Review: The Witcher 2
Game: The Witcher 2
Recommended price: $5
Metacritic Score: 88
Completion Time: ~36 hours
Buy If You Like: The Witcher, atmospheric and political fantasy gobbledegook
The Witcher 2 (TW2) is a sequel to the original, fairly ground-breaking game following the travails of Geralt of Rivia. Geralt’s profession is a Witcher, a human who has mutated his own genes in order to more effectively fight the monsters that spontaneously appeared in the world many years ago. After the events in the original game, Geralt was playing bodyguard to a king only to see his charge assassinated in his presence and then framed for the crime. TW2 takes place immediately following those events, and the wider ramifications and intrigue surrounding a recent batch of regicide.
I am going to be completely honest here at the beginning by saying that I finished playing TW2 only grudgingly, and after several months-long breaks inbetween. The game features a decently robust journaling system that will allow you to read up on what you are supposed to be doing and the general lore of the entire game world, but the litany of nonsense fantasy pronouns and references to the original game events (and the books they are predicated on) is truly unending. While I am willing to admit that the breaks I took inbetween playing certainly contributed to my general confusion, I do not absolve the game from what I feel was a profound lack of engagement. “Why was I doing this again?” “So I’m fighting this guy, but it’s important I don’t kill him, because I want this valley to become independent, so that… err?”
One of the major strengths of the first Witcher was its creation of what felt like a distinctly authentic atmosphere. Most fantasy games have a sort of whitewashed, Disney quality to them at odds with the historical reality of peasantry who bathed infrequently, had access to few paved roads, and a general unconcern with hygiene. The Witcher felt dirty, gritty, and real. I am happy to report TW2 continues in that praise-worthy tradition. Hovels look like hovels, trolls like like trolls, and you can practically smell the NPCs through the screen. The casual race discrimination (in terms of humans vs nonhumans) and ease in which people’s lives are upended or destroyed feels correct in a way practically unique to the genre.
Layered on top of this “fantasy realism” are the most banal, discordant, gamey quests and mechanics that I’ve ever seen.
We are talking about completely shameless fetch quests, kill 20 monster quests, and boomerang quests that shatter any sense of immersion in the fictional world. In fact, by the end, I hated the game world for its perfectly realistic twisted pathways and obstacles, as I was forced to circumvent them dozens of times as I did quests A, B, and C in sequence. And can I talk about the map for a second here? Literally the worst, most useless map in any videogame I have ever played. Shit made no sense, and zooming out gives you a view of the overworld that had zero to do with anything given how you were actually trapped in small zones around the one main location of the Chapter.
The combat in the first Witcher was not particularly deep or complicated. Combat in TW2 has actually devolved to the point where I was feeling nostalgic for the timed button pressed of the original as a measure of skill. All you do here is left-click for a quick attack and right-click for a strong attack. You can block, cast a Sign, roll-Dodge, or use an item too, but combat never felt integrated into the game world at all. Maybe the devs were intentionally trying to ensure you didn’t feel like a badass playing as a Witcher. Well… mission accomplished.
By far the worst aspect of the game though (map aside), is the direction that they took potions. See, potions are an important part of the game’s fiction; Witchers mutate themselves almost solely so they can brew potions that let them regenerate health, have extra power, and so on. In the first game, you could drink potions at any time, but could only meditate (e.g. sleep off the toxic potion side-effects) at certain locations. Which was dumb. However, TW2 decided to let you meditate almost anywhere, but you must be meditating before you can drink a potion. When can you not meditate? In combat, near combat, or somewhere where combat is implied to be occurring. The issue is that your abilities are balanced around potion use but potions only last for 10 real-time minutes. So you spend the entire goddamn game quicksaving every 30-seconds because getting into combat without having potions up is suicide, but you can’t exactly be running around with potions up the whole time, especially when you are exploring.
I am belaboring the utter travesty of the combat system because I’m at a point in my life where this shit just doesn’t fly any more. I used to suffer through all kinds of JRPG combat systems for the fruit that was their (quirky) plots. You can’t really even say that TW2 would have been a better Adventure game though, because the physicality of fighting is important to understanding the world Geralt and friends inhabit. You can’t cut-scene every battle, after all.
Ultimately, I think what killed The Witcher 2 for me was the simple fact that the rest of the gaming world continued moving. Yeah, this is a game that came out in 2011, so a certain amount of slack should be given. But… I can’t. If you have played Skyrim, for example, coming into this game will be physically painful – you will chafe at not being able to hop off the wall where you want, not being able to attack when you want, not being able to go where you want, not being able to drink goddamn potions when you want. All of which is a real shame, because The Witcher 2 features a wide array of morally grey choices that actually change large portions of the game, rather than being “mere” emotional placebos.
But, you know what? I kinda want to have fun when I’m playing video games and The Witcher 2 offered me the opposite of that. I’m keeping an eye on The Witcher 3 because I enjoy the game world they have created and the choices you can make inside of it, but I am oh so wary. And oh so tired of poorly implemented game features/design.
Posted on January 24, 2014, in Review and tagged Game Design, MMO, Potions, The Witcher, The Witcher 2. Bookmark the permalink. 4 Comments.
I gave up on the original Witcher sometime in act 2 or 3, where you are in the city trying to collect things to do something (it’s been a while). There was a book or something that would tell you how to obtain the things, and one of them literally said something like “Thing of luck, just tends to show up when you least expect it”. So, I’m just supposed to faff around pointlessly hoping that the dice rolls here? Good thing I only paid 5 dollars for this.
Also, fun fact, medievals actually bathed pretty regularly. No running water made it more difficult, but most towns of any size ran a bathhouse. Anyways, the bathhouses went away when the black death arrived, near the end of the medieval era–getting anywhere near your fellows’ grime was suddenly a lot less appealing.
all that to say that I thought the Witcher laid on the “stupid, unwashed peasants” thing a little thickly.
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While the unwashed peasants thing was definitely played up, it felt rather novel compared to the settings I had played through up to that point.
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Over the years I’ve changed the way I play these types of games… less like action games, more like interactive movies. Fact is, most games of this type have awkward (and usually promoted on the box) elements that add complexity without actually improving anything. Potions would be one example for W2. Once I realized on a universal scale that I don’t enjoy those arbitrary mechanics and just want to experience a game, I usually jack the difficulty down from the default (not quite to “interactive movie” although if I run into a snag I’m not above going there temporarily) and just enjoy the game for reasons that don’t involve any particular challenge. When I play a FPS game I leave the challenge up, those are meant to be difficult. RPGs, though? I’ve learned to play those like adventure games with a bit more combat and I (generally) enjoy them more as a result.
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I guess that’s one way to do it, although some of those MMO-ish quests are quite awful no matter the difficulty, considering how much you have to backtrack through the same areas over and over. The funny thing is… I don’t have an issue with them in actual MMOs. Perhaps it really does come down to enjoying the combat system and looking for excuses to play around some more, as opposed to quests simply getting in the way of the more interesting single-player plot.
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