Running on an aging Phenom II X4 965 + a new Geforce GTX 970, game runs smooth as butter on max settings. Which is... fucked, to say the least. I'm basically getting perfect performance with a 5 year old computer and a modern mid-range GPU, the downgrade is real.
Coming in to Witcher 3 from having just played through Witcher 2 on Dark, the first hour or so of 3 was a brutal awakening to what I had in store for me. You wouldn't think they could make a game that is initially less pleasant than 2, but they somehow managed to.
Movement? A
shit. Remember that slight inertia movement in Witcher 2 had to simulate reality? Well, it's been dialed up to eleven here. Geralt takes a full second to start moving if you're still. Changing directions is just as bad. Want to turn around and walk backwards? You can't. Instead, Geralt wheels about and comes at things from an angle, only straightening out once you've gone a few yards. There's now a horse named Roach, who provides a nice boost to movement speed when crossing the game world, but it comes with its own particular problems. It handles even more ridiculously than Geralt on foot, becoming paralyzed with dark fevers and morbid introspection whenever it approaches a small tree or a fence. And when the horse stops, it takes approximately 2-3X as long as Geralt does to start moving again, presumedly so that Geralt can throw out his canned lines asking Roach to HURRY THE FUCK UP ALREADY. I know this probably sounds like useless Codexian nitpicking, but damn, it's really something when a game manages to mess up something so central to the game experience. You get used to it after a bit, but it's still something that has no reason to be so shoddy.
Beware! Those may look like simple trees, but they are actually noonwraiths that can send a horse into paralytic shock by their very presence.
Combat? Mostly a shit. It's hard to say if it's actually worse than 2, or if it's just the victim of the movement system + anemic character development. I'll get to the character development in a second, but for the moment let's focus on what's changed at the most basic level. The rolling dodge of 2 is still here, but it now costs a lot of stamina. You want to avoid using it if you like spamming signs. There is a pirouette/slide dodge that moves a few feet, doesn't cost stamina, and is better suiting to dodging small attacks. Dodging works well against one or two targets, but falls apart against lots of enemies. One very noticeable change from 2 is that enemies have much more significant access to dodging. They can and will dodge when you attack--monsters tend to dodge, humans to block or parry.
This depends on the enemy type, but it mostly seems to happen after they've been struck 2-3 times, preventing hit chains from permanently staggering weaker enemies. In theory this is not only okay, but sounds really cool. In practice, it feels awful. Due to the enemy's propensity to dodge and the usual bugginess of free-form fighting against multiple enemies in a game built for controllers, it's hard to tell if your attacks are bugging out and not properly targeting the enemy, or they're simply dodging. Some enemy types magnify this problem even further, with enemies like wolves and ghouls running around in circles like schizoid maniacs on crack in the middle of attacking you.
Does this make the combat more challenging than 2's rather reductive QTE rollfest? Not really. Since enemies tend to start avoiding attacks only after you've punished them a certain amount, you simply take the safest route when fighting enemies: pirouette dodge once against most enemies, attack once or twice, then wait for their next attack to pirouette dodge and repeat the cycle. Attempting "max damage" full attack chains is something you can do if you want a fight to end quicker at the expense of health, but it is much more likely to cause you to get boned, especially against groups of enemies.
Difficulty? Easy. REALLY easy. Like, what in the actual fuck? I'm playing on Death March! (yeah, they really put that exclamation mark in the difficulty name), the hardest difficulty before post-game permadeath options, which might explain some of the clunky combat mechanics, since supposedly the AI is unchained and blocks/dodges/whatevers more often on higher difficulties, but the game is not hard. Ever. I shudder to think what it is like on Blood and Bones (the new "Hard" difficulty) or godforbid Normal.
World design? Solid. I give them an A- here. There's really minor room for improvement, but in the open world genre these guys have actually set a new standard. They've got a massive world, a Skyrim beater, but it doesn't feel like Skyrim. It is most comparable to Gothic's dense detail, though by design sparser since it has a much bigger world. Most quests feel handmade. Even the incidental details are interesting: notice boards that are not just filled with actual quests, but also little notes that illustrate the petty lives of villagers and vagrants. Letters and books that aren't the objectives of quests are everywhere, and it's one of the few examples of well-used text in an AAA game I can think of. Witcher 3's world is filled with things to do, stuff to kill, and carcasses to loot. And it all feels rather rewarding, in stark contrast to its competitors.
Character development? Utterly and entirely A MAGNIFICENT SHIT. This is my biggest complaint with the game as it stands. Witcher 2 had a lot of problems, but it was ameliorated by a standard talent tree that offered some decent chocies in how you build your character, with each point tending to offer sizable increases in power. Witcher 3 goes "another direction", if you can call swaggering in a bog of feces with a huge grin on its face "another direction". Character points are...
pointless. +2% to touching bum, +4% to gentle frollicking through meadows. It's the most frustrating brand of MMO-style non-power-creep, mired weirdly in a singleplayer game where character development shouldn't feel so shackled. Why? For the love of god, CDProjekt, why? Maybe they heard some nerds complaining about the alchemy tree in Witcher 2 being grossly overpowered (which it was), but compensating by making every tree completely neutered wasn't the solution I had in mind. What can I say to sum this all up? "+5% to fast attack damage" is, in the strange land of Witcher 3, one of the best bonuses in the entire game. Even on Death March! difficulty, you could easily beat the game without ever spending a single character point. Bravissimo! In the glorious tradition of such RPG stalwarts as Diablo 3, the majority of all character power stems from your gear, rather than the choices you made in character development.
This is made all the more tragic by the little details that are done right. The open world exploration is tied into the character development system by Places of Power, out-of-the-way shrines that you can activate to receive a single character point. Compared to the reward-less busywork of titles like DA:I and the always enticing Ubisoft Open World Game #59, this is a good thing. We need our busywork to more often have mechanical advantages and rewards to justify their existence. It's just a pity that it doesn't tie back into a character development system that is actually worth spending points on.
Oh boy, +1% to WHO GIVES A FLYING WILD CUNT.
I'm tired of typing. More later. Maybe.