ciri, Geralt's adopted daughter and the biological daughter of the Emperor of Nilfgaard, one of the two major factions in the game. Geralt is given a number of leads to follow to find Ciri, and... that's it actually. The story from there is pretty much left up to the player, as the main plot never really moves from the "find Ciri, save Ciri " angle.

Rather then focus on the main plot, TW3 is much more content to focus on it's side stories. While there are simple fetch or kill quests, many of the sidequests can spin out into their own miniture epics, taking you across the land and unraveling into stories worth telling, often with completely different outcomes based on your choices. There are some truly gripping tales to be found throughout the world, and it makes the game feel more like an episodic TV series at times.

Geralt of Rivia: monster slayer and lady killer.


Apart from the sidequests, there are also the monster hunts. One of the biggest complaints about The Witcher 2 was that the game forgot that Geralt is a monster slayer. Worry not, because there are monsters to slay in bulk here. At any point you can walk into a village, take a contract, haggle the price, and carry out the hunt just like a real Witcher would. Like the sidequests, these too often end up being more then they should be, behaving like investigations from the Batman games. You'll need to gather information, track down the monsters using Geralt's new Witcher sense, and plan your strategy.

The world is burning, but is it worth saving?

W3's approach to story telling, both in the main game and sidequests, is all about investigation. You'll need to learn about what you're doing, rather then charge in swinging your swords, and it's a refreshing change from most games these days, to content to just hand you everything. It can make the game feel overly long, and the plots have a tendency to drag on, with Geralt himself getting upset at the amount of backtracking, but it's all worth it and the delivery saves the game from tedium.

There's no set morality meter in W3, which is good because it would almost constantly be stuck right in the middle. The world is an awful, horrible place to live in, much closer, I imagine, to what living in an actual medieval country side might be like. Racism, sexism, xenophobia, rape, and murder are all common-place and it makes the concept of saving the world that much more challenging. There's bad blood in the land of Temeria, and it's spilling in bucketfuls.

Whereas Skyrim squandered it's set up of a war, Witcher 3 thrives in it, using it to craft the world and shape how events unfold. Everything and everyone is tainted with the constant threat of death, be it at the hands of monstrous beasts or one of the two armies burning the country side, or the Wild Hunt, a band of marauding interdimensional elves that kill indiscriminately. Not all of the monsters in the world of Witcher 3 have fangs and fur, and you'd do well to remember that throughout.  


Bombs, Blades, and Flaming Handshakes


Adventures will often lead you to the weird and unknown.

Combat is largely unchanged from TW2, but refined down to what it should be. Geralt now has the ability to dodge and roll, each with their own uses. Once again, you'll have access to a steel sword for normal opponents, and a silver sword for extra-normal enemies. There's a selection of bombs to craft, potions to brew, and magical signs to upgrade.  

The big change is just how fights feel. Geralt feels like he should, fast and fluid and a flurry of action. This isn't Dark Souls, and you'll need to learn how to fight properly against each different enemy. While dodging and heavy attacks might cut it for one enemy, you'll need to use signs and bombs on a different one. You'll need to master every part of the Wither's arsenal if you want to stay alive and claim your rewards. 

You'll be able to level Geralt however you see fit, mixing and matching skills and mutations.


TW2 tried to have an openness to it's levels, but at the end of the day they were only extra-large restrictions on relatively small maps. Once again TW3 is going whole-hog and features two of the largest, most detailed game maps I've ever experienced. There are two continents to explore in TW3, the European countryside of Velen, nicknamed No-Man's land due to the ongoing war, and the cold and bitter Viking-inspired islands of Skellige. Both are massive, easily rivaling any other open-world on the market, and the open nature of them is a natural fit for Geralt's adventure, letting you act like a real Witcher as you go town to town accepting contracts and saving lives. Even better is the fact that it's not an empty world. There are things going on around you, like packs of animals or patrols or bandit raiding parties, and it not only helps sell the world as immersive, but kept me engaged for that much longer. In a lot of ways it reminded me of Red Dead Redemption, and I say that as a point of very high praise. 

There's always a Dame


Ciri is more then capable of handling herself, and playing as her is a blast.

What good is a great world if there aren't any interesting people populating it? Thankfully TW3 features some of the most well written characters I've seen since Fallout: New Vegas, and it seems like every person has a complete backstory and a good reason for doing what they're doing. The whole game takes place in the midst of a massive war, and the effect this has had is clearly evident. People are scared, some are angry, and there's as much in-fighting between various factions as there is between the two armies. You'll need to contend with the armies of the Northern Kingdoms, the southern Empire of Nilfgaard, and the various independent groups like the Free City of Novigrad or the hyper religious Witch Hunters. As is often the case, helping one group can, and likely will, anger another one and you'll need to choose your allegiances carefully. Sometimes the smallest choice can have huge, unseen consequences and might mean the difference between a hard fight and a good conversation.

Most interestingly is how I found W3 handles it's female characters. Geralt may be an unkillable badass, but he does seem to have a weakness for women. I don't think it's unfair to say that most of his decisions are based on this weakness, whether it be for one of the various sorceresses that seem to use him for their own gains, or his adopted daughter Ciri. To often women characters are scrutinized in games these days, but I can honestly say the women of Witcher 3 are among my more favorite. Each seems to have their own motivations and alternate agendas that work to flush them out into three dimensional characters.

Your choices, no matter how minor, can greatly affect the outcome of quests.


By far the most interesting is Ciri, whom you actually get to play as in short sections throughout the game. When I heard there were going to be linear sections of playing as Ciri I was skeptical, seeing as it broke the flow of the game. But after the first few sections of her gameplay I began to look foreward to it, and the final few times I played as her were an absolute blast.

Ciri plays just the right amount of different from Geralt, having not been completely turned into a Witcher. She also has the power to warp time and space, allowing her to blink around, changing the dynamic of combat. By the end of the game she's a living super-weapon, and just awesome to see in action. CDPR hasn't said anything, but I would definitely play an entire game as her.

Flashing Steel

If you've paid attention to the development of Witcher 3 you've no-doubt heard about the graphical downgrade that happened during production. Here's the video from Digital Foundry that shows a comparison between the E3 2013 demo and the finished version in 2015:



It's pretty plain to see that the game doesn't look like what it should have, and it's been all but confirmed that it's because of the console version. The good news is, the game still looks great, and the better news is I played it on PC. 

People have commented how they don't like the cartoon-like look of TW3, and I don't know if I completely agree with that. On the one hand, it does sort of downplay the grimy feel of the game world, with the political meandering and rampant human hatred. On the other hand, despite the downgrade in graphical fidelity, I still really liked how the game looked. I'm a sucker for a splash of color in my games, and I really dug the almost idyllic feel of the country side. In a lot of ways it reminded me of games like Legend of Zelda, and it gave me just the right amount of nostalgia. 

That's not to say the game looks bad, quite the opposite. Temeria is a lush and gorgeous place to look at, and Skellige is the perfect mixture of Irish country side and Nordic viking heritage. I loved just walking around and taking in the sites, and every location felt unique and well realized. All of this is helped by some great lighting work that made the day feel bright and vibrant and darkness feel oppressive and mysterious. Dungeons in TW3 require the use of torches to navigate, and it's so nice to actually see a game that does this, rather then keep the brightness cranked to max. If there is one issue I had with the graphics it's that there's often a split second of pop-in when scenes transition, and it can be jarring when hair or armor loads before the 

If you have the rig to run it, Witcher 3 looks fantastic.


I've explained before that I don't inherently have anything against console gaming. Some of my favorite games of all time are on consoles and I understand the appeal of a game you can just sit down and play without figuring out configurations. That said, many recent releases reinforce why I prefer my PC over consoles, and Witcher 3 is another good example. I was able to consistently hit between 50-60 FPS on High settings, and I've seen people with much worse computers then mine get great results on lower settings too. The game scales great too, looking fantastic even on the lowest settings. Nevermind the ability to mod it. For my playthough I had installed a simple ENB graphics mod and it made the game look great. 

The audio design was equally great, which is nice considering audio was one of my bigger issues with TW2. Voice acting is once again fantastic, especially veteran Doug Cockle returning once again as Geralt. While Geralt's range of emotion is somewhat stunted, Cockle does a great job of making the character feel real, and delivers each line perfectly. The rest of the cast ranges from great to serviceable, and while it's unfortunate that the game too often uses the "generic UK regional dialect" trope, there's enough variety to make you forget about it. 

Geralt's heightened Witcher's sense highlight important quest markers, as well as loot. 


The real winner though is the ambient sound design. The music is great and all, fitting with the world when it's quiet and flaring up when shit is going down. Even better is everything else, and I loved just sitting in the forest and listening to the trees and grass sway in the wind. That's a weird thing to say, sure, but it's so well done and fits into the world that it really was an awesome experience. 

The best display of both the visual and audio aspects of TW3 is the monsters, particularity the bosses you often face at the end of Contract missions. Each fight with these beasts is memorable, not only for the investigation that leads up to the battle, but because the monsters themselves leave a lasting impression. Monsters look creepy, terrifying, and real, and the sound threatening and boisterous. These are beasts, wild and crazed, that won't hesitate to kill you at a moment's notice. Even the non-hostile creatures exhibit memorable design, and it made them really stand out. 

Fireside Epic

Sailing, horse back riding, and the card game Gwent are all welcome additions to the formula.

TW3 isn't a perfect game, but it's few issues are minor and the good outweighs the bad by a mile. There are issues we see popping up in open-world games all the time, most of which are just funny rather then annoying. Characters popping in for no reason, the AI not knowing how to react properly, character models not moving, and general oddities with the physics engine. It's rare that I ran into a glitch or bug that impeded progress, and I don't recall any issues that actually made me stop playing. 

If there is one major complaint I have it's the controls. I played the entire game with a gamepad, and while I've heard KB&M works ok, I prefer games of this type on a controller. The issue is how Geralt seems to react to your input. He's over 100 years old, sure, but he's supposed to be superhuman. I lost count of how many times he bumped into a wall, or just a random piece of the environment, and he felt sluggish and slow when just moving around. Combat largely avoids this issue, thankfully, but just walking around can be a bit off-putting. Even worse was the horse controls, which often just didn't work properly. I began to dread using my horse and was very thankful for the ability to fast travel. 

This is easily Geralt's finest hour.

The Witcher 3 is a rare breed of game, one that strings you along for an extended tour and manages to keep you engaged for the entire experience. It's an adventure that made me feel like an adventurer, solving problems, saving people, and being a sword swinging badass. It's an RPG that let me play a role, making me be a character while letting me define that character. Finally, it's a game that I enjoyed, even despite the occasional challenge and the extreme length. It's a game worth playing, that's for sure, and hands down one of the best and most engaging RPGs in a very long time. 

Wednesday, May 6, 2015

Looking at: Grand Theft Auto 5


Rockstar Life
GTA 5's three protagonists

I'm standing in the middle of a busy intersection, in my underwear, laughing as the world around me explodes. I'm a crazed Canadian meth dealing psychopath and I've planted C4 in a circle around me, just to watch the chaos unfold. The area is tearing itself apart and it's all because of me.

I'm driving my luxary car down the street on my way to pick up my best friend. He's an asshole, but we grew up together in the suburbs of Los Santos, a facsimile of Los Angeles, and he's one of the few friends I've got. As a couple of poor, African-American guys we have to struggle to make ends meet, but we always try to find time for a few drinks and a game of darts when we can.

I'm on a golf course downtown and I'm considering beating the guy behind me to death with my 9-iron. He's been bugging me all game and I can feel myself relapsing into my old violent ways. I stop and consider that I'm trying to be a better father and go legit after a life of crime I left behind. I hit the ball and slice it hard left. Killing the man proves to be much more enjoyable.

The Grand Theft Auto series is one of the older IP's still hanging around, having managed to stay alive since 1997 without a reboot or a very long pause. It's a series all about letting the player run rampant in an open world, creating their own stories in-between the story crafted by Rockstar themselves. GTA V is a return to the sunny shores and barren desert of Los Santos, jewel of San Andreas, but is this a trip worth making again or is it just another celebrity face-lift?

Tinsel Town

Scattered around town are random side jobs, almost as good as the plot missions.

In many ways GTA 5 is the same game as GTA 4 was, which itself wasn't to far removed from the GTA 3 trilogy of the early 2000's. As always the game revolves around you doing various crimes as you rise through a seedy underworld all the while trying to keep a level head and stay one step ahead of those who would see you taken out. You'll fight cops, other gangs, private security, and your own morality as you come to grips with the world of crime and violence you find yourself in. It's a dark look at what man is willing to do, and the biting commentary about modern American life is found in every corner.

Once again this crime drama is set in Los Santos (Los Angeles), the jewel of the great state of San Andreas, previously seen in the GTA of the same name. Where as GTA: SA had the entire state to explore, including the cities of San Fierro (San Fransisco) and Las Venturas (Las Vegas), GTA 5 has chosen to instead stick to one city and the surrounding country side. That's not to say the map is small mind you, and indeed it's decidedly larger then any of the previous games, including Rockstar's Western odyssey Red Dead Redemption.


Despite it's enormous size, GTA 5's version of LS and the surrounding Blaine County is, hands down, one of the most detailed and impressive game worlds I've ever seen. There is so much to see in this game that I often found myself flat out ignoring my current objective just to walk around an appreciate the world. The amount of minor detail is staggering, from the way the different districts of LS look and feel different, from the wide open wilderness of Blaine County and the way it all melds together. I've always been a sucker for big worlds begging to be explored and seeing a game outside of the RPG genre pull this off so well reminds me constantly why Rockstar is one of my favorite developers. 

That's sort of the underlying strength of GTA 5, is it's almost psychotic attention to detail in the little things. Thinks like how vehicle engines tinkle as they cool down when parked, or how the pedestrian traffic of different areas changes based on the time of day. It's a level of detail you rarely see in games, save perhaps the admittedly even crazy Metal Gear Solid series, and it really helps to bring the game to life. You could strip away all the story elements to GTA 5 and just sell it as an interactive world and I still would've bought it on that alone. 

Triple Trouble

Michael's problems with his family are some of the most human moments in the series' history.

The story, incidentally, is perhaps GTA 5's most problematic area. Like previous entries into the series, the story revolves around a series of daring crimes committed by a small group of individuals as they struggle to survive against ever mounting odds. The biggest difference this time around is that rather then one protagonist, you control three, slowly unlocked over the games first five or so hours. 

Firstly there's Franklin, a young African-American man trying to shake his gangster upbringing. He's in love with a girl that hates him, best friends with a suicidal moron, and lives with his fem-Nazi aunt that wants him out of her life. Franklin's biggest strength is his ability to drive well and in another one of GTA 5's new features is the addition of special poweres, in Frank's case, the ability to slow time to a crawl and drive with perfect precision. It's a handy feature and Frank's is arguably the most useful. 

Shortly thereafter you're introduced to Michael. Mike is a retired bank robber who gave up his life of crime a decade ago and has been regretting it ever since. He's still got his head in the game, but the game's moved past him and he's playing catch up. More interestingly is Mike's family, a wife, daughter, and son. Family ties was a theme explored in GTA 4, but Mike's is far more interesting then the bowling obsessed cousin of that adventure. It grounds the character in a way not previously explored in the series and does a great job of humanizing him. 

Then there's Trevor, simultaneously the worst character in the game and the best character in the series. Trevor is pure chaos, completely unhinged and ready to go off at a moment's notice. He's a cannibal speed freak, striking fear into everyone around him with his very presence. He's an agent of destruction, leaving a trail of bodies wherever he goes. He's Mike and Frank's best friend, and they're worst nightmare. 

Switching between the three after they're all unlocked is a smooth and seamless transition, allowing you to go to the other side of the map at a second's notice. While it's fun to switch between them during free roaming gameplay, it's the missions that see them working together that really make the game, swapping back and forth for flanking shots and side assaults on unsuspecting enemies lends a new level of depth to the gameplay we didn't see before. It's like playing a strategy game, only really fast and it makes some of the hairier moments all the better. 

Psychotic Episode

Trevor sows destruction wherever he goes.

It's a little to bad these men don't have a better story to tie them together. The plot is best described as "wandering" and it's oddly made both better and worst by the addition of three playable characters. There's no overarching plot to hold everything together like Niko or Cj's quests for revenge in the previous games. I've heard GTA 5's plot described as "people doing bad things" and that's really the best way of describing it, it's just a series of people doing things.. 

That's not to say the writing is bad, actually quite the opposite. This might be some of Rockstar's best work, with a huge cast of memorable characters and dialogue that's both funny as hell and shockingly realistic. The way the characters interact feels real, especially between the three leads, and there's a metric fucktonne of voice work ensuring that every line is delivered perfectly. 

GTA 4's plot was all about the American Dream gone wrong as Niko slowly learned that America is worse then his former life. GTA 5, in response, is the utter rejection and hatred of the modern American life. This is a game completely sick and tired of the world around it, taking potshots at nearly every aspect of modern, post economic collapse America. There's commentary on modern News reports, racial tension, police militarization, reality television, and even other video games. There's something lost in the minutia of it all, and at times GTA 5 seems to forget what's parody and what's just pointing and laughing, but it works more then it fails and paints and ugly picture of the world we live in. 

At times it seems like the game would've benefited from only one main character, and you can sort of see that throughout, since all three men have their own individual story. I would've loved to see the game just centered around Michael's struggles, and it's his plot that seems to have the most weight to it. Sure, the switching is fun, and both Trevor and Franklin bring their own strengths to the table, but it's Michael's struggle between family life, crime, and his deals with the shady government agents that proves to be the strongest part of the game. 

Maximum Pain

First person mode offers a new way to play in the Next-Gen/PC version.

If there is one thing handled perfectly it's GTA 5's shooting. GTA 4's shooting was a step up from the PS2 era, no doubt, but it still felt floaty and off balance. GTA 5 seems to have taken several notes from The book of Max and completely overhauled the shooting. This time around it feels precise and on point, allowing you to deliver perfect shots with ease. It's not quite as perfect as Max Payne 3, but it's more then serviceable in it's own right and never hinders the experience. 

Driving has also received an update from GTA 4. Cars now have real weight to them, depending on the vehicle type, and there's a huge difference between driving a family sedan, a low-rider, or a semi-truck. It takes more then a bit of getting used to at first, and it's easy to spin out accidentally or over-judge a slight calculation, but once everything starts to click it feels as smooth as any number of racing sims. 

Graphically GTA 5 is impressive. Like I mentioned there's a huge level of detail to be found throughout the game, like characters only getting wet to where they went into the water, but all around GTA 5 is a really nice looking game. Los Santos has never looked better and it's rare to see a game world that looks and feels this alive and vibrant, with color strewn about to bring the game to life. There are minor issues, like the lack of reflection on certain surfaces and recycled textures popping up here and there. There's also, at least on the last-gen systems, a huge problem with pop-in and LOD distance causing the occasional crash into a tree that wasn't there before. Out of all the versions the 360 is by far the worst for this, and while it doesn't ruin the game, it really doesn't do it justice either. 

On the audio front, GTA 5 is an absolute accomplishment. Let me start by talking about the radio stations, all of which are awesome. There 17 stations in the default game, plus an additional one for PC players and a custom player station on PC as well. It's a guarantee you'll find some music you love, but even better you can really get into the mind of each character thanks to the radio. It's awesome to drive downtown as Franklin, blasting classic rap songs, or racing around as Trevor to some angry punk music. Never mind the original score, which punctuates the scenes perfectly and always seems to kick in right where it's needed most. 

Beyond the music, the actual audio design is fantastic. I already talked about how great the voice work was, but it goes even further then that, with the streets of Los Santos sounding like actual busy streets. There are innumerable pedestrian conversations, either between people on the street or into their cell phones. There's the distant sound of dogs barking, or emergency vehicles whizzing along. There's the subtle hum of traffic, complete with the odd radio turned up way to loud. GTA 5 might be one of the best sounding games I've ever played, and it's so well done I doubt many people will actually realize. 

On PC and Around the World

Multiplayer is often as hectic as the singleplayer.

I haven't mentioned it up till this point, but this review is largely based off the PC re-re-release of GTA 5, which is hands down the best version. I'm not just saying that because I prefer PC gaming, but I've played the PS3, 360, and X1 versions of GTA 5 and the PC version beats them all hands down. This isn't just another console port, and while the 18 month delay from the original version might seem a bit long it's clear right off the bat the wait was worth it. Rockstar received a lot of criticism for GTA 4's sloppy PC port, and it's been rumored that's why Red Dead Redemption never made the leap. It's clear they've learned from this as the PC version out preforms all of the console versions with ease. 

First of all, it's just a very well made port, with a full suite of graphics options to suit your needs. My little brother's rig is definitely starting show it's age and yet he had no issues running the game smoothly. More then that, it's rewarding for people that put time and money into their machines by offering 60fps, and while I'm not usually one to get hung up on frame rates, it's impossible to not see the difference. 60fps is much smoother then 30 and the game as a whole feels better for it. It does tend to dip down, especially when shit starts to hit the fan, but I've never seen it go lower then the high 40's. 

The PC version also looks better, even then the next-gen console versions. The lighting is sharper, shadows handled a bit better, and there's more minor details rendered. All of this can be seen from the included 1st-person mode, courtesy of the PS4/X1 version. While I still prefered the game in 3rd-person, it was nice to see how much work was put into making 1st-person a completely viable option, and it's impressive to see how well it works. 

The other thing I haven't talked about yet is GTA Online, GTA 5's multiplayer portion. GTA 4 included an online suite too, but that was more traditional. GTAO is structured as a stand-alone MMO packaged with the already lengthy single-player, and as of now it also includes the option to take on heists. There's enough here to keep you busy, sure, but playing with a group of friends, especially the heists, is the way to go and provides some of the best, action packed experience the game has to offer. 

All of this can be captured and logged thanks to the PC version's full video editing suite. GTA 5 isn't the first game to feature a video editor, but it's certainly one of the better ones. Short clips can be recorded during normal gameplay, either single or multiplayer, and edited together with a whole host of options. What's great is that you're not even limited to the your camera, as the recorded video is produced as a full 3d screenshot, allowing you to move the camera wherever you want. There's also the inclusion of Director Mode, allowing you to take control of any character in the game and do whatever you want with them. Want to make a video of Michael's daughter going on a killing spree? Now you can. 

Crime Spree

Trevor and Michael's strained relationship works well thanks to great performances by Ned Luke and Steven Ogg.

Rockstar have earned themselves a name by making grand, sweeping games worth playing and talking about, and GTA 5 reminds us why. While it's story might not be as strong as GTA 4's, there's no denying the strong cast of characters and biting commentary offered up by the three leads. GTA 5 points a mirror at modern American life and forces us to admit that it's a shitty, shitty place to live in, THEN the game gives you a hammer and lets you smash the mirror to bits. Whether or not they know it, and I think they do, Rockstar have created one of the best pieces of cynical parody in gaming ever. 

The GTA franchise have always been great games, and GTA 5 continues that tradition in style. It's a completely confident game, bursting with content and personality. It's a game worth playing, if not for the great gameplay or awesome dialogue, then simply because everyone else is playing it too. 








image sources:
http://www.reddit.com/r/gaming/comments/1quk34/a_map_comparing_the_sizes_of_all_the_major_gta/








Wednesday, March 25, 2015

Looking at: The Witcher 2



Kingslayer

As Geralt, you'll often face insurmountable odds. 

I hate the word "epic". Like most things it gets it's hands on, the internet has all but ruined this word, turning into a shambling, stupid, meme-spitting buzzword. I hate "epic"

But there's no other word to properly describe The Witcher 2: Assassins of Kings.

Witcher 2 is a huge, sweeping, mature epic fantasy that demands that you take it seriously as it strings you along. Is this a journey worth taking or just idle talk by the firelight?

From Poland with Love

The Witcher 2 can be beautiful when it wants to be.

The entire franchise of The Witcher comes to use courtesy of Polish writer Andrzej Sapkowski. The series centers around Geralt of Rivia, the White Wolf, and a Witcher. Witchers are mutated monster hunters that roam the land killing for money, and Geralt is considered the best among them. The books provide an entire back story, but the games are they're own self-contained tale, and you don't really need any fore-knowledge on the character or world to get what's going on. All you need to know is that shit is almost constantly in a state of fucked up, and Geralt really doesn't care at all.

The first game opened with Geralt running through the forest, waking up with amnesia, and slowly but surely piecing together everything that's happened to him. Throughout the first game he killed monsters, killed some great evil known as the Grand Master, and saved King Foltest of Temeria from assassination. There is more to it then that, but that's all you'll need to know about The Witcher in order to player Witcher 2.

The Witcher's Path

The upgrade, simplified thanks to the amazing Combat rebalance mod.

Witcher 2 opens with Geralt in prison. He's been accused of killing Foltest and is set to hang. Throughout the tutorial it's slowly revealed that another Witcher killed Foltest and that Geralt is just taking the blame. In exchange for his freedom, Geralt promises to track down the real kingslayer and bring him to justice. This serves as the central plot point throughout the game, as you track down the killer and deal with the fallout of Foltest's death.

The plot plays out like a medieval noir story, with secrets being revealed and motivations changing as more and more details come to life. It's a great story too, taking time to develop like a constant slow burn, and giving you time to digest what's going on. There's plenty of back story to wade through, with character descriptions, a full bestiary, and plenty of lore hidden throughout. The Witcher 2's world is easily one of the most well realized and complete worlds I've ever seen.

There are also side missions throughout every level, ranging from simple Witcher's work -that is killing monsters for money- to more involved quests like locating a lost laboratory, saving researchers from a haunted mansion, and more. The more involved sidequests will create entire stories independent of the main plot, with the majority of these being worth the time, if only for the great story.

Like I mentioned, choice means everything in Witcher 2. You'll often have to make decisions, whether minor or not, and live with the consequences. Practically this usually means things like avoiding a fight, or changing your opponents, but certain choices can vary the game's progression wildly, with the entire second act hinging on a few moments. These choices feel natural, and the game's reaction reciprocates this well so the entire process seems dynamic, rather then the "choose a color" scheme some other games choose to go with.

Whirling Dervish

Monsters are often as terrifying as they are massive.

Gameplay in Witcher 2 can best be described as "tactical swordplay". Geralt, despite his abundance of badassdom, can't really take a hit that well, even with late game armor. Instead his style of fighting relies on being faster then his opponents, be they man or beast, and making sure he doesn't get hit. In this regard I often found the most useful tool in the Witcher's arsenal his ability to dodge around like a madman, rolling or pirouetting out of harm's way in a second. More importantly, dodge was one of the few animations that would trigger correctly when I try to use them.

That brings me to the heart of the issue with Witcher 2's combat, is that it's all heavily animation based. That's fine, since all games are, but there's no real physics to the animations, and they play out regardless of what's going on. It's hard to explain, but play a comparable game like Dark Souls or even Skyrim and you'll understand. There's an odd lack of weight to your hits, like they're not really connected to anything, and this makes combat feel floaty and awkward.

This is an issue for two reasons: One, when combat does work, and you kill your enemies in a flurry of blows and feel like a master swordsman, it feels great. The second issue is that combat makes up the large majority of the game between just normal monster hunting and encounters with human foes.

Combat is a mixture between using one of Geralt's swords (silver for monsters, steel for humans, despite what the novels may say), using one of the limited, but insanely useful, magical signs, and making liberal use of alchemy. This last one is particularly of interest as it reinforces Witcher 2's theme of preparation. Geralt isn't the Dragon Born, and he can't heal in the middle of a fight by eating a sandwich. Instead, you'll need to brew and quaff potions when you have a spare second, meaning that trips outside of town are limited to about as long as your potions last. It's an interesting idea in theory, and certainly makes the game more challenging, but quickly becomes annoying and tedious, not to mention aggravating when the game constantly forces you into situations where you're not given time to prepare.

Troll maiden

A moment of quiet before a battle.

There's an almost constant sense of awkwardness to Witcher 2, like it's a game that wasn't meant to be as good as it it. Dialogue interactions are strangely stitched together, and rarely flow well. Scenes don't as much bleed into one another like they should, but feel patched together, like they were constructed independently of one another and assembled after the fact. There are so many strange and unintentionally hilarious animations I lost count halfway through the second act. I've seen games that punch above their weight class and impress me by doing things I didn't expect them to do, but Witcher 2 seems like the exact opposite, making mistakes that a game of its caliber shouldn't be making.

The one area where Witcher 2 is consistently great is it's graphics. While the character models have aged a bit in the years since it's release, there's no denying that it's a great looking game. The lighting work especially sells the scenes, but overall the world looks and feels great, even when the things inhabiting it don't. 

On that note, a special notice goes out to monsters. Despite the promise of monster hunting, there are only a handful of monsters to hunt throughout the game, but they all look great. Each monster looks terrifying, and really fits the dark, ugly tone of the game. Everything from the undead zombie nekkers, to the towering Kyran octopus creature looks great and fighting them is all the better for it.

On the audio side Witcher 2 once again fails to deliver. Voice acting on the main characters is great, particularly Doug Cockle as the voice of Geralt and Jaimi Barbakoff as Triss Merigold, the lead female. Voice acting on the other characters though ranges from mediocre to terrible, and the sound mixing doesn't really help. VO actors either seem to close or to far away from the mic at times, and conversations seem to happen regardless of your proximity to them in the world. I was across town from a pair of dwarves talking and yet I still heard every word of their conversation. Worse is that each location only has a small finite amount of ambient conversations that play over and over infinitely. I can completely recite one conversation from the second act because it's the only thing I ever heard whenever I was in town. Using the incredibly useful Cat potion, which grants the ability to see in the dark and sense living creatures, was always a hard choice because for ten straight minutes it would play a beating hear sound that drove me nuts.

Monster Slayer

As a Whitcher you'll often be called to deal with magical creatures like the undead.

I don't know what to make of Witcher 2. I didn't know what to make of it when it was released in 2011, I didn't know what to make of it after the enhanced upgrade release in 2012, and I still don't know what to make of it weeks before Witcher 3's release in 2015.  Witcher 2 is a game that's great, even amazing, despite how terrible it is. This isn't a case of The Room where it's a bad property that's accidentally great because how bad it is, rather it's a case of a property that is so great despite it's many shortcomings.

In the end, there's nothing else quite like Witcher 2. It's a game of political intrigue, endless conversations, and brutal violence. It's a world of grey, where black and white morality simply don't exist. It's a unique experience to be sure, but I don't know if it's for everyone. Trying to recommend Witcher 2 is difficult because looking at it's individual pieces it's not that great of a game. Only when looked at as a whole does the game work, and from a distance it's a masterpiece. If your looking for an RPG that will challenge you, both in terms of gameplay and morally, then The Witcher 2 is for you, otherwise this might be a tale left unheard.

image sources:
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