

Instead, you eventually have to sell them because they overburden you. The problem is that, in a game where you are constantly finding heavy crafting materials like iron ore and leather, there's no system in place to store them for later crafting. The system is intuitive and quite functional, and I enjoyed making badass swords and armor. You obtain schematics for potions, bombs, traps, armor and weapons and then combine them at a smith, using found ingredients. He's always going to be a swordsman with supporting magic and potions, no matter which skills you pick.Crafting is another area where The Witcher 2 establishes a decent system and then throws a giant wrench in the gears.
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It makes for a grittier, less cartoonish world but it also means that you can't really build Geralt into a full mage or alchemist. A little bit of fire, force field, magical traps, wind and Jedi mind tricks are really all that he ever gets to fling around. I do dig the low-magic world of the Witcher, as Geralt's abilities are useful but not bombastic. But that's hardly a sound way of creating games: make a game barely playable, requiring the player to fight the horrible mechanics the whole way, until finally he can make the game function properly by spending skill points?The admixture of potions and magic make their return, pretty much the same as they ever were, both with skill branches dedicated to enhancing and prolonging their effects.

There is a skill called "Whirl" that basically fixes this design flaw by letting you damage whatever makes contact with your sword, making it all but a required purchase. The end result is that half of the time you are impotently flailing at the enemy right in front of you while your real target is five feet behind him. The problem is that Geralt will only do damage to the person/monster he's currently targeting and the game spastically jumps from one target to another based on where it thinks you are aiming the camera. For whatever reason, developer CD Projekt Red jammed what can only be called a clumsy console auto-lock-on system onto the swordplay. Thankfully even on lower settings, it looks better than pretty much everything that's come before it.Unfortunately, it's hard to keep that aesthetic going when you have combat as clumsy as this. Be warned, however, you will need an above average rig to get anywhere close to max settings.

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The Witcher 2 is loud and proud about coming out on PC first and seems to almost brag, "You won't see this on any mere console".

The prologue alone was a visual masterpiece, and it didn't let up the whole game. Gorgeous mountains ringed the siege camp while monstrous trebuchets periodically hurled boulders at the castle walls. In the first few minutes of the game I was treated to a grand vista of an ongoing castle siege at dawn. To put it simply, The Witcher 2 has a lot to prove.It's hard to stay skeptical long when the first thing you notice about the game is that you feel like you are playing a fully rendered CGI movie. From what I could tell, The Witcher was a middling RPG with a confining combat mechanic, bland story, frustrating user interface and to top it all off, one giant pander to young teenage boys with its "naked trading cards of women I've banged in the game" aspect. It always made me wonder if, because PC gamers rarely get exclusivity anymore, maybe they were all just deluding themselves into their Witcher lust, the same way Wii owners refuse to accept that they wasted their money. Even the much-touted "Enhanced Edition" barely made much of a difference, as far as I could tell. From the story to the characters to the combat, it was all just "okay". I'm probably one of the few PC gamers that didn't instantly fall in love with The Witcher when it came out.
