The Witcher
Description official descriptions
Based on the books by the Polish fantasy author Andrzej Sapkowski, The Witcher is an addition to the RPG genre from Europe, starring the main character from the books - Geralt of Rivia, who is a "witcher" - a professional monster-slayer.
The story begins when Geralt is found unconscious by his fellow witchers. He has lost most of his memories of the past, and joins other witchers when their fortress, Kaer Morhen, is attacked by members of a mysterious organization known as the Salamandra. Most of the enemies are defeated by the witchers, but the two most dangerous ones - a criminal nicknamed "Professor" and the sorcerer Azar Javed - escape after having gained access to the witchers' laboratories. The witchers part ways, and Geralt heads to the capital city Vizima, hoping to find more information about the assailants.
The Witcher is a dark game with a dark world. War, murder, poverty, genocide, discrimination, torture, fanaticism - are just a few words that describe this setting. This is the world that the humans try to rule, and non-humans like elves and dwarves are subjected to suspicion and sometimes cruel treatment. Will Geralt be a victim to a few sentimental moments of kindness, or will he survive as a cynical bitter murderer? These are the choices that you'll have to make.
Using a heavily modified engine of Neverwinter Nights, the game implements an original combat system, which requires the player to click on the enemy at the right moment in order to help Geralt execute combo attacks. In order to defeat the enemies efficiently, the player must observe the movements of the combatants, and choose the right combat style: "quick", which is recommended to use against fast enemies, "heavy", with lower precision, but more damage output, and "group", which is effective when Geralt is surrounded. In addition, Geralt often has to switch between his two basic weapons: the steel sword, which is used against regular enemies, and the silver sword, which is more helpful against supernatural creatures.
Character growth is handled by allocating experience points into skills, teaching Geralt fighting styles as well as learning and improving his abilities. Alchemy is a skill that Geralt learns, allowing him to create his own potions, for healing purposes as well as for enhancing his witcher senses. Geralt can also learn and cast offensive and defensive magical spells.
The Witcher requires the player to make ethical decisions for Geralt, which often have "delayed consequences" - for example, sparing a character's life early in the game will eventually trigger a scene much later, in which said character appears and helps Geralt in return for his kindness. As the game's plot advances, the player learns more about the social and political life of its world, and is able to choose his/her own path and alliances to different organizations and ideologies.
Spellings
- ĐодŃПак - Russian spelling
- ĺˇŤĺ¸ - Simplified Chinese spelling
- 塍帍 - Traditional Chinese spelling
Groups +
- 3D Engine: Aurora
- Fantasy creatures: Dragons
- Fantasy creatures: Dwarves
- Fantasy creatures: Elves
- Gameplay feature: Alchemy
- Gameplay feature: Brothels
- Gameplay feature: Character development - Skill distribution
- Gameplay feature: Dating / Romance
- Gameplay feature: Day / night cycle
- Gameplay feature: Gambling
- Gameplay feature: Hunting
- Gameplay feature: Journal
- Gameplay feature: Multiple endings
- Games for Windows releases
- Games made into comics
- Inspiration: Literature
- Nudity
- Scripting language: Lua
- The Witcher licensees
- The Witcher series
- Theme: Amnesia
- User / fan contributed content
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Promos
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Credits (Windows version)
586 People (531 developers, 55 thanks) · View all
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Project Lead | |
Head of Art | |
Head of Production | |
CEO of the Studio | |
Assistant Producer | |
Asset Production Manager | |
Production Coordinators | |
Executive Assistant / Production | |
Special Acknowledgements | |
Chief Designer | |
Lead Story Designer | |
Dialogue | |
Additional Dialogue | |
Story Designers / Scripters | |
[ full credits ] |
Reviews
Critics
Average score: 85% (based on 87 ratings)
Players
Average score: 4.1 out of 5 (based on 112 ratings with 5 reviews)
Every man wants to be like Geralt, every game wants to be like The Witcher
The Good
I want to talk about the hero first. The more you play "The Witcher", the more you can fall in love with Geralt. He is not a completely cold-blooded person, but he is always in a conflict. He also wants to have family, to live a normal life, but he is a witcher, he follows his profession. I think this game is a little bit too cruel to him... My feeling is that after you have played the game for a long time, you begin to really care for what happens to the witcher.
Already when I saw the intro, I thought that Geralt was very ugly; with a scar on his face, and white hair, I was sure that no girl would be able to fall in love with him. Then my husband told me that many women found Geralt attractive, and I just said: "Chyeahh!.." But the more you play the game, you will be attracted to his character, not his face. His expression is always the same: when you see him you think he is cold-blooded, but when you play the game, you will see he has a lot of feelings, passions, he can also fall in love with a girl. And he has a great voice.
In China there is an old saying: "čąééžčżçžäşşĺ ł" (yingxiong nanguo meirenguan), it means: no matter how brave a hero is in battle, he will be helpless against a beautiful woman. Like me! Let me compliment myself... Okay, just a joke. Anyway, Geralt is just like this.
Now about the princess. Actually, I think Geralt and the princess are the best couple! Because Geralt is cool as a man, and the princess is very beautiful. And I think her character is like "Shanghai princess"...
In the story there are many moments that will shock you. You'd think you are already near the end, but the story continues. Pity that the final battles were too easy. In this story, there are no perfect solutions, always conflict. Even the main villain has his own reasons. Actually his goal is not bad at all. But I really don't understand the final cut scene... About the main villain: I really hate such people in real life. People who do things behind you back, don't act directly.
In "The Witcher", you create your character by taking decisions in the game. Those decisions influence the story and the characters who appear in it. Like on that illusion island, where characters from the past come to meet you.
In the gameplay, the best part is that you have two swords, to fight different people. And you should judge them by their looks. There are also three different styles. You should have a quick reaction to choose one of those styles to fight different enemies. Also, the fighting is not like in other games, click the mouse and that's all; you can't click too much, you must decide when to click and wait until you have finished one action.
Because my English is not good enough, I never put those points to make Geralt stronger, it was my husband who did all that. In the beginning we played this game in Chinese, so I also helped him a lot! I can't say much about this system. In such a game, you always want to have all of those abilities, but of course you can't.
The graphics are amazing! All those islands, also the lake, it's very beautiful.
You don't notice much the music in the game. But the battle music was very good. Also, if you want to listen to folk music, you can click on the violinist, and he says all the time "Just listen"... "just listen"... "just listen"...
The Bad
The intro shows Geralt fighting a monster (who is actually a princess); so you expect the game to be a love story or some sad thing, but in the end it's all about the society, corruption, such things. This is not bad, the story is very interesting, but I feel it wasn't very related to the intro.
There are too many people who look the same, it always confused me! Like that old woman from the village, Vaska. There are a lot of those vaskas in the game! All old women look like her, in every village you find some who walk around.
There are many places that look like you can go there, but actually you can't. That's very annoying.
Also, there is a bug, when you can't go through in one place no matter what you do.
The Bottom Line
Thank you very much, Polish developers. You've created such a manly Geralt, and a great game. I'm lucky that my husband didn't kill me, he was always jealous of Geralt when we played!
Windows · by Melody (48) · 2008
[v1.1] Legendary as a story-driven adventure game; Dull as an RPG
The Good
Review Version: v1.1 Minor grammar fixes.
Game Version: v1.0.0.1
Difficulty Setting Used: Hard
Game Style Used: Mouse & Keyboard
Camera Style Used: OTS
Plot Used: Fully supporting the Order of the Flaming Rose; Nice to monsters but kill everybody else :)
Times Restarted: About 8 times I think, most times up to the 3rd chapter. Nothing more irritating than a perfectionist hardcore gamer. sigh
Finished: Yes. May 7, 2008.
The Witcher.
Now there's a name that will forever embody the memories of person(s) who played this game. Last time I felt a similar sensation was playing Ultima where the term âavatarâ now has a direct and personal meaning, even more so than it's original use.
The game Witcher greatly emphasizes on story tellingâŚsomething gamers often complained were lacking in modern games. So, as Witcher weaved it's tale to me, I shall likewise use the same approach in this review: how I experienced the saga of Geralt of RiviaâŚthe Witcher.
Intro Cut Scene
Note: This section may be skipped
It starts with a sunset. A murky forgotten castle, one would expect in such troublesome times. The details of what seems to be a moment of graphical extraordinaire, would bring envy to the creators of reality, as this illusion in a box seems to capture the atmospheric setting it was meant to achieve and more.
pauses
Personally Iâd find it quite boring for a reader to read this kind of crap in a game review, regardless of how my ego currently shines in reviewing such writing eloquence in the above description, which would much likely give Shakespeare a surprising hard-on. cough. 'Scuse the ladies.
/end pause
The movie portrays our hero, which will later be identified as Geralt of Rivia, the Witcher. Preparing what seems to be an ambush for a monster, in this case a Stryga, which unfortunately is one of the ugliest versions of a monster I've seen in quite a whileâŚwith the exception of the last girl I knew looked like in the morning. [Enter feminist remark here].
Geralt the Witcher aka White Wolf, is probably what the mature hero should and always look like: a person that could walk in the wrong room and not be consequently gang-raped by the tough inhibiting occupants, which is more than I can say for Luke Skywalker, the forefather of heroes specializing in dropping the soap at the wrong place with the wrong crowd.
Our white-haired, hourglass-eyed hero, after being cued by the calming old mellow voice of the story teller, sets forth the bait (a poor looking chap that runs away in a most unfitting style of retreat) to drive the monster out of its hiding, after of course doping himself with some unknown potion. The animation sequence showing him experimenting with narcotics, which would upset any conservative parent, is surprising detailed and graphically enlightening: a shock of it immediately engulfs Geralt as he withstands the toxic stimulant streaming down his veins, his face directly forces the viewer with a momentary death like vision of ghastly horrors of what the potion was meant to achieve. ErâŚsorryâŚ.got carried away there.
Soon enough, the monster emerges (feasting on that poor chap set as bait). Geralt, after gulping that toxic aphrodisiac which would be a hit at night clubs, seems invulnerable after jumping off the not-so-stable window sill from that not-so-stable second story floor. Unlike the average RPG hero than nerds have wet dreams about, he does not brandish that over-sized Viking hammer, and he just throws a small rock at the monster, thus gaining its attention. Now, personally whoever thought of that little sequence definitely grew out of his nerdy ways and has a girlfriend. :)
Although quite surprisingly, Geralt has yet to show his over-sizedâŚerâŚsword at the monster, the next several minutes consists of odd dodging and evading. Unfortunately for the viewer, this passive maneuver is only revealed billions of hours later during game play. Well, this action sequence was somewhat of a minor disaster, as the movements of olâ Geralt are not so smooth, if not robot-like. Fortunately, the animation developers didn't mess up the second time with the ending cut scene (which by the way had the best fighting-scene since Matrix...good going animation team!)
Finally, the monster runs off in a seemingly similar pitiful demeanor as that poor sob it just had dinner withâŚand Geralt spends the night in the coffin to break the curse. A very nice hand gesture I noticed, before and after Geralt sleepsâŚwaking up, the curse is broken, revealing a very naked yum red-haired womanâŚwhich in gratitude claws the poor sucker. Ouch.
Well, I really didn't need to spend 2 pages telling you about the intro animation, but I would like to give credit to the animation team. Well, the fact that overall the animation is somewhat average (sorry), with the exception of the graphical detail, but it's also one of the longest bloody intro animation movies I've ever seen, fully equipped with little artistic detailsâŚthat I for one, very well noticed. That itself is worth all 3 thumbs up! Yay!
The Option Settings
This is only worth mentioning since I noticed that there was a âmouseâ and a âkeyboard + mouseâ setting, the later for advanced players. Itâs nice to know that someone pays attention to hardcore gamers, rather that the standard point-and-click casual gamers. Games were meant to be played with 2 hands!
It Begins
Ah, that mellow storyteller voice again. Hold on, there seems to be a lag going on here. The subtitles and the voices donât match in sequence. HmmâŚmust be my specs. Stupid PC. OK, now I really got to do something about the specsâŚGeralt, who now is being escorted after passing out, is being carried on a very blue cart. Well, it's not supposed to be blue, for sureâŚafter confirming with the fact that everyone has a ghastly blue light overlapping their eyes and mouth. Restart. Change settings, minimize all tech-specs to all-down-season-lowâŚwhew, it works perfectly now.
Let the adventure begin.
Character/Background Graphics & Animations
I havenât played games frequently as I used to (consequence of having a day job I suppose). Therefore, I was quite astounded when I saw the detailed graphical facial features (in addition to the already detailed background setting)âŚsomething that used to be the standard cut scene of games 5 or so years ago. All the characters in the game had facial features, expressions, and even more surprisingly body language. When dialog occurs, each character, including Geralt expresses particular body language (such as hand gestures) which I found particularly appeasing. As usually in dialogs, you only pay attention to writings and not really the characters themselves.
Other graphics worth noting were the âload gameâ oil-paintings, which provided some angle of what an area looks like in another perspective. However, the best graphical non-3D details Iâve seen in the game occur during dice poker matches. The graphic artists went out of their way to create a diverse and colorful setting for every dice poker match. Though, not really a main attraction in the game, itâs nice to know, at least graphically, all aspects were indeed covered.
Voice Acting and Dialogs
One can only appreciate something when it is compared to something elseâŚin most cases; you know something stinks because you smelled better aromas. Other âaromasâ can be found in other games where the voice acting is usually plainâŚif not downright disastrous (Gothic 3 has one of the most boring voice actings I know ofâŚand there other games even worse); the voice actor's position is much harder than the screen actor, due to the lack of facial expressions that support the illusion of the emotion, in this regard are subsequently replaced by computer animation.
The lack of various and specified facial expressions and body gestures due to limited computer animation (very well understandable), inhibits the voice actor to fully express him and herself, even more so because the most of the important story-based dialogs this game presents demand such expressions and articulations. Here are some of the things Iâve noticed from the voice acting alone (in addition to the supporting dialogs):
Geralt of Rivia:
Male, mid 30âs. True Neutral (depends). Tough demeanor, self-confident, sharp, witty, does not express emotions openly, may under certain circumstance display mild forms of compassion or steady vengeance in his tone.
Best Line: âA dwarf and a troubadour who knows all the loose women in town. One couldnât ask for better advisers.â [sequence concerning love life]
Trish Merigold:
Female, early 30âs or late 20âs. Chaotic Neutral. Confident, seductive and mildly flirtatious in a mature manner, political animal, conspirator.
Best Line: âI can conjure up orgasms as well.â
Zoltan Chivay:
Male, early or mid 40âs (human years). Neutral Good. Old and tired gruff realistic dwarf. Non-political, but displays a subtle tone of alarm in the politics of non-humans.
Best Line: âSometimes when a woman doesnât say something, itâs exactly what she wants. Other times they say one thing and want the total opposite.â
[waits to hear entire male population sigh in union].
Dandelion:
Male, mid 20âs. Chaotic Good. Optimistic, liberal, cheerful and opportunistic yet honest playboy. Takes life easy, where the wind blows his lute goes.
Best Line: Unfortunately not many good lines for Dandelion. But any boasts of past and present female conquests are always a delight.
Shani:
Female, mid 20âs. Neutral Good. Conservative, shy girl with reserved past. Empathic, compassionate girl next door.
Best Line: None. Most of her dialogs apparently werenât really seriously written.
The Professor:
Male, mid 30âs. Chaotic Neutral or Lawful Evil (surprise!). Professional, sarcastic, intelligent, opportunist.
Best Line: âSo witcherâs can parry arrows in flight after allâŚâ
The person dubbing Geralt perfectly fits the character he portrays, the rough no-nonsense heroâŚwhich is only possible with equally supportive dialogs, some of which were masterfully written, while others are very much average. The eloquence of the voice acting which I have noticed, also applies to all the main characters, and even the supportive characters: peasants, grandmothers and the children.
One of my favorite the voices acting from the support characters is a little boy saying âYour hair is white, how come?â. The dialog itself is meaningless, but the intonation in which the child actor used was flawless. Even the small little girl saying âI want to be a bar wench when I grow olderâ had the appropriate medieval peasant tone and articulation, which youâd probably only notice if you like studying dialects and have heard games where the not-so-professional actor still has a thick mid-American sub-urban dialect, regardless that the plot is set in medieval Europe.
Other dialogs I deemed as personal favorites refer to the manner of maturity the writer displayed, without sounding corny or too cheap. One favorite example is if you choose to save the Witch at the starting town, prompting a response from a non-emotional Geralt to warn the pitch-fork happy villagers. It sounds something like this:
"You can kill the witch after I leave, but then I'll be back. When I do, I'll kill every two-legged ape-like scum that can't climb a tree. Or you could go home and lead honorable lives. The choice is yours."
Geralt leaves the scene with those words, and you can vividly imagine the aura of authority and fear he represents in that particular instance. Now it's Dirty Harry's turn to have a hard-on. 'Scuse the ladies.
Personally for me, this game presents the best example of voice acting utopia in a gameâŚand mind you, I don't give away such praises due to my pessimistic nature.
Story
Well, this is the hard part. I said before, story is the essential drive of this gameâŚand personally, the story in this game portrays the best in-game story compared to Final Fantasy, Ultima and Quest for Glory series combined, all three by the way are (still) the top 3 story-based series I know of. What makes the story to a certain extent a glorified masterpiece, is not the overall plotâŚwhich talks about politics, racism, choice and all that hoo-haa, which is too shallow for my tastes, only because I've passed that phase.
What makes the story are the side stories of the characters (besides Geralt) and how it was described. For many hardcore RPG gamers like myself, where you may handle more than one character, you subconsciously attach yourself in taking care of those characters no matter what. Though in this game, you only play Geralt, you do take interest in the lives of the other main characters, some of which you deemed as friends throughout the game play.
These friends, may it be the sorceress Triss Merigold, the Healer Shani, the child Alvin, the bard Dandelion, the Dwarf Zoltan Chivey, the Order Knight Siegfried, etc., play an essential role in what choices you may make for your own sake or theirs. These choices will sum up the person you want Geralt to beâŚin many instances, who you want to be.
The choices you make are summed up with lovely oil-painting sequences summarizing the effect of past choices with Geralt as the story teller. Most, if not all of the scripts in this particular sequence is extremely well written. Although Geralt's own voice may not indicate emotion, the choice of words very well does. The best example in this regard, is the Werewolf encounter (if you chose not to kill him), displays one of the most romantic emotionally mature fairy tales I've heard in a veryâŚvery long while.
Choices that you donât make (main plot sequences), are always worth the wait. These short non-animated cut scenes (if that's what they're called), establish future and past dealings of Geralt with present and past characters.
Depending on your own level of morality or personal values, it is up to you in the game, whether or not to care, and how much care would you be willing to invest through the choices you make within the game. Choices which surprisingly do not have a direct impact on the overall game play, may be felt much-much later in the game.
Should you save the witch or let her burn?
Should you kill the elven rebels or let them get away?
Should you help the Order or help the Scolatel?
Triss or Shani?
Choices are a bitchâŚso is life. Welcome to reality.
The Bad
Gameplay: Combat Mechanics â The Action-RPG Dilemma
I would not dare contest this game if it were simply an adventure game. However, as an action RPG, I must duly protest the dumb combat mechanics (among others) this game has to offer. As far as combat goes in this game, it was better off not being an action-RPG. In theory, the combat mechanics are appeasing enough, but before I trash this field to kingdom come, I'll give a quick overview of the combat mechanics:
The witcher introduces martial-arts style movements in his sword play. These styles when used in an appropriate time frame (indicated by a yellow slash of the sword) will enter the next combat combo sequence, introducing greater damaging blows:
- [Wolf] A strong sword style for big slow-moving monsters like your mother-in-law;
- [Eagle] A fast sword style to knock off nosy kids from your lawn;
- [Gryphon] And the group sword style which obviously inhibits any form of surprise gang-rapes in those dark lonely corridors. Dodging and parrying are automatic, indicated by simply combat text.
The witcher also is capable of unique witcher magic, or in their terms, witcher signs. Most signs have a specific use; however, upgrading the spell may introduce additional magical features. Each sign (there are 5) introduces a unique magical spells:
- [Aard Sign] The first one you obtain is similar to the Force Bolt in
Hero's Quest I (Quest for Glory I): a telekinetic wave of energy with additional effects that may stun or knock down your opponent, also useful for breaking breakable barriers. - [Igni Sign] The second spell is a fireball or more exact âfire-sprayâ area attack used to incinerate foes, burning them for a limited time frame, extremely useful when surrounded or weakening strong opponents. The power-up version of this turns it into a long ranged fireball spell.
- [Yrdn Sign] The third spell you obtain is a magical trap that âsupposedlyâ damages any creature that walks across it (repeatedly)...though quite odd considering that pile of spikes on the ground is a bit obvious (they failed to mention that it's either invisible or everyone has an IQ of 20). The upgraded version of this spell becomes a wide area attack of spikes, but only a single charge.
- [Quen Sign] The fourth spell is an invulnerable protective field that protects you from all damages for a short period of time. The shield is canceled if you conduct any offensive actions such asking a she-dwarf out for a date.
- [Axii Sign] The fifth and final spell is the physic wave that may cause the enemy to flee or more importantly turn them into temporary allies. Useful for a quick lay.
That done, now let's get into the problems:
- [1]Sword Style/Mechanics issues
Although it may seem quite classy at first, with all those wushu like moves out of a cheap ninja movie, they are all unfortunately just automatic animations of a more complex version of the standard hack-and-slash RPG. In the end itâs still the same thing: click-click-click. The many sword moves (which may be upgraded into more stunning maneuvers) are not a manual option, just a graphical feature. This obviously results as a chore in combat, as there are no tactical options available, only timing of sword moves so you can enter the next sequence of sword slashing and ball breaking, even more so that dodging and parrying are automatic. The problem lies in the illusion that you donât feel like you're fighting. As most of the movements are automatic, it isnât really fun. A good example of combat mechanics of flawless proportions is
Well, itâs not a bug, just stupid programming. But first I must complain. Whoâs stupid fucking idea is it to force the witcher to sheath his weapon every freaking 5 minutes? There I am, in the middle of the swamp, running towards a couple of wyverns and the moronic idiot sheaths his weapon. He must be really sure of himself. Seriously, donât mess with my character, when I want him to sheath his weapon, Iâll do it myself. Sure, you say, that if you press âattackâ you automatically attack anywaysâŚbut Iâm sure you werenât smart enough to notice that when your sword is sheathed you cannot manually dodge. Voila, I died several times not knowing why my character couldnât maneuverâŚwhich usually happens when you enter a room (with the sword brandished) enter it (the idiot sheathes his weapon) and find yourself surrounding by possible gang-rape offenders. God, this feature is irritating. [3]Stun Issues
There are also many instances where the âstunâ feature doesnât work. When an enemy is stunned, there is a very nice animation of the witcher conducting a finishing move. They consist of various beheading styles, an up-close-and-personal multiple chest stab or an acrobatic leap thrusting your favorite sword down the opponents spine. Without these moves, combat in general would be dull and practically not worth mentioning. But often it doesnât work. The first time I played witcher, every time I stun an opponent, the next âclickâ is followed by a normal attackâŚwhich is why I stopped playing the game due to boredom. [4]Spell/Sign Issues
First is the Yrdn sign (Magical Trap) issue. Someone failed to mention that it doesnât work in all directions. If you use the trap in a certain direction, it will only do damage to an opponent from an opposite direction. Useful, if youâre running away from something. Not useful if youâre trying to lure the monster to your trap and you forgot which direction for the trap works. Second is the Igni sign (Fireball) issue. The power-up version of the sign is supposed to be a long-ranged fireball. Well, it works but it hardly damages the opponentâŚactually I donât think it damages the opponent at all. Those drowners donât seem to die, so Iâm stuck with the close-up incinerate version. Third is the Axii sign (Physic) issue. Donât know about you, but I donât use it. Itâs faster just to killâem off with the Igni sign or just stun them with Aard Sign. The sequence of planning usually is this: if you canât stunâem, burnâem. There isnât a plan C, since burning them usually finishes the job. [5]Combat vs. Story Sequence Interruptions
The game has this increasingly irritating feature of entering a automatic dialog window in certain parts of the game, when your in the middle of doing something elseâŚi.e. protecting helpless barmaids from certain horny ghost dogs (Barghests). Donât know why they canât for all the enemies to die first and talk later, no you have to talk first, which the enemies are patiently waiting for to end your little chit-chat. Chivalrous but equally stupid. Donât forget that you get to sheath your weapon every time you enter dialog mode! Nice doggy. [6]Secondary Weapon Nonsense
Why the hell they had this feature is beyond me.
Overgrown Treebranch: 53% chance of dislodging enemy groin and throwing up in the process. Cannot be used in witcher sword styles.
Well, most of the secondary weapons have a something percentage chance of dislodging an enemy shield or something else. But you just donât use it, because the witcher swords always deal more damage. The only other uses Iâve found are torches (for obvious reasons) and daggers, which deal a deadly blow to knocked-down opponents (hmmâŚjust noticed this). [7]Lost in the Swamp
God this area is irritating. Besides the lack of auto saves (since auto saves only occur when you donât want them to occur, i.e. every time you enter a house), the map maker messed up good in this area. Combat in the swamp involves a lot of hit-and-run tacticsâŚespecially with wyverns or man-eating plants (if youâre not strong enough). There one really stupid feature, where you can run to a certain location and fine out you arenât moving forwardâŚsimply because in the mini-map its âoff-limitsâ. However, someone forgot to put a physical barrier in the background since itâs just swamp water. Hello, a cliff would be nice here. I donât need to tell you how many times I died because I got stuck at a dead end (which doesnât look like one). [8]Geographical Obstacle Irritation
When you run away from over-grown horny monsters, donât run near trees or anything that looks like an obstacle, chances are youâll get stuck for a couple of secondsâŚwhich of course is a matter of life and death when youâre poisoned. The swamp is filled with these kinds of death traps. Innocent looking trees which inhibit your maneuverability when retreating from combat (in addition to problems #7 above). The cemetery is also visibly irritating. Graphically, the graves are onlyâŚwhat 5-15 cm tall, but your mutant hero canât move there, because itâs just a graphical barrier. [9]Weapon Looting
Well, this doesnât really have to do with combat mechanics, just that I donât where else to put this :p Do you remember what RPGâs are all about? Let me refresh your memory: Character development (ie. statistics, leveling up, feats), Character Equipment and Inventory (many weapons and armor), Looting monsters, you know the standard. Since itâs obvious that the game lacks several elements in traditional RPGâs, they had to fuck up the looting process too. Do you know what the next best thing in RPGâs is besides character development? Itâs the process of looting an opponent, going to the local store, and selling all that junkâŚcapitalists in the making. Now the problem lies in weapons where you have a limited number of weapon slots availableâŚthough thatâs not where the real problem lies. I donât know about you, but Iâm totally the reasonâs people trashed
Someone came up with the not so bright idea of limiting the battlefield when fighting certain bosses or story-based sequences. Most irritating of them all is the first boss: that over-grown ghost dog, with its horde or barghest dogs against you and the witch (if you decide to save her). In this fight, like many fights, the battlefield is limited usually with a ring of fire or just a graphical barrier. This feature is irritating, when your health is critical and rather than focusing on dodging the enemy, you focus on not running up the barrier (in most cases you get burned, voila...dead). Limiting battlefields in this most inappropriate manner for the added illusion of game difficulty is as irritating as giving the big boss with 9,999,999 health points in Final Fantasy games. Even more irritating is certain "status damages" (if that's what they are called) like incineration, knock-down, or anything that practically renders your character immobile for several seconds while constantly being whacked by the enemy. This, my dear developers gives a sense of hopelessness to the player. Never...ever...put the player in a situation where they feel they cannot rectify the situation.
Alchemy
A nice one the alchemy here. Combining ingredients with similar elements provides additional benefits on top of potion end results. What seems to be a chore however is the process of dragging the ingredients one-by-one, since the âauto-potionâ function just grabs whatever ingredientsâŚalmost always with different elements in it and usually picks either the most expensive ingredient, or the least batch of ingredients that you have, while not even touching that 50 drowner brains. This only becomes a hassle when you have 10 or so potions to make before what may seem to be a big fight.
Additionally, the recipe scroll always scrolls up when you finish a potion, prompting you to scroll down back again to find out the recipe the same potion you just forgot. Irritating process really.
Last but not Least â The Story
Youâd be surprised that the overall story to me, though mostly masterfully written was a major disappointment in many minor areas. I mentioned before that for RPG stories, itâs the supporting characters and their relation to you, which is what, makes the story worthwhile. I detected that this was probably the original intention to make everything entwined, but was probably rushedâŚa standard irritation in the game industry that often destroys a possible masterpiece of a game. Hereâs what I expected (since it was portrayed as such) but unfortunately did not get:
- Identity. I never got a chance to finish this primary quest, donât know if itâs a bug, but it seems to have to do with Triss. But in this game, I chose Shani. Near the end of the game, this quest was still open and âIâ still donât know what happened to me. One of the driving purposes in the story for Geralt was to find out what happened to him which led to his amnesia. This to my knowledge was never unraveled. This memory never recovered, thus we never knew what happened between the Striga encounter and sudden appearance of Geralt at Kaer Morhen.
- Romance. Though partly optional, you may choose to pursue a serious romantic relationship with either Triss or Shani. I chose Shani for personal reasons. In doing so, I was hoping for some oil painting sequenceâŚany sequence indicating a possible âhappily ever afterâ background story with Shani. But it doesnât happen. In fact, the whole plot was suddenly dropped into oblivion. It was just a few lines for a quest and thatâs it. What the fuck?
- The Witchers. After the Kaer Morhen encounter, the witcherâs part to seek answers regarding the âmysterious mageâ and the bandits with Salamander badges. What happened to them? Come on, you know that you were expecting to meet them in some part of the story, right? Seriously.
- Supportive Cast. Dandelion, Shani, Zoltan Chivay, Triss. Whatâs their story? Why was it never deeply discussed? Dandelion mentions a High Vampire friend, but there was no continuation of that story (besides meeting the girlfriend), Shani barely mentions her past from some unknown battle, Zoltan well that dwarf has got have past issues with Geralt, Triss has a brief encounter with the Lodge of Sorceresses. Where are all the details? Just in simple writings in the journalâŚone liner dialogs in quests; all that bait but never the main course? Why bother in creating something deep when you just want to wade your feet in the water? AlvinâŚwhat the hell really happened to Alvin? Donât give me one line in a dialog to explain everything! And what the hell does the King of the Hunt have to do with anything in this story?
The only fully explored story was the tale of Carmen the prostituteâŚonly noticeable after talking to nurse in Old VizimaâŚmentions that Carmen was cast away by her fatherâŚa reverend of the Sacred Fire in the Outskirts, because she became pregnant. Ring any bells? That with the addition to the Werewolf tale (if you donât kill him) is one masterful short fairy tale. I donât think it would be as wonderful if you did kill the werewolfâŚand not particularly interesting in finding out either.
Bugs and Similar Issues
Surprisingly for something this spec heavy and at only version 1.0, the game does not inhibit an anthology of bugs which Iâm used to for PC games (kiss my ass, Gothic 3 development team!). Minor crashes occur here and there, usually when Iâve played more than 5 hours straight. The game does get a little slow in Vizima which is easily fixed by again using minimum settings (again). Loading takes awhile and I think I already mentioned the auto save issues.
There one bug that prompt me to restart, itâs an inventory bugâŚwhere you keep items at the local innkeeper. If you store weapons there, it creates a âpermanent ghost imageâ of all the items stored there hereinafter. So took a couple of items from your storage, exit the inn and return again (a loading sequence must occur), the items will still be there, though several items of the same type will only be reduced to one item.
This nice little bug only becomes a problem when youâve stored too many items, which promptly creates a very long loading process ending with an instant crash after. Had to restart my game again after that and no longer stored weapons in the storage. But other than that, no bugs were tantamount unlike some game developers I know (you know who you are! shakes fist)
The Bottom Line
Putting it briefly, the RPG element in general and combat specifically in witcher is a distraction. If you take away the combat, you really wouldn't miss much, since itâs obvious that it focuses as a story-driven âadventureâ game. They could've just made this an action-adventure game without any form of RPG elements in it and it'd still work.
The story was refreshingly well written, but I still can't shake off the notion that it wasn't finished or even rushed for that matter. The plot introduced a lot of âbaitâ which gave hope that there were more sub-stories, but it never surfaced. The ending was a grave disappointment for me, as it really didnât sum up all the effort, the character building of the cast within the plotâŚI never really liked âunfinished endingsâ. Reminds me of Quest for Glory 3âŚand that was a major bummerâŚsince the only one who enjoys such endings are only the writer but never the reader.
In summary, it's a great game with a story. I would recommend it as an adventure game, however, I would not recommend it as an RPG. Better wait for Fallout 3âŚwhich I will no doubt againâŚtrash. Cheers.
Windows · by Indra was here (20745) · 2008
Possibly the finest RPG I've ever played
The Good
I finished The Witcher for the first time 3 days ago and it's still "with" me - in my thoughts and in my dreams. As the title of this review suggests, I was thoroughly pleased with the game. While I'm going to give it a rest for a bit, I do plan to keep it installed to play at least once more.
In every respect, this is a truly great game. I'll explain more in the conclusion section.
The Bad
My computer is 3 years old, so it is not surprising that I had some problems playing The Witcher. Most of it seemed to be related to video, so I'm sure that my ATI Radeon 9800 Pro video card should be ditched and replaced with a newer, more powerful model. For instance, I was thrown out of the game and my computer rebooted when I started my first new game. Then, in early chapters, I experienced random freezes, black screens, movement lags and hang-ups. However, with tips I found in the Witcher forums I was able to do some tweaking which helped. During the frustrating times, though, I never gave up. I loved it so much that I was determined to get through it. Just when I thought I could never continue, all the problems mysteriously disappeared. I was estatic when the game played flawlessly and I was able to finish it. Saving often literally kept me sane.
Speaking of saved games, you'll find out soon enough that your saved game files are huge and can quickly fill up your hard drive. Quick Save doesn't overwrite the old file, rather it adds yet another new file. It helped to know that older games can be deleted safely and doing that actually helps problems like the ones I was having. I hope that the developers will change the Quick Save in any expansions or sequels.
During some of the story, especially in Chapter 2, there was an excess of travelling long distances back and forth between NPCs. But, I realized that much of this was to make sure I faced enough monsters and quests to level up. So, although it did become tedious, it was not a big deal.
The European version has more nudity than the US version, or so I've heard. Instead of censuring, I say - give us the choice! I'm over 21 and have no minor children in my house. Add an option - let us choose the maturity level we want to see.
Finally, when the game was over I felt there were some story threads left unresolved. For instance, the fate of a young boy, Geralt's love interest and his full memory. Hopefully the sequel will address those issues.
The Bottom Line
In every RPG gamer's mind is the dream of their perfect role playing game. That game would transport them into a realm so fantastic that they could lose themselves in it and feel as if they'd become part of it. Decisions made within the game would result in consequences that affect everything around them - politically, socially, theologically as well as personally. The world must be beautiful; there must be unique NPCs with meaningful, informative conversations; the scenarios should be challenging and absorbing; the interface intuitive; the story deep with numerous sub-plots and unexpected twists; and, lastly, an ending that is both satisfying and fulfilling.
For me, The Witcher fulfilled my vision of MY ideal role playing game. But I must admit that technically speaking the game did not run flawlessly on my machine, as I explained above.
The opening intro movie clearly shows us that Geralt, the witcher, is no ordinary fighter. He shows no fear when facing the monster. In fact, he relishes the battle. The monster is his prey and he is in complete control. Using his extraordinary reflexes and cunning, he watches and learns its moves, picking the right moment to strike. He uses his fists first, knocking it off balance and causing the beast confusion and anger. Then, when the time is right, he draws his mighty sword and finishes it off. After the movie is over, it is utterly apparent that this is not just another hack-'n-slash game.
Gals take note - Geralt is one of the most extraordinarily masculine game characters I've ever seen in a game. He looks strange with his white hair and cat-like yellow eyes. And yet he is handsome, charismatic and sexy. His voice is deep and his physique, movements, stance and body language give him the appearance of absolute virility. Mmmm.
As the game begins, you'll learn that witchers are mutants - genetically altered humans designed for one purpose - to kill monsters. You'll also discover that there are few of them left to handle that task. They are not just a bunch of blood-thirsty killers. They are friends and comrades who truly care about each other and believe in their profession.
All throughout the game excellent cinematics like the intro movie are woven in. Close-up cut scenes during important conversations brought me closer to knowing the individuals involved in the story. The music was so beautiful at times that I turned it up and just sat still to listen to it.
When you start a new game, you can choose how you prefer to play it. I chose the mouse-controlled medium difficulty in which magic and potion usage is optional. I liked my choice, but you might prefer the all-keyboard method. There are 3 modes of view too ranging from over-the-shoulder to almost top-down or isometric. These can be selected in-game at will. The advancement in levels is unique to my experience. You are awarded medallions in bronze, silver and, much later, gold. Choose which skills you wish to improve upon using the number of medallions you have earned. Explanations for everything are there to help you pick things that fit your idea of how you want Geralt to evolve.
Geralt's inner abilities are enhanced by drinking special potions. In The Witcher there's much more to this than increasing health or mana, like in other RPGs, and you won't find any of his potions sold by merchants. Recipes must be found in books or scrolls and, occasionally, verbally from NPCs. Ingredients are found on plants and fallen foes or purchased. Then when you "meditate", you can mix up your own potions. It is possible to overdose when Geralt's toxin level gets too high. This, too, is unique and different from any other game I've played.
I particularly enjoyed playing Poker against many varied opponents and eventually advanced to the top as a legend. Fist fighting, too, was fun and can earn money and prestige within the ranks of the elite. That too was easy and a fun diversion.
If you love RPGs, don't miss this one
There are rumors that there will be a sequel released within the next year or so. I've also heard that the books on which this was based may be translated into English. I look forward to both.
Windows · by Jeanne (75837) · 2009
Discussion
Subject | By | Date |
---|---|---|
What do I do with spare copper talents? | chirinea (47536) | Jul 22, 2015 |
In this thread, you sell this to me | Slug Camargo (583) | Jun 6, 2011 |
Heads Up | Indra was here (20745) | May 29, 2011 |
I want to make sweet love to a Dryad. | Simoneer (29) | Oct 3, 2010 |
Damn you Sigfried! | MichaelPalin (1414) | Dec 26, 2008 |
Trivia
1001 Video Games
The Witcher appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.
Localization
In adapting the dialogue from the Polish to the English version, certain parts were censored. An example:
Original version: Smith: Why do pricks go in cunts? It's the natural order of things. Humans have always disliked dwarves and elves. Not for me to know why.
Edited version: Smith: Humans have always hated dwarves and elves.
These censored parts were later added back with full voice acting in Enhanced Edition.
References
- In line with the murky 'film noir' theme of good and evil largely depending on context and motivation, there is a tip of the hat to Raymond Chandler/Philip Marlowe as one of the pivotal characters is Detective Raymond Maarloeve, who speaks like a hard-boiled detective from any of Chandler's novels.
- In the second act when you enter the city walls, you can sometimes hear citizens whistle a Star Wars tune, more precisely the "Imperial March" track. But that isn't the only reference to movies or actors. There is a knight in third act called Patrick De Wayze which is an obvious gag on Patrick Swayze (in the Polish version of the game, the name is spelled Patrick z Weyze and sounds exactly like the name of an American actor).
Sales
In October 2008, one year after the release, the development studio CD Projekt RED Sp. z o.o. announced to have sold one million copies of the game (including the enhanced edition).
Sephirot
At one point, Geralt will have to gather 10 sephirot (also transliterated as "sephiroth") to enter a magical tower. The sephirot (Hebrew: ץפ×ר×ת) in question are actually the ten spheres of creation in the Jewish mystical teaching, kabbalah. All the translated names of the sephirot ("crown", "kingdom", etc.) are correct; however, the original Hebrew names, which also appear in the game, are messed up nearly beyond recognition.
Awards
- GameSpy
- 2007 â #10 PC Game of the Year
- 2007 â PC RPG of the Year
- 2007 â Surprise of the Year
- GameStar (Germany)
- March 28, 2008 - Best PC RPG in 2007 (Readers' voting) (The editors originally gave a score of 73%.)
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Related Sites +
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D'jinni Wiki
The Wiki about the D'jinni module editor. Includes all the "how to" information you need with screenshots. -
GameFAQs: The Witcher
Strategy and solution guides from various contributors for The Witcher -
The Witcher @ GameBanshee
Walkthrough and loads of information about the game -
The Witcher Game Guide
This game guide on gamepressure.com can be printed on-line or downloaded for free in Adobe PDF file format. -
The Witcher World
A fan site dedicated to The Witcher -
UHS - The Witcher walkthrough
Not your ordinary walkthrough, this Universal Hints page provides clues for solving quests on your own before giving the final solutions. -
Witcher Wiki
Witcher Wiki is a community that aims to create the best resource for witcher books by Andrzej Sapkowski, The Witcher game and other adaptations.
Identifiers +
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Contributors to this Entry
Game added by The Fabulous King.
Additional contributors: Unicorn Lynx, Jeanne, B.L. Stryker, Sciere, Kabushi, Klaster_1, Paulus18950, VVP, Patrick Bregger, FatherJack.
Game added October 31, 2007. Last modified October 25, 2024.