DarkoMaledictus
Tier Whore
Nice and got it for 29$ on pc, perfect
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I've been thinking about this a bit and that is the best reason I could come up with as well. Personally, I don't agree with this review...but I don't go to Polygon for their reviews. Their thoughts on gaming don't coincide with mine, so their reviews serve little purpose to me. The worst thing that could happen here is that it affects the metacritic, and therefore affecting any potential bonuses (if the publisher does that). However, if that were the case, then the problem would lie with the publisher putting too much stock into metacritic and not with the critics themselves. As Mr. Gerstmann once mentioned, a critic that worries how their review will affect metacritic and thus potential pay for developers is a critic that isn't doing their job properly.
In the end, I say,"Polygon gonna Polygon" and move on.
So which part would you like to be removed so that this could be implemented?
Depends how you define "spoiler." If you're one of those people that that don't want to see a monster or something then you should stay away, but I watched GT, IGN, and GameSpot and they didn't even mention the plot at all. They mentioned characters that will appear, but you know all of them from the first two games aside from a couple of the very heavily previewed characters debuting in TW3.
I wouldn't worry about the combat, here's a great post from this threadThis is were I am at. It's really unfortunate because I really like the characters and story. Playing these games is an absolute chore and it looks like this game uses the same basic combat as TW2.
Most reviews state it is improved, but here are a few:
Gamespot
The Witcher 2's combat was overly demanding at the outset, but The Witcher 3 is substantially easier; I recommend, in fact, that you choose a difficulty level one notch higher than the one you would typically choose, presuming you don't default to the most stringent one straight away. Even when things get easy, however, the combat is always satisfying, due to the crunchiness of landing blows, the howls of human foes scorched by your Igni sign, and the fearsome behavior of necrophages, wandering ghosts, and beasts of the indescribable sort. It's easy to get sidetracked and outlevel story quests, but even lesser beasts require a bit of finesse; drowners attack in numbers, for instance, knocking you about and making it difficult to swing, while winged beasts swoop in for a smackdown and require you to blast them down with a flash of fire, a shockwave, or a crossbow bolt.
Game Informer
Great writing and intense decisions aside, the gameplay has also vastly improved. This is the most accessible entry yet, thanks to different difficulty settings, a better interface, more lenient weight restrictions, and a less demanding alchemy system. Combat is much more responsive and action-packed compared to the stilted experience of past entries. This doesn't sacrifice any of the difficulty; outside of playing on story mode, a great deal of strategy is required in the tense battles. Exploiting enemy weaknesses with spells, crafting potions to give you an edge, blocking at the right time for counterattacks, and dodging in the nick of time are still of the utmost importance.
IGN
All of this shines through in The Witcher 3s responsive, brutal real-time combat. Where combat in this series has up until this point felt vague and even a bit clunky, here its so fluid and satisfying that I walk around hoping for bandits to jump me just so I can repel their attacks with magical barriers, parry their blows with uncanny precision, and relieve them of life and/or limb with the occasional gory flourish. The Witcher has always done a great job of making me feel that Ive outsmarted my foes, but for the first time here, controlling Geralt feels tangibly badass with every successful fight.
Kotaku
Wild Hunts combat is a significant improvement over The Witcher 2. It finally feels as though the PC-focused CD Projekt Red has warmed to controller-based combat, and the majority of the games controls sit happily beneath the players fingers. The left trigger puts Geralt into a guarded posture, ready to ward off most regular attacks. Players are given two buttons for dodging; a short dodge that doesnt drain any stamina and a longer roll that does. Attacks involve stringing together various combinations of heavy and light thrusts. Geralt and his foes are animation-locked a la Monster Hunter and the Souls games, meaning combat is as much about careful timing and tactical position as it is about aggressive offense. Geralts combat animations are remarkably detailed and fluid, and they have a tangible impact on the way the game plays. I regularly felt as though I was in control of an intelligent fighter and was impressed by how smoothly Geralt shifted his posture and focus to move between enemies, even on a crowded battlefield. Part of The Witchers appeal is the promise to let you feel like a wily, unstoppable badass, and Geralts elegant move-set and expanded arsenal accomplish that goal far more ably than previous games in the series.
Games Radar
The slippery framerate exacerbates issues with the combat system, which remains largely unchanged from the Witcher 2, and has inherited all of its problems. You attack by stringing together light and strong slaps with your sword, and can use an array of magical signs to protect yourself or pulverise others. The essential Quen spell casts a shield that negates a blow. Igni roasts enemies with a flame blast. Yrden lays a trap that slows them to a drunken crawl. Aard pushes them back with concussive force, and Axii stupifies enemies.
The long-range dodge can theoretically be used to dive out of the way of monster swipes and the new short-range dodge is designed to let you pirouette around strikes so you can counter, but both are very inconsistent in practice. Expect to take a lot of unfair hits, even in cases when the enemy's strike clearly sailed past you. This problem is instantly fixed when you step into Ciri's shoes for one of her brief playable flashback sequences. Her dodge is a short-range teleport, and is immediately more satisfying.
Metro
In terms of the actual combat some elements have been simplified form the previous games, but only in the sense that its now faster and more intuitive. The clumsy combos of the last game, whose animations couldnt be interrupted, are long gone and although Geralt is visibly older than before he feels more spry and athletic when in action.
Lesser enemies can also be studied beforehand for an advantage in combat, with Geralt possessing a supersense that not only lets him track smells and footprints but also highlights weak points on a foe, which can then be aimed at specifically using a brief slow motion effect. Despite all this the combat in itself isnt anything extraordinary, but it strikes just the right balance of complexity and accessibility given everything else thats going on in the game.
Something I personally didn't see mentioned in reviews, but I observed it on the IGN Stream and have ended up highly disappointed.
It seems that liberating areas always activates a cutscene, and people just instantly, magically move in. I was hoping for something a little more organic.
Wild and outrageous thoughts considered maybe you'd come back a day later and see the NPC's hauling monster corpses out and setting their stuff up. However knowing that to be expecting way too much, I was at the very least hoping that you'd clear a village, no one would move in immediately, but if you came back X in-game days later then people would occupy the village, and there might be a little more activity on the nearby roads.
However it seems like they've gone for just the typical Far Cry base liberation style bullshit, ugh.
For some reason I was under the impression that's how the liberation worked (people moving in organically), as they frequently mentioned that your actions shaped the human habitat ..villages becoming deserted, or people returning etc. Rather disappointing.
I would've preferred a greater focus on that aspect, rather than absurdly large areas.
I don't have a problem with that Polygon review at all. It's always interesting to see opinion on a game from a different angle. All these reviews are like pieces of jigsaw, helping me see the bigger picture and form my own opinion removed from PR fluff... Also, i like to curb my own enthusiasm and dial the hype down to a more realistic levels.
Still, the waiting pain is real, lol.
That puts you way, way ahead of a lot of posters. People get emotionally invested in the wrong ways and take insufficiently positive game reviews as personal attacks. You'd think folks would be able to accept a difference of perspective and brush off criticisms they didn't really find relevant, yet here we are.
I wouldn't worry about the combat, here's a great post from this thread
This is were I am at. It's really unfortunate because I really like the characters and story. Playing these games is an absolute chore and it looks like this game uses the same basic combat as TW2.
I don't have a problem with that Polygon review at all. It's always interesting to see opinion on a game from a different angle. All these reviews are like pieces of jigsaw, helping me see the bigger picture and form my own opinion removed from PR fluff... Also, i like to curb my own enthusiasm and dial the hype down to a more realistic levels.
Still, the waiting pain is real, lol.
The reviews actually explain how the combat is worse. For anyone who likes to do more than mash a single button anyway. Many of the reviews have highlighted how much easier it is, and the very first in your post claims that you should probably raise the difficulty above what you would normally use.
The only thing that has actually been improved (from all of the gameplay videos) as well as being mentioned in reviews is the fluidity of it. But more fluid animations, and a more fluid feel of the combat doesn't really make it any deeper over "mash X to win" like in TW2 on pretty much any difficulty. It wasn't quite that simple of course, but it may as well have been.
That's not reassuring of good gameplay over 50+ hours.
My wife is from Zamosc, Poland and never even saw a black person in her whole like until she came to the states at the age of 20. Then she ended marrying a non-white guy.
Have any of the reviews mentioned how easy it is to find your way around? I was always getting lost in the Witcher 2, it was frustrating.
I haven't played any entry in this franchise but reading at reviews I fail to see how it can get such high praise. I mean, how can boring/easy combat and dumb AI get a free pass in an ARPG?
Gaming press sure loves dem open world games, heh.
I haven't played any entry in this franchise but reading at reviews I fail to see how it can get such high praise. I mean, how can boring/easy combat and dumb AI get a free pass in an ARPG?
Gaming press sure loves dem open world games, heh.
Yeah actually this is a fair point as well. I do think they did a really good job making the Nilfgaardians and Skelligans feel culturally distinct from those living in the Northern Kingdoms through accents, dress, and facial features. And again - there are folks in multiple areas who are skeptical and sometimes hostile towards outsiders. Clashing cultures are probably more emphasized this time than the familiar non-human racism.
From my experience, even if there's still quite a bit skin shown, the sexual encounters have been far toned down from past games. There is a brothel where I assume people can partake if they choose, but otherwise, the opportunities seem to all come with women Geralt actually has meaningful relationships with. I never came across one of those awkward situations where sex felt like a reward offered for rescuing someone.
Otherwise, there are a number of strong women, some of whom certainly don't seem to have any potential as love interests. Shieldmaidens are a common site in the towns of Skellige, and there are a variety of age / body types among other women such as innkeeps etc.
I think it is worth a healthy debate, but probably best saved for after people have actually played this game, rather than making assumptions on the past two.
Yes, lost. I got lost too in these woods of the first town because the map was to worst thing the world has ever seen.Got lost? The Witcher was a linear game, most areas were paths that had some sort of barrier on either side.
This is an open world. So navigation isn't really comparable.
They both use a similar minimal though, but you will use a world map a lot more in Wild Hunt because of the nature of the game.
The reviews praised the combat, actually
Yes, lost. I got lost too in these woods of the first town because the map was to worst thing the world has ever seen.
I concede that the Witcher games have never been great at portraying unsexualized females, though they really have come a long way since the first game. But as for Polygon's argument about there being a lack of persons of color, I wish that they'd frame this issue from a more international viewpoint rather than such a US-centric one. I realize this is probably impossible, seeing that most of the site's staff is American, but The Witcher games are very much rooted in the Eastern European-inspired lore that Andrzej Sapkowski created for the books. Much of the racism that occurred throughout Poland's history happened to groups of people who were technically "white" but still perceived as "different," and Sapkowski used the non-human characters of his work to explore these themes, more so than many other old school fantasy authors have done. I think it's a bit shortsighted to ignore this simply because the elves and dwarves of the Witcher world still appear Caucasian.
Like, Ciri is literally the female Gerelt. The Lady Witcher. Why isn't she armored? Why, when it's cold out, she gets a fur collar, but still lots of cleave?
I mean, I'm not going to fight this to the ends of the earth, cuz I don't really have a horse in this race. But i can totally see the reviewer's point. And CDPR has a really bad track record for this type of thing in the Witcher games, so i can't really give them the benefit of the doubt. Even Saskia, in full armor in Witcher 2 had a plunging neck line.
When it's so consistent, you realize they are costumed a certain way for a reason.
I wouldn't worry about the combat, here's a great post from this thread
The reviews praised the combat, actually
RE: Representation of non-whites in medieval fantasy.
I understand and appreciate the argument that when it's strictly fantasy and an entirely fictional setting there's no reason people other than Caucasian could be represented. But I also understand that fantasy settings are frequently influenced by real history. Even though ultimately fictional, the cultures, architecture, topography, clothing, and art draw heavily from the closest historical time period and location. In the case of The Witcher universe all of this is built from a template of Eastern and Northern European middle ages, down to the colour of skin.
And I'm not stating this as an argument against the inclusion of non-whites, so much as the thought process and reasoning behind the aesthetic direction and why it's not exclusion with malicious intent, or nor (in my opinion) said exclusion is disappointing or offensive. It simply is what it is, and for me personally, as someone with an interest in diversity in settings and representation of people, the frustration comes not from deliberate historical influence in settings like The Witcher, but the absence of stories with settings where the alternative is more prominent. Give me a middle ages inspired setting that draws extensively from Spain, Portugal, Egypt, and so on, where European Caucasian is a minority, drawing upon those regional and historically relevant cultures and people. It sucks we don't have those.
I think it's a bit dismissive to say "well Poland is just really white, so the Witcher is."
The primary antagonist for most of the Witcher 1 is clearly meant to either be Indian or Middle Eastern. So it's not like these countries don't exist in the world of the Witcher. Granted, it does stand that the majority of people would be modelled after Poland.
In that time period in that location it would be out of place and totally wrong to just toss people of colour into it. It screams of white knight stuff from polygon, like the person from Poland says even today it's a largely white population.
RE: Representation of non-whites in medieval fantasy.
I understand and appreciate the argument that when it's strictly fantasy and an entirely fictional setting there's no reason people other than Caucasian could be represented. But I also understand that fantasy settings are frequently influenced by real history. Even though ultimately fictional, the cultures, architecture, topography, clothing, and art draw heavily from the closest historical time period and location. In the case of The Witcher universe all of this is built from a template of Eastern and Northern European middle ages, down to the colour of skin.
And I'm not stating this as an argument against the inclusion of non-whites, so much as the thought process and reasoning behind the aesthetic direction and why it's not exclusion with malicious intent, or nor (in my opinion) said exclusion is disappointing or offensive. It simply is what it is, and for me personally, as someone with an interest in diversity in settings and representation of people, the frustration comes not from deliberate historical influence in settings like The Witcher, but the absence of stories with settings where the alternative is more prominent. Give me a middle ages inspired setting that draws extensively from Spain, Portugal, Egypt, and so on, where European Caucasian is a minority, drawing upon those regional and historically relevant cultures and people. It sucks we don't have those.
To explain my view further it's like if a medieval game was made focusing on the asian part of the world, drawing influence from asia during the medieval age is a lot different than the European one. For example, Japan from 1180s-1500s, it was a feudal, if you build a fantasy game around influences from that era (which would be awesome), it would be odd and not fit into the world if you used white, black and other races in the world that has been created from medieval/feudal Japan, it doesn't make sense.
Awesome post. Too bad there are no egyptian (for example) AAA development studios (at least I cant think of any).RE: Representation of non-whites in medieval fantasy.
I understand and appreciate the argument that when it's strictly fantasy and an entirely fictional setting there's no reason people other than Caucasian could be represented. But I also understand that fantasy settings are frequently influenced by real history. Even though ultimately fictional, the cultures, architecture, topography, clothing, and art draw heavily from the closest historical time period and location. In the case of The Witcher universe all of this is built from a template of Eastern and Northern European middle ages, down to the colour of skin.
And I'm not stating this as an argument against the inclusion of non-whites, so much as the thought process and reasoning behind the aesthetic direction and why it's not exclusion with malicious intent, or nor (in my opinion) said exclusion is disappointing or offensive. It simply is what it is, and for me personally, as someone with an interest in diversity in settings and representation of people, the frustration comes not from deliberate historical influence in settings like The Witcher, but the absence of stories with settings where the alternative is more prominent. Give me a middle ages inspired setting that draws extensively from Spain, Portugal, Egypt, and so on, where European Caucasian is a minority, drawing upon those regional and historically relevant cultures and people. It sucks we don't have those.
We're not done here until BioGamerGirl weighs in.Updated with Polygon, Gameplanet and of course the most important review:
Wait, what?Give me a middle ages inspired setting that draws extensively from Spain, Portugal, Egypt, and so on, where European Caucasian is a minority...
So it was totally out of place to have the villain of the first game be Indian?
Wait, what?![]()
He was a singular immigrant from a land very, very far away. Like Marco Polo in China. So noit was not out of place.
Not sure what the detailed breakdown of population looked like but before expulsion of Moriscos in late XVI/early XVII there was a heavy Moor presence in Spain that was even bigger during the medieval times.