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After 5 years, I finally started to go through The Witcher 3 for the second time. It's been a long time, usually with this type of RPG I start going through them again almost immediately after the first try. This was the case with the first two Gothic, Morrowind, Mass Effect and the first two Witchers. Here, however, I was too tired of the mechanics, about which later, after completing the two additions, there was a surfeit and somehow I didn't want to start my adventure with Geralt for the second time.
The Witcher 3 is like two games. On the one hand, the scale of the "scenery" is still impressive: idyllic White Orchard, autumn, wet and gloomy No Man's Lands, colorful and spring city of Novigrad, which is still the largest, most detailed city I have visited in erpegach. There are also winter Skellige islands, and in addition to Blood and Wine we have the fairy-tale principality of Toussaint. In this respect, the W3 still impresses. There are also great dialogues. Movie shots, very good dubbing, nice facial expressions of characters are still among the leaders when it comes to presenting dialogues in RPG or action RPG games. For this a great soundtrack, which should have a bit more longer exploration tracks.
However, when I play like this, I am still convinced that when the game comes into play, the game mechanics The Witcher 3 falls on his back and clutters his feet. It is enough to have a very general idea about erpegs to notice that a lot of things are not working properly. Yes, W3 is quite a characteristic roll. We play a character imposed in advance, with a specific profession and character developed in the stories and the book Saga. So there is no question of diversity and many ways to perform a given task, as was the case in, for example, Fallout: New Vegas. And I accept this assumption: I play Geralt, play him and try to act as Geralt in the book would do. There are some choices to be made, so it's not as if we as players aren't allowed to make any decisions. In this respect, it is good, although on the first try I was a bit disappointed with the number of dialogue options to choose from, because it is a bit dry here.
It's worse when it comes to completing quests, because here we have absolute linearity and quite little variety. We follow a string, using the most abused mechanics of recent years: witcher senses. Taking into account the previous aspect, as well as the painfully linear structure of quests with a choice at the very end, it loses replayability, such an important aspect in erpeg games. Recently, for the third time, I did Alpha Protocol, which amazed me. Responsiveness at the highest level. The order in which we approach each mission has an impact on what characters we meet, how some events will unfold. Not to mention the master's last mission, which I approached several times and each time was different, including a different final opponent. Well, at the end you can play such a son of a bitch that your head is small! MrGreen Emote In The Witcher 3, just like in the first Mass Effect or Alpha Protocol, at the beginning we have three main goals, but while in ME and AP we can perform them in any order, in W3 everyone will follow the same path: No Man's Lands ===> Novigrad ===> Skellige.
The mechanic, which I call leveling everything, is to blame for this. Everything has its level here. It is an indicator which indicates which level we must have to complete a given quest, defeat a given opponent or put on a given weapon or armor. In this seemingly open game, we have such powerfully imposed limitations. In the case of quests or opponents, you can still try to complete / defeat them if they exceed us by 5 levels, but the greater difference is too deadly for our character. This level determines how many health points we have, what damage we deal, the character development itself plays a supporting role. We can take all skills off the slots, and we'll be good against our opponents anyway, as long as we have the right level. Level is everything, level is god.
The Witcher 3 is like two games. On the one hand, the scale of the "scenery" is still impressive: idyllic White Orchard, autumn, wet and gloomy No Man's Lands, colorful and spring city of Novigrad, which is still the largest, most detailed city I have visited in erpegach. There are also winter Skellige islands, and in addition to Blood and Wine we have the fairy-tale principality of Toussaint. In this respect, the W3 still impresses. There are also great dialogues. Movie shots, very good dubbing, nice facial expressions of characters are still among the leaders when it comes to presenting dialogues in RPG or action RPG games. For this a great soundtrack, which should have a bit more longer exploration tracks.
However, when I play like this, I am still convinced that when the game comes into play, the game mechanics The Witcher 3 falls on his back and clutters his feet. It is enough to have a very general idea about erpegs to notice that a lot of things are not working properly. Yes, W3 is quite a characteristic roll. We play a character imposed in advance, with a specific profession and character developed in the stories and the book Saga. So there is no question of diversity and many ways to perform a given task, as was the case in, for example, Fallout: New Vegas. And I accept this assumption: I play Geralt, play him and try to act as Geralt in the book would do. There are some choices to be made, so it's not as if we as players aren't allowed to make any decisions. In this respect, it is good, although on the first try I was a bit disappointed with the number of dialogue options to choose from, because it is a bit dry here.
It's worse when it comes to completing quests, because here we have absolute linearity and quite little variety. We follow a string, using the most abused mechanics of recent years: witcher senses. Taking into account the previous aspect, as well as the painfully linear structure of quests with a choice at the very end, it loses replayability, such an important aspect in erpeg games. Recently, for the third time, I did Alpha Protocol, which amazed me. Responsiveness at the highest level. The order in which we approach each mission has an impact on what characters we meet, how some events will unfold. Not to mention the master's last mission, which I approached several times and each time was different, including a different final opponent. Well, at the end you can play such a son of a bitch that your head is small! MrGreen Emote In The Witcher 3, just like in the first Mass Effect or Alpha Protocol, at the beginning we have three main goals, but while in ME and AP we can perform them in any order, in W3 everyone will follow the same path: No Man's Lands ===> Novigrad ===> Skellige.
The mechanic, which I call leveling everything, is to blame for this. Everything has its level here. It is an indicator which indicates which level we must have to complete a given quest, defeat a given opponent or put on a given weapon or armor. In this seemingly open game, we have such powerfully imposed limitations. In the case of quests or opponents, you can still try to complete / defeat them if they exceed us by 5 levels, but the greater difference is too deadly for our character. This level determines how many health points we have, what damage we deal, the character development itself plays a supporting role. We can take all skills off the slots, and we'll be good against our opponents anyway, as long as we have the right level. Level is everything, level is god.