Eventually I managed to compensate for these quirks, but even so I found them slightly off-putting for such as combat-intensive title.Īs in most RPGs, as Geralt succeeds in quests and cuts his way through swaths of monsters, he gains the ability to unlock new powers and skills. However, I would find strange "micro-pauses" at just the wrong time that would through off entire attack sequences. I can't put my finger on a single combat move or effect that caused these hiccups, and many were so minor that, alone, they're almost unnoticeable. Geralt's animations would seem to hang on just a second too long here and there, and movements would sometimes seem to take just a heartbeat too much to manifest on the screen. While nothing was blatantly wrong, there was just something a little off about the pace of many fights. ![]() I always enjoy a system that puts generic fantasy tropes firmly on their ears, especially when it does so to such a fun effect.įor an action-centric, combat oriented game, I was a little disappointed by the slightly clunky controls of The Witcher 2. This potion system intrigued me in the first Witcher game, and I was quite thrilled to see that it stayed in place for the sequel. Players must instead plan ahead, using potions as preparatory measures for upcoming events. In addition, potions can only be administered during a meditative state, meaning players cannot down a quick booster during the heat of combat. Only a few potions can be "active" at any given time, and care needs to be taken not to exceed a toxicity limit when choosing which potions to quaff. However, even Witchers succumb to the poisonous effects of these concoctions. To the genetically-enhanced Witchers, these potions are often the difference between success and grisly failure. In this dark setting, all potions are deadly toxins to most normal folks. In addition to swords and magical "signs", Geralt can also bring bombs, traps, and thrown daggers into the mix, making combat a great deal of fun.Ī special mention needs to be given to the potion system. ![]() Steel swords work well against normal enemies, while the silver sword is the necessary choice for any supernatural creatures. ![]() Maintaining the iconic "two sword" approach of the original, players must ensure they wield the correct weapon for the occasion. It doesn't take long to learn that a group of seemingly weak enemies can tear apart even well-buffed characters, requiring players to keep a constant eye on positions and flanks. Gone are the combat stances, allowing (or requiring) players now to take a more direct tactical control of any given situation. Even for veterans from the first Witcher, there are some changes in combat and control. Much of the initial difficulties lie more in lack of player skill than in an under-powered Geralt.
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