Posted June 06, 2011
I just finished the prologue, and there's enough stuff in it that I decided to post my detailed opinions on it.
There are a couple of major design decisions that many roleplayers would object to. First and foremost is that the prologue relies a lot on cutscenes to tell the story, it's incredibly linear, and you get very, very little choice in dialogues.
Usually, I would object to that to. I hate and loathe cutscenes with a passion. The story should be told in the game, not in cinematics separate from the game. I also love choice, dialogue, decisions, etc.
And yet, here it works. While I hate cutscenes in general, I love them in The Witcher 2. Mostly because they look absolutely gorgeous, and also because they're not used to prevent me from doing something with the game mechanics, but instead they make me do something that's not possible with the game mechanics. I'm sure everybody hated the scene in KotOR where you saw Malak and wanted to attack him, but a cutscene forced you to flee while one party member sacrificed herself. Those cutscenes really suck. None of those here fortunately.
Another reason why cutscenes work here might be that they actually seem integrated with the game. In CRPGs, I consider dialogue to be part of the game. But here, every dialogue is basically a cutscene with text and dialogue choices. Roche's interrogation, which ties most of the prologue together, is a big example of that. You're both sitting, gesturing, eating and drinking, none of which are things for which there are commands in the game. So it's a cutscene, but it's also a dialogue (though most of it is automated).
QTEs should be basically similar: cutscenes with a few trivial/annoying game elements pasted in. But this is where the prologue goes wrong: the scene where you're supporting Foltest while running from the dragon looks like crap. It looks like a really crummy game from 20 years ago. I just have to run in one direction, and that's it. Meanwhile a huge dragon is slowly crawling after me and demolishing the bridge, instead of actually trying to kill me or do whatever else it is that it wants to do. As much as I hate cutscenes, a goodlooking dramatic cutscene would have been a thousand times better than this crappy scene. The game would have been better without it, or with whatever random other idea they could have implemented here.
Then there's the fistfighting. We already have a fighting mechanism in the game. Whether you think the combat in this game is awesome or sucks, it's there, and you will learn to deal with it. As long as it's consistent. So why do I suddenly have to press w, a, s or d when prompted by the game? What happened to the left/right clicking, parrying and dodging? And if you really honestly thinks is this better handled as a QTE, then why isn't it handled automatically, since I've got QTE's turned off?
That's basically all I can think of that's wrong with the prologue. Of course the early fights are incredibly tough, and nobody ever explained how to handle a fight, so you will die a lot of times before you finally learn. You're pushed into the deep end, and nobody's holding your hands. But I like that. I loved harsh games like nethack, and that's basically how I treat this. It's a puzzle that you need to figure out. Unfortunately I've now found a universal solution that works for almost every combat, so much of the thinking challenge is now gone. It's just a lot of frantic button mashing that remains.
Oh, that's another downside: I can't play this game for very long at a time. The frantic action gives me cramps, and I fear my RSI might return. There's a very good reason why I prefer turn-based and pausable games.
Still, for the most part, the prologue is excellent. Looks gorgeous (I love the harsh lighting in the next room from the interrogation room, seen when Ves enters or leaves), very plausible, believable story, tons of background that gets hinted at, cool foreboding (yeah, I noticed the very American accent of that blind monk; he's no local), amazing graphics, amazing design for the castle and the town (I love that sort of thing), very well written dialogue, great animations for characters, tough, interesting scenes to tackle, and it's all put together like one great, gorgeous and very believable whole.
Except for that crappy bit with the dragon. Nearly poked my eyes out there, but I'm glad I didn't.
There are a couple of major design decisions that many roleplayers would object to. First and foremost is that the prologue relies a lot on cutscenes to tell the story, it's incredibly linear, and you get very, very little choice in dialogues.
Usually, I would object to that to. I hate and loathe cutscenes with a passion. The story should be told in the game, not in cinematics separate from the game. I also love choice, dialogue, decisions, etc.
And yet, here it works. While I hate cutscenes in general, I love them in The Witcher 2. Mostly because they look absolutely gorgeous, and also because they're not used to prevent me from doing something with the game mechanics, but instead they make me do something that's not possible with the game mechanics. I'm sure everybody hated the scene in KotOR where you saw Malak and wanted to attack him, but a cutscene forced you to flee while one party member sacrificed herself. Those cutscenes really suck. None of those here fortunately.
Another reason why cutscenes work here might be that they actually seem integrated with the game. In CRPGs, I consider dialogue to be part of the game. But here, every dialogue is basically a cutscene with text and dialogue choices. Roche's interrogation, which ties most of the prologue together, is a big example of that. You're both sitting, gesturing, eating and drinking, none of which are things for which there are commands in the game. So it's a cutscene, but it's also a dialogue (though most of it is automated).
QTEs should be basically similar: cutscenes with a few trivial/annoying game elements pasted in. But this is where the prologue goes wrong: the scene where you're supporting Foltest while running from the dragon looks like crap. It looks like a really crummy game from 20 years ago. I just have to run in one direction, and that's it. Meanwhile a huge dragon is slowly crawling after me and demolishing the bridge, instead of actually trying to kill me or do whatever else it is that it wants to do. As much as I hate cutscenes, a goodlooking dramatic cutscene would have been a thousand times better than this crappy scene. The game would have been better without it, or with whatever random other idea they could have implemented here.
Then there's the fistfighting. We already have a fighting mechanism in the game. Whether you think the combat in this game is awesome or sucks, it's there, and you will learn to deal with it. As long as it's consistent. So why do I suddenly have to press w, a, s or d when prompted by the game? What happened to the left/right clicking, parrying and dodging? And if you really honestly thinks is this better handled as a QTE, then why isn't it handled automatically, since I've got QTE's turned off?
That's basically all I can think of that's wrong with the prologue. Of course the early fights are incredibly tough, and nobody ever explained how to handle a fight, so you will die a lot of times before you finally learn. You're pushed into the deep end, and nobody's holding your hands. But I like that. I loved harsh games like nethack, and that's basically how I treat this. It's a puzzle that you need to figure out. Unfortunately I've now found a universal solution that works for almost every combat, so much of the thinking challenge is now gone. It's just a lot of frantic button mashing that remains.
Oh, that's another downside: I can't play this game for very long at a time. The frantic action gives me cramps, and I fear my RSI might return. There's a very good reason why I prefer turn-based and pausable games.
Still, for the most part, the prologue is excellent. Looks gorgeous (I love the harsh lighting in the next room from the interrogation room, seen when Ves enters or leaves), very plausible, believable story, tons of background that gets hinted at, cool foreboding (yeah, I noticed the very American accent of that blind monk; he's no local), amazing graphics, amazing design for the castle and the town (I love that sort of thing), very well written dialogue, great animations for characters, tough, interesting scenes to tackle, and it's all put together like one great, gorgeous and very believable whole.
Except for that crappy bit with the dragon. Nearly poked my eyes out there, but I'm glad I didn't.