A very awesome kinda game I just heard from two of my
classmates Ujji & Amit, so thought why not get a review for it and here am
I with anither powerpacked gaming review!!!
The Witcher 2 is a game that shoots for the sun while its
rivals are still lining up their sights on the moon. It’s an AAA RPG with an
indie soul, and a charged, exciting adventure you can really sink your teeth
into, admire, and for the most part, love. From the raw technical wizardry of
the engine, to tent walls rippling in the breeze and villagers running for
cover when it rains, it’s a game built with burning, red-raw passion and
exactly one goal. To be the best RPG ever, whatever it takes.
Ultimately, it falls short of that, but not without giving
it a damn good go. Over its 20-30 hours of almost relentlessly superb moments,
Witcher 2 raises almost every bar it can get its hands on. It’s let down by
only two things: an undercooked combat system, and a story resolution that it
actually hurts to watch. The rest is simply amazing, from the beautiful writing
to the gorgeous visuals, meaningful choices, and a world that feels like a real
place that exists beyond the game’s limitations.
In the opening section, for instance, you’re sent to take
down a traitor, Aryan La Valette. Whether you kill him in a duel or make him
surrender, the game happily rumbles on. You may not even realise that talking
him into giving up is a possibility. If you do, though, you meet Aryan again
not long afterwards in a dungeon and join forces. If you killed him, on the
other hand, there’s another scene entirely, which changes the way you escape,
as well as giving you more exposure to a key political faction.
The scale of the consequences of many of your choices is
almost ridiculous. Chapter 1 features two completely different final acts
depending on who you work with, both of them dramatic and well-produced.
Chapter 2 takes this to a whole new level, offering two completely different
towns depending on your earlier choice. The basic goal is the same on both
sides, and they share some maps, but the characters and sub-quests and
perspective are unique. Not everything splits the story this much, but even the
choices that only affect dialogue or the course of single fight are effective.
All this detail and ambition comes at a price, however. The
Witcher 2 often feels like CD Projekt struggled to take a step back from their
game, or were unwilling to bring in fresh eyes to playtest it. Quest markers
and descriptions are frequently confusing, wrong, or just plain missing – very
much the sort of mistake someone wouldn’t notice if they already know where
they were going and why. As for the plot, there’s so much lore and so many
factions and elements that go unexplained that it’s easy to feel lost.
Technically, yes, much of the information is available in expensive real-world
books and in Geralt’s journal, but neither is any use when you’re trapped in a
key conversation with no idea why everyone hates Nilfgaard, or the political
implications of a Temeria/Redania pact.
On the plus side, the problems of the first games have
mostly been dealt with. The Witcher 2 still has too much backtracking and too many
invisible walls, but neither are on anything like the same scale as before. You
don’t have to buy books to complete basic missions any more. The towns are even
smaller than Witcher 1′s Vizima, particularly the dwarf city Vergan, but you
don’t bump into the same character model every five seconds. As for the
infamous sex cards, they’re gone, replaced with animated cutscenes full of
uncensored nudity, but which are true to the characters involved and pack a
decent amount of sentiment in with their gratuitous fan-service. Even in the
intro, with Geralt’s arm carefully positioned to frame his lover Triss’s bare
buttocks while she sleeps, it’s not subtle, but it works.
Most importantly, while the opening chapters of the first
game practically defied you to actually play them, The Witcher 2 hits the
ground running, with huge armies clashing, dragon attacks, daring escapes, and
an opening village full of drama and intrigue and interesting moral dilemmas.
Lessons have been learned, and learned well, across the board.
The new combat system is a more mixed bag. As before, the
gimmick is that you use a steel sword against humans, a silver one against
monsters, along with several simple magic spells to stun, burn and otherwise
tip the balance in your favour. Between fights, you mix magic potions to adjust
your stats in various directions, and lay down traps. Instead of pointing and
selecting like before though, every attack is a direct interaction with the
game: mouse-clicks for fast and slow strikes, and hotkeys to hurl magic and
bombs, parry attacks and roll. This works well against one or two opponents at
once, but a mix of long, non-interruptible animations and bad targeting can
make fighting groups a pain.
Oddly, this is especially problematic early on, when Geralt
has almost no stamina, his spells are weak, you can’t block more than a couple
of hits at a time, rear attacks deal 200% damage, and you can easily be
obliterated by random encounters. Many early skills aren’t about making Geralt
a better fighter but stopping him being a crap one. This means that combat can
be much harder at the start of the first chapter than anywhere else in the
game, with little sense of escalation outside of specific boss fights.
Playing on Easy, this is never a problem – the enemies practically
beat themselves up. I played on Normal, and after the first few levels, most
combat quickly became trivial. I kept a bag of basic Swallow potions on hand,
and rarely bothered with anything else unless I was fighting a boss. A couple
of sword upgrades mixed with hefty use of the Aard (stun) and Quen (shield)
spells dealt with everything, even before unlocking the special ‘I Win’ group
execution attacks during Chapter 2. In fairness, there are harder difficulty
modes available, but I never felt tempted to switch to them. The combat was OK,
but it was firmly the story, and spitting in the faces of kings and demons
alike, that kept me going.
Which, tragically, is where things went wrong. Just an hour
before the credits rolled, I had The Witcher 2 pencilled in for 92%. Great
game. Some annoyances, but drowned out by the good stuff. Chapter 1 was
glorious, beautiful, involving and heartfelt. Chapter 2 was even better: epic,
dramatic, amazing. When I hit Chapter 3, it felt like the game-changing mid-point,
where the gloves would come off and the second half of the story absolutely
explode into life in a flurry of fire and steel.
t wasn’t. Chapter 3 turned out to be the end, as if The
Witcher 2 suddenly looked at its watch, and went ‘Whoa, is that the time?’.
Things are resolved… mostly… but in the most cack-handed ways. Plot threads are
unceremoniously dumped, characters sidelined and forgotten, a couple of final
quests rushed through as quickly as possible, and then the word ‘Epilogue’
appears like a slap in the face. Huge, world-changing events happen, but get no
time to breathe or explore the consequences that were the whole damn point of
making those big choices in the first place. It’s as if there’s a whole
concluding chapter simply missing. Ending the story like this isn’t just
disappointing. It’s a betrayal.
For such a story-based game, this is a killer – the only
reason you’re not looking at a 90+ game. But make no mistake: everything
leading up to that point remains amazing, and this is still one of the best
RPGs in years. It’s not the deepest, the longest or the toughest, but nothing
touches it for great moments, genuinely meaningful choices, or the passion that
makes it easy to ignore the many rough edges – at least after a little
levelling up and tooth-grinding.
Ultimately, The Witcher 2′s only major crime is simple:
failing to live up to its own high standards, even after exceeding almost
everyone else’s with fire and passion and style.
It the end, I would just say that it’s an awesome game and I
think you all should play it once. Its is definitely one of the best RPG this
year.