The Witcher

PC / Action RPG / Release: Oct 30, 2007 / ESRB: M


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The Witcher, Meet The Delay Tag

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Developer CD Projekt today announced that its translation-improved, bug-lacking version of The Witcher--dubbed The Witcher: Enhanced Edition--has been delayed beyond the original release window of May.

Explained the company in a release: "CD Projekt RED is dedicated to a simultaneous worldwide launch, and is taking the extra time to polish each language version to meet the high standards of the global games market." Read more »

"Anyone know if there is a Witcher book that is translated into english decently? I would love to ..."
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The Witcher Patch 1.3 Released

Related Topics – The Witcher, DLC, PC

Now available on FileShack is the 1.3 patch for The Witcher. Coming in at 323mb, the patch fixes a few bugs but more importantly, includes the Price of Neutrality module developed by CD Projekt. The new adventure, said to include about two hours of gameplay, takes place on the outskirts of Kaer Morhen. Here Geralt will find out more about other witchers, which were featured only briefly in the main game.

Players wanting to create their own modules using existing or new game assets can download the newly released D'jinni beta adventure editor. Click through for a list of bug fixes found in the 1.3 patch
Patch 1.3 Notes Read more »

"I wonder if the enhanced edition will work with pre-established Saved Games? If so, I may stop ..."
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Atari Joins Steam, Brings The Witcher and ArmA

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Valve Software today announced that Atari is the latest publisher to put many of its games up for download on Steam, Valve's popular digital distribution service.

Beginning today, Atari-published titles such as Bohemia Interactive's ArmA: Combat Operations and Frontier's RollerCoaster Tycoon 3: Platinum will be available for purchase via the Steam store.

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"I would LOVE to buy The Witcher, but ONLY if it's the uncensored version. Do you hear me, ..."
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The Witcher Enhanced Edition Announced

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Following up on the promise of a surprise announcement, CD Projekt today announced that a reworked version of The Witcher will be released this May in the form of The Witcher Enhanced Edition.

Most of the changes found in the Enhanced Edition are a result of player feedback, resulting in a more polished experience. Beyond bug fixes and stability improvements, the game will receive fifty new character models for an increased variety in NPC models, over a hundred new animation gestures for dialogue scenes, and improved facial animation and lip-syncing. The game's inventory screen will be redone as well. Read more »

"I read the pdf file regarding the game enhancements. I know its a small detail but do the ..."
- thirteenth    See all 84 comments

The Witcher Conjures Impressive Sales, Developer Plans Surprise Announcement

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Cult holiday hit The Witcher posted respectable retail numbers to back up its high critical marks, pulling in sales of 600,000 copies over a three month period according to developer CD Projekt.

"The task was not easy, as The Witcher brand was completely unknown in many markets, and it was released in a busy season alongside franchises that have been on the market for many years," said CD Projekt RED joint CEO Adam Kicinski. Read more »

"This is great news, I would love to see what they can craft next."
- FushigiDenki    See all 61 comments

The Witcher Patch 1.2 Released

Related Topics – The Witcher, Blizzard

A new The Witcher patch is now available, updating CD Projekt's fantasy role playing game to v1.2. The 113mb update fixes several game and quest bugs.

Gameplay and text bugs fixed: Read more »

"Sweet, I bought the collector's edition last night for £25 :) I know what I'm doing ..."
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The Witcher Demo Released

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Head over to FileShack to grab a demo of The Witcher (PC), the recently released fantasy role playing game from Polish developer CD Projekt. The 1.97gb download includes the game's prologue as as well as all of Act 1.

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"The uncut subtitles/journal entries can be restored via the patch 1eyedking provides (use the ..."
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The Witcher Script Heavily Edited for English Audiences, Says The Writer

Related Topics – The Witcher, PC

Players of CD Projekt's hardcore Polish RPG The Witcher may not be hearing the whole story when it comes to the game's characters and quests. According to one of the game's writers, and a chorus of disappointed fans, The Witcher was heavily edited in its transition to the English language. "Yes, it's true," said writer Sande Chen in response to the issue on the official Witcher forums. "My writing partner and I worked on the English adaptation of the script (based on the translation from the Polish script). It was edited down considerably, not because of censorship, though." According to translations worked up by fans, the cuts range from minor alterations to drastic changes. One line in the English version reads, "Humans have always hated dwarves and elves," while the same line in the Polish release translates as, "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." Though that line may seem to be an obvious candidate for censorship, The Witcher is rated "M" for Mature by the ESRB, and features plenty of equally-vulgar language throughout its existing English translation. Chen elaborates on the situation via her blog, stressing that CD Projekt did the best they could--while not going so far as to blame publisher Atari for the uneven localization. "As writers, we accept that when we hand over the script, there's always the possibility it will get changed," Chen writes. "It is sad that not all was able to be retained, but the cuts were ideally done in a fashion so as to keep as much of the original meaning as possible. We think CD Projekt has done a phenomenal job." The Witcher is based on a series of novels by Polish author Andrzej Sapkowski. While Sapkowski monitored and advised on the project, the game was adapted independently by CD Projekt.

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""Why do pricks go in cunts? It's the natural order of things. Humans have always disliked ..."
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The Witcher Review

You can tell a lot about a game from reading its patch notes. - Fixes for sex scene with nurses in Act 5. - Dialogue with cow - moooing is louder. - Bounty Hunter is Agent Smith no more (he doesn't replicate). Mr. Geralt, we missed you...

Most patch notes read like brief technical manuals, but not The Witcher's. As you can tell from those excerpts from the recent 1.1 patch, these notes are hand-crafted beauties--unnecessary to the extreme, and all the more entertaining for it. Clearly the developers at CD Projekt take their time to flesh out even the most minor of details, and as a direct result of this policy, the company's long-awaited title The Witcher has turned out to be a rich, engrossing RPG, the likes of which only come along once in a good while. It just needs a few more of those patches to reach perfection. As you may have gathered from my recent preview--which I recommend to those looking for a general overview of the game--I was quite surprised by The Witcher, due to both its shock value and its polish. This is a European RPG that actually lives up to its own hype, delivering on its promises of mature content, massive amounts of dialogue, and impressive presentation. No one element of the game stands out more than the other, which is a testament to how well-rounded an experience it is. As you trod through the Gothic, rain-soaked landscapes, you don't find graphical eyesores that pull you out of the scenery, but instead a coherent, logical portrait. There is no overblown musical score that draws your attention, but rather an atmospheric soundtrack which slowly lulls you into the world. The dialogue may be hammy at times, but it almost adds to the charm in a quirky sort of way. Everything just fits, allowing your mind to concentrate on the quests at hand and become embroiled in the day-to-day concerns of the witching. In The Witcher, you fittingly play as the witcher Geralt, a brooding man's man who is actually anything but. He's an immortal, some kind of super monster-killer, on a quest to both kick and get some ass. He enjoys a nice night out on the town, a good stiff drink, and a few decapitations before his rough romantic encounters. And although Geralt struck me as a fairly bland character at first, after a little more time spent getting to know him, I found myself enjoying the experience of inhabiting his preternatural skin. He doesn't take shit from anybody, he has a sick sense of humor, he always gets the girl--and on top of that, he usually avoids paying for her. In the realm of fantasy, he strikes a nice balance between the Bogart and the Jack Bauer hiding in all of us. Perhaps the major reason why The Witcher is so successful in providing an interesting world to prowl through is the huge population inhabiting it. We're talking close to Oblivion-levels of computer-programmed villagers at times, and though you can't lop off their limbs and steal their grog-money, you can talk to most of them. In terms of dialogue and interactivity, it easily eclipses most RPGs, in the quantity and quality of their company. Because of this attention to detail, the throngs of poverty-stricken youths, fat-bellied merchants, and named characters all seem equally relevant. You take notice of every human, rather than passing by anyone who isn't wearing a flashy suit of armor or donning a colored name. These characters also exhibit plenty of little touches that breathe life into the world. As Geralt walks through a group of little boys taking refuge from a storm by hiding under the awnings of houses, pushing past them with his arms or stopping to court their sisters with offers of cash, you can't help but get caught up in it all. While there is an enormous amount of dialogue-driven quests to uncover, these chats don't come in the form of branching trees. Instead, when one option is picked, the conversation will carry on between Geralt and the subject in an automated, back-and-forth exchange. You won't be choosing everything that comes out of the witcher's mouth, and though these encounters usually consist of exhausting every possible phrase until all of the information has been spilled, it never feels oppressive in its somewhat-scripted nature. Though this cinematic system is not as engaging as it could be, it's made up for by the creative ways in which the sequences play out. Like a European reality TV show set in a fantasy world, you can't wait to see the next heartwarming, vulgar, or outrageous thing that happens in the life of the witcher.
You will have some control over your destiny, of course. Occasionally you will come across a choice to be made, and one that might impact the story 12 hours down the line. The far-reaching implications of these choices effectively cuts out the usual "save and reload" method of moral experimentation, forcing you to think about the decisions you're making ahead of time. Some of these decisions will be obvious tests of moral fiber, while others are firmly rooted in the grayest of areas, ambiguous questions of loyalty or mood. Who lives and who dies may well depend on which guy rubs you the wrong way. The game itself is built on a heavily-overhauled Neverwinter Nights engine, and feels restricted by it in some ways. The landscapes sometimes feel flat, with obvious barricades of bushes or cliffs keeping you from wandering into uncharted territory--although you do hit some wide-open areas from time to time. Control of Geralt, particularly in the over-the-shoulder view, comes off as a little stiff overall. However, the engine redeems itself by exceeding its limitations and showing off some real graphical ability. The Witcher could almost pass as a big-budget production from a major first-party studio, with gritty, grimy art direction, realistic weather effects, and a well-executed day/night cycle that often produces some picturesque vistas. Performance is smooth for the most part, on a high-end system at least. CD Projekt recommends a minimum PC including an Intel Pentium 4 2.4GHz, 1 GB RAM, and an ATI Radeon 9800, but you'll definitely want something beefier to run it without any worries. The recommended specs are closer to the bill: Intel Core 2 Duo 2.13 GHz, 2 GB RAM, and an NVIDIA GeForce 7900 GTX. Estimates clock the average completion-time of The Witcher at around 60-80 hours, and though this may sound long, it's not as daunting a task as it seems. The game is based on a series of novels, and it's no less of a page-turner. It will probably take fewer than 60 hours for the average PC gamer to blow through, but rest assured, there are a numerous amount of optional quests on hand to keep devoted witchers busy, in addition to the three major story paths. The main thrust of the tale may not be the most inventive or captivating scenario ever conceived, but each sub-thread is competently designed and paced accordingly. You won't go through long stretches of the game without finding something that piques your interest. As for the hack-and-slash core of the game, I will echo my past comments--you won't be playing The Witcher for the thrill of the combat. Sure, the timed-click system--an audio/visual indicator that allows you to chain combos together based on an audio/visual cue--is an admirable effort to mix up the standard Diablo gameplay, but I'm not convinced it's any more interesting than plain mouse-mashing. Because enemies will often interrupt your combos, you'll have to deal with clunky half-swings in between your satisfyingly gory finishing moves. Geralt also has the ability to craft potions using his alchemy skills, and you'll gain a few magical abilities in your travels, but all in all, the combat is merely a means to an ending. The Witcher is not a game you play in order to level up your ice bolt or grab a new set of platemail. It's a true roleplaying game, rather than the increasingly popular sub-genre of action-RPG. The focus isn't on individual mechanics, but on the experience as a whole. Speaking of experiences, maybe the most buzz surrounding The Witcher is due to the "censoring" of nudity in the North American release. However, before we talk sex, let's clear something up: these changes are not the result of some ominous board of old men out to ruin your hedonistic pursuits--at least not directly. CD Projekt's decision to remove bare breasts from the game is no more an act of censorship than when I "censor" McDonalds from my diet to avoid a burning gut. This is a voluntarily removal of a few naughty bits--almost entirely relegated to the portraits shown during the game's many sex scenes--that the ESRB would most likely take issue with. To get an idea of what we're talking about, have a look at this screenshot--the censored version of course being on the left. That's it. Personally I can't imagine bothering to import the game based on this minor redaction, but others may feel more strongly about being denied a single milky minutiae.
While these exceedingly minor content alterations may not hold you back from playing the game to its fullest potential, its technical issues may present more of a problem. For starters, the game's loading screens linger for far too long. A simple matter of entering a small hut may set you back a dozen seconds of your life as the game busies itself with caching fireplaces and table legs. Compounding this issue are random crashes and seeming memory leaks, which come at unpredictable rates and can strike at the most inopportune times. A quick scan of gaming forums shows that I'm not the only one with these issues, although some appear to be luckier than others. Thankfully the game is pretty good about auto-saving, but the fear of losing your progress remains. CD Projekt is off to a good start with its first patch, so one would hope these issues will be ironed out relatively soon. Regardless of crashes and clunky combat, I still highly recommend The Witcher, especially if you are a fan of deeply layered RPGs--and you know who you are. Give Geralt a spin for a few hours, and you might be surprised, as I was, to find yourself saying, "This is the first PC RPG I've really enjoyed since..."

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The Witcher 1.1 Patch Released

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The game isn't out in North America yet, but the first patch for The Witcher is now available. The 113mb download offers a number of gameplay and code bug fixes, along with this important tweak: "a child in epilogue cutscene doesn't look like badly sewn young Frankenstein." Patch 1.1 Major Fixes ============================================= Gameplay & text bugs fixed: - Fixed character development issues with some abilities and skills. - Fixes for some storyline related progression breaks. - Fixes for druids' day-night cycle in Act 5. ---- Fixes for sex scene with nurses in Act 5. --- - Signet fixes (some signets were received twice). - Fixed story incoherency regarding Erkyn in Act 3. - Experience gain indication localization fixes. - Mutagen potion - new fixes for showing up a message. - Fixed items used in eating animations. - Geralt's allies fixed to always react properly to all mosnters. - Bounty Hunter is Agent Smith no more (he doesn't replicate). Mr. Geralt, we missed you... - Echinopses and Archespores now use their own spikes instead of arrows. - Fixes for alchemical ingredients extracted from some monsters. - Raven Crypt - few fixes for geometry and placeables. - Fixed few places where player was supposed to meditate, but couldn't. - Fixed story incoherence in Berengar quest. - Soldier practicing on training dummy won't penetrate... it. - Berengar won't disappear on sight when sparing him. - A whole lot of localization fixes (some of them won't work with old savegames!). Code bugs fixed: - Fixed all diagnosed stability issues and crashes. - Fixed few gameplay issues with WSAD and mousedrive controls. - Alt-Tab related issues fixed (random crashes, hang-ups, cursor blocking). - Cat potion estimated time display - fixed. - Dropping items from the inventory fixes for better spread. - Weapon visual FXes fixed during dialogues. - Confirmation box shown when player uses Quick Load. - Tooltip fixes for lower resolutions (for example 800x600). - All read books now have the appropriate note in description. - Sitting animation fixes for few characters that sat beside the chair. - Alt-Tab fixes for dialogue lines and gameplay options. - Savegame option blocked around Aard throwing time. - Audio: rat squealing sound fixes for minimized mode. - Movies and cutscenes fixes for Alt-Tabbing. - AI: fixed NPCs chasing enemies that were no more. - AI: few poker fixes. - Fixed problems with items appearing back in storages. - Fixed blizzard problems with cutscenes and dialogues. - Fixed toxicity effect for Alt-Tabbing. - Finishers fixes - animation sometimes did not play. - When taking out an unknown item of the storage, the user can no longer see the name of the potion. Good one... - Fixed saving in tight places (player got teleported after load... sometimes). Art & sound bugs fixed: - Vizim's Temple Quarter: ~30 physics fixes; corrected barrels; ~10 decoration fixes. - Kaer Morhen: Wild animals fixes. - Sewers: commoners sleeping fxes; ~5 item properties fixes; ~10 skeleton placement fixes. - Vizim's Temple Quarter/Burning Vizim:The banner on the tower is no longer black. - Old Manor: Koschey boss movement fixes. - Mutants fixes for decapitation. That means no decapitation now. - Werewolf physics fixes. - Chainmail stand placeable now has collision surface (player/npc can't pass through it). - Celina brightness fixes for interiors. - Order knights lighting fixes. - Bread item fixes for eating animation. - More detailed model of Horse+Wagon for opening cutscenes. - Journal entry for crypts fixed now. - A child in epilogue cutscene doesn't look like badly sewn young Frankenstein. - Old lady and dwarves - idle animation fixes.

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"Anyone know if this patch breaks savegame compatibility? I ask not because I have a savegame ..."
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The Witcher Combat, Quest Footage

Related Topics – The Witcher, Trailer

New movies from The Witcher have been released, showing developer narrated combat and questing gameplay footage. Use the Flash player below to stream the combat video; unfortunately, bandwidth considerations prevent us from streaming the other one. For more on The Witcher, check out our recent preview.

Get the Flash Player to see this player. Mercury subscribers can use the HD stream for the combat video as well as the quest video.

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"I could have done without another long game to play but, fuck it, this looks too good to pass ..."
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The Witcher Impressions

"Your momma sucks dwarf cock." What. What? Doesn't this guy realize that I'm The motherfucking Witcher? The infamous slayer of monsters and devilry? The pale-faced, bar-hopping amnesiac? The sterile, dwarf-loving tough guy? I have silver swords and shit. What is he thinking? "You fight like a lass," he says, taunting me. What the hell is this game? The Witcher The Witcher isn't exactly a breath of fresh air. It's more like the musty, stimulating smell of an old library; somewhat stale, but comforting, nostalgic. It's a throwback to an age when the ESRB didn't exist, and when game designers were free to fling as much sex and violence around as they saw fit; when they were willing to fill their RPGs with outlandish one-liners and depressingly realistic scenarios, and to pose nude on box covers.

Take the main character of Geralt, The Witcher's silver-haired antihero whose role you'll be playing out. Within the first 30 minutes of the game, players will see him coring the chest cavities of guards, banging his female co-star, and attending a reverent funeral. From there, it's a short hop to an inn, where you can participate in an endless round of bar fights and drunken slavering. No, this isn't your average G-rated Star Wars RPG. This is something else. This is European. The world of The Witcher is based on a series of novels by Polish author Andrzej Sapkowski. Witchers are essentially the mutated Ghostbusters of Sapkowski's fiction, a band of sterile humans with supernatural abilities and enhanced fighting skills. Almost immediately I lost track of the main thread, forgetting which witchers were good, and which witchers were bad. The grandiose storyline begins with an attack on a laboratory and Geralt losing his memory, another example of how deeply rooted this game is in its own genre. No RPG released in 2007 that looks this slick has any reason to be carting out that tired videogame cliche, but for whatever reason, The Witcher still works despite it. Maybe it's because I haven't satiated my appetite for a good, solid, singleplayer RPG in a while. Maybe it's because I'm tired of cookie-cutter MMO-style quests, tasks which almost never make an attempt to capture your attention or stand alone as any kind of substantial anecdote. Or maybe it's because you just have to admire a game that so thoroughly knows what it is, and isn't afraid of playing it all up to gloriously overblown effect. Sure, the 100% voice-acted dialogue is uneven, and at times badly written, but how can you not dig a line like, "Finally! This place makes my flesh crawl... Did you bring wine? Thanks, I'm not scared now." Geralt himself is a sardonic fellow, often cracking wry jokes or narrating his own thoughts. After noticing an over-sized set of armor in the corner of a room, without any clicking or cutscenes, he comments, "From the blood and dents this armor is a warrior's, but this fatso's more familiar with a tankard than a sword." This constant usage of voice effectively involved me in the world, and within an hour, I didn't really care whether I knew what was going on with the overarching plot or not--simple exploration was more fun.
The Quandary of Quandaries But let's get back to Mr. Dwarf Cock for second. A game that's willing to step far over a line like that should probably allow me to outright kill the fucker who said it. Instead, The Witcher locks down the Geralt-on-villager combat in some areas, while allowing it in others. You can't draw your weapon indoors, and you can't kill anyone outside until an area becomes "dangerous"--typically at night. There will be no wanton pillaging and slaughtering townsfolk at all hours of the day. You won't be soiling your naked victims to the detriment of Youtube. Hacking the groins of children will not be tolerated. This murder law illustrates the difference between The Witcher and something like Oblivion. Whereas you won't be stealing people's jewelry or rearranging their physics-enabled furniture in The Witcher, you do have a far more fleshed-out story to chew on than is presented in Bethesda's game. A huge amount of NPCs are waiting with full dialogue trees and quests to present, and while playing the game, I never once felt the boredom that would lead me to a mindless slaughter of innocents. I wanted to hear what these people had to say. For instance, once while wandering around in the wilderness late at night I ran across a traveler, some random fat guy in a robe. He soon came under attack by a dog, which, strangely enough, had been chasing me to that point. After coming to his defense, the man introduced himself. Turns out he knew me before I lost my memory, and his business has been doing so well thanks to my help that he was willing to give me a wad of cash, right on the spot. I didn't have to save him, but if I had let the sucker die, I would have never known gotten the cash. Rather than allowing you to act in a bluntly negative way, The Witcher instead allows you the choice of not acting at all. You're a kind of Batman character, perched above the world's common concerns, indirectly choosing who lives and who dies.
Of course, offering the player moral choices is the mechanic de rigueur of RPGs, and The Witcher is no slouch in that regard. Shacknews editor Chris Faylor wrote an excellent preview outlining the unconventional method The Witcher employs to remind players of the choices they have made in the past--choices which can impact gameplay hours later. You are sometimes faced with choosing the lesser of two evils--or five or six evils, depending on the varied amount of dialogue choices--but more often than not these quandaries appear to be straight forward right-and-wrong affairs. Saving a dwarf from racist bullies is about as clear-cut as it gets. CD Projekt, DVD Game You have to appreciate what developer CD Projekt has done with The Witcher's visuals. Taking the original Neverwinter Nights engine and retooling it over the course of nearly four years, these Polish developers have crafted a very polished game. The animations, player models and architecture may not be on the level of Crysis, but they get the job done, and more importantly, they all meld in a coherent way. This is a gritty, dark world, and you rarely feel ripped out of that by something like a plastic wall texture or gaudy purple cloak. Turn the page for more on The Witcher. _PAGE_BREAK_ Perhaps my heaviest criticism of The Witcher lands on its control schemes. Played from a third person perspective, you'll have the option of two main camera angles--either an angled view from above, with click-based controls a la Diablo, or an over-the-shoulder view, with a more traditional WASD-based movement. These are two great options for an RPG to be offering, which makes it even more of a shame that neither succeeds fully. The Diablo-styled click-to-move mechanics become an issue when indoors, requiring you to manually rotate the camera as you ascend a staircase. Outdoors you simply miss the scenery, unable to view the horizon due to the elevated camera.
The best bet is the keyboard-based side of things, but I ran into problems there as well. Because the game feels built on the top-down, command-based engine, there is a small amount of lag when a running Geralt adjusts to camera movement. This delay isn't quite as painful as something like Dungeon Runners was at release, but it's a similar problem, and a blemish on an otherwise smooth operation. Hang Up The Click Habit The rest of the interface is your standard set of maps and quest journals. You'll have access to all sorts of abilities, accumulated by leveling up--a rather subtle process, rather than a constant numbers game--and gaining trait points, which can be applied to the many branching skill trees. In all, there are only five main UI buttons, which reside in the top right corner. The emphasis is on simplicity here, with most actions in the game only requiring a simple click to carry out. Want to pick up a sword? Click on it. Want to talk to someone? Click. Want to instantly skip a line of dialogue? Click. Want to skip it all? Click click click. Strangely enough, perhaps the only time when you'll have to hold back on the clicking is in combat. Battle is a matter of matching up one of three combat styles--strong, fast, or group--and clicking on enemies to swing away, timing your follow-up clicks to the audio/visual indicator in order to initiate further combos. At the end of a combo, you might knock an enemy down with a force-like power, stabbing him in the chest in any number of gruesome animations. The level of violence is certainly high. Violence aside, the system is reminiscent of Wind Waker's musically-timed combo attacks. And though it's ultimately involving, it's nothing revolutionary. You probably won't be playing The Witcher through the night because of the riveting combat, or out of an inextricable need to get to the next level. You'll be more interested in knowing what kind of crazy dialogue options the next seedy NPC is going to offer you.
Put on the Red Light (For +4 Strength) With all of the monster mashing going on, it's important to note that the witcher's corruptive power also extends to the many females he encounters. The pale, long-haired, "emo" Geralt fittingly ends up in bed with more chicks than even God of War's muscle-bound Kratos. Depending on how you look at it, these sexual encounters come off as glaringly-dated, sexist trash that should only exist in pulp fantasy novels, or--ah. Exactly. After saving one woman from a band of would-be rapists, I'm hit with a quest to run her back across town to her house, protecting her from roving helldogs in the process. All the way, she's teasing me with promises: "Hustlers always get rewarded, hee hee." Yeah. "I live with my grandma. I'd rather not shock her," she says on arrival. Typical. At this point I figure the jig is up--Game Over--which is just when my sly character suggests meeting the next day, at a secluded mill down the road. At this point I'm talking to the screen: "Geralt, you cheeky bastard." "You bring the wine, I'll bring the food," she replies, prompting a quest to find a bottle of wine in time for the rendezvous. Which I do, for science, and inevitably all of this triggers a cutscene. "Something haunts the old mill tonight," says one nearby guard. "We should engage a witcher or some other magician to look into it," replies his friend. "Never around when they're needed, they are." This is followed by scenes of polygonal passion, carefully hidden by a painting of Geralt's seductive, scantily-clad mate of the hour. The sequence is repeated for every sexual con-quest, with the witcher amassing paintings like a collection of trading cards.
Geralt soon steps out of the mill alongside the woman--a woman who, only hours ago, had thrown me a cold rejection: "I'm a decent girl." The witcher can shamelessly corrupt women, easily cream a horde of zombies, and heroically protect a town of villagers, all in the same day--if you want him to. What else is there to life, really? If you're a fan of hardcore, unabashed fantasy RPGs, The Witcher is worth a look. The Witcher is coming to the PC on October 30.

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The Witcher Goes Gold, Materializes Oct. 30

Related Topics – The Witcher, Atari, Gone Gold

CD Projekt's impressive-looking PC RPG The Witcher has gone gold and ships to stores in North America on October 30. Based on Andrzej Sapkowski's series of novels, the game follows Geralt, who in his role as a mutant witcher, drinks, seduces women, and slays monsters as he explores the seedy underbelly of the world. "Not only does The Witcher shine with its stellar action gameplay, its thought provoking storyline riddled with mature social issues is sure to get gamers talking," claimed Atari senior producer Larry Liberty. "We're confident that The Witcher will prove to be one of the most acclaimed RPG titles this fall." "Creating The Witcher was a huge challenge, but also an adventure. Our task was to create a game with an incredibly involving story and a credible world--a role-playing game that we ourselves would like to play," said CD Projekt joint CEO Michal Kicinski. "We approached this task with no compromises." For more on The Witcher's lengthy adventure and its moral quandaries, dig into my hands-on preview of the game and check back tomorrow for Nick Breckon's impressions.

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"Yay for an RPG that is about actual roleplaying rather than making your numbers bigger!"
- MH Knights    See all 24 comments

The Witcher Preview

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There's a preview of The Witcher on IGN, playing through a near final build of the fantasy role playing game.

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The Witcher Preview

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There's a new preview of The Witcher on GameSpot, playing a preview build of the fantasy RPG.

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  6. Batman: Arkham Knight
  7. Survarium
  8. Kerbal Space Program
  9. The Walking Dead: Season Two
  10. Frozen Endzone

Top Rentals

  1. Grand Theft Auto V
  2. Beyond: Two Souls
  3. Batman: Arkham Origins
  4. Assassin's Creed IV: Black Flag
  5. Call of Duty: Ghosts
  6. Battlefield 4
  7. NBA 2K14
  8. Diablo III
  9. Madden NFL 25
  10. The Last of Us