Defining a role-playing game with any degree
of certainty is nigh on impossible. I generally go with the “I know one when
I see one” mantra, however, I must confess that so many modern games have incorporated
RPG elements that I don’t always know how to explain why, for example, I consider The
Witcher 3 to be an RPG but not Watch Dogs 2. Both have pre-defined protagonists, both are
open world games, both let you make various character builds, etc. Every game wants to lay-claim to RPG-elements
now, but most games only include those RPG aspects at a surface level, treating it more
as a box-ticking exercise than any real desire to let the player role play. Take skill trees. A more action-oriented game like, say, the
new Tomb Raider games, offer you a choice of where to spend skill points, however, those
skill trees are often bland and disappointing. The starting point always seems to be stripping
away skills you should have at the start and then making you buy them with skill points,
almost as a way of expanding the tutorial. I also find these games give you enough skill
points to buy most of the major skills in one playthrough, which means you don’t create
a build as such. Assassin’s Creed Odyssey came closer than
most to giving your character a particular style such as assassin or melee, but even
then, I never considered any options to be closed-off to my character. They just leaned one way or another. Levelling systems are all over the place now,
but again, that group of not-really-RPG games largely miss the point. Higher level enemies aren’t a higher level
because they are inherently tougher, for example, enemies with power armor in Fallout, or the
progression from rats all the way to dragons in traditional fantasy games. Instead, you’re simply told that one enemy
is much tougher than another identical looking enemy in the same gear just because of a number. Enemies often auto-level to match yours anyway,
adding another element of pointlessness to it all. It should also be noted that this swing can
go the other way. More and more, RPGs want to be exciting to
play in their own right, and develop fun combat systems, sometimes at the expense of compelling
storytelling. I find this a touch depressing, because for
me, player choice is the most important aspect of an RPG and I feel like we’re moving away
from that slightly. If there is a good definition of RPG it has
to include player choice and those choices should have a major impact. If they don’t, then it probably isn’t
an RPG. The length of a game’s script can easily
double or treble in size as a result of providing this player choice. It’s a lot of work. I’ll use Odyssey again as an example, because
it went to a lot of effort to include options, from the male or female protagonist choice,
to character dialogue, and even who lives and who dies. Ubisoft didn’t quite go all-in though. There isn’t much variance in the story or
ending regardless of your choices. The choices that seemed major at the time,
barely affected anything going forward. I’d be willing to bet most people remember
conversation choices in Odyssey mainly as the mechanism for getting people into bed. Player choice doesn’t make a game an RPG,
but it is a necessary requirement to be an RPG in my book. Unfortunately, the more expensive games become
to make, the less meaningful player choice we see in big budget RPGs. Video games are simply too expensive to make
to justify spending millions on environments, scripts, voice acting, enemies, and cutscenes
that not every player will see. The player can choose not to complete content
if they like, so, for example, you don’t have to do all the companion missions in Mass
Effect 2, but you don’t get locked off from doing them. In the original Mass Effect, you chose whether
to save Ashley or Kaiden, but notably they did not have loyalty side quests of their
own that you risked missing out on. Games are structured in such a way that it
takes a conscious effort on the part of the player to exclude themselves from content. There are exceptions of course. Baldur’s Gate 2 had an entire map that you
could easily miss based on what appeared to be a relatively minor decision, and Bioware
went even further with Dragon Age: Origins, which had 6 different origin stories to playthrough
depending on which race you chose to play as. It was these different intros, not the Bioware
name, that first convinced me to buy the game. I foolishly told myself that I would play
through Origins multiple times maybe even 6 just so I could see all the variations on
offer. Of course, I didn’t. I barely completed it once. I was playing on the PS3 and had a bunch of
performance issues and bugs that made it a chore to get through. Plus, it’s, like, quite long. When Origins released, I remember hoping this
variety in playthroughs would become a big part of the future of gaming, especially RPGs. That never happened. Perhaps I wasn’t the only one who failed
to take advantage of all those different intros so Bioware decided it wasn’t an exercise
worth repeating. Clearly other developers felt the same. Instead of gaming developing to a place where
we could play through the same game with different stories and environments each time, it ended
up becoming a place where stories are an afterthought and you repeat the same content time and time
again in the same environment. And then you have CD Projekt Red. Not content with following the usual sequel
trappings of bigger and better, it went in a completely different direction, not just
from its previous game but from games in general. The Witcher 2: Assassins of Kings forces you
to make a choice early on that results in you missing out on entire cities and significant
storylines whatever you choose. There are two main routes with different missions,
different people, and vastly different outcomes. The Witcher 2 doesn’t just encourage multiple
playthroughs; it demands them. This must have been a huge risk for CD Projekt
Red. Two separate playthroughs means that each
is shorter, coming in at around 25 hours instead of around 40 for the first game. Players are used to RPGs being fairly lengthy
and people do dollar to hour calculations before deciding whether to buy a game. For example, I’ve definitely seen people
concerned about the supposedly short length of the upcoming The Outer Worlds on the basis
that it’s only 20 to 30 hours for a single playthrough. Obsidian has been at pains to point out the
potential replay value, but you don’t have to look far to see people put off by the thought
of paying $60 for a game that they expect to be upwards of 50 hours. Reviews could have been negatively impacted
as well. Due to time constraints, reviewers often only
get time to play a game once through. Best case scenario, the reviewer doesn’t
mind the shorter length. Worst case scenario, they think it’s too
short and don’t understand what the hell was going on because they only got half the
story. I respect CD Projekt Red for taking the risk. And it was a risk. With hindsight, we know it paid off, but it
had to because CD Projekt Red wasn’t in a position where it could withstand failures. The success of The Witcher gave CD Projekt
Red the time and money to increase its team size and, crucially, to develop its own engine. As discussed in my video on The Witcher, CD
Projekt licensed Bioware’s Aurora engine for that game but it wasn’t a great fit
and about 80% of it was changed in some way by the time The Witcher was finished. The new engine, called the Red Engine, took
about a year and a half to design and was the result of collaboration across the entire
company to make sure that the engine wasn’t just suitable for luscious environments and
an action combat system, but could also take into account branching story paths and easily
incorporate changes to dialogue. In a behind the scenes interview, CD Projekt
acknowledged that there were far too few distinct character models in The Witcher and added
a modular system that could easily generate new character models, or change clothing,
accessories, and hairstyles. Faces were a little trickier, requiring a
digital sculptor to craft them, and as you might expect, the more important characters
were given special treatment. Unfortunately, you can often see the line
separating the head from the neck on many of them which can be a little distracting. CD Projekt Red incorporated a bunch of middleware
into its new engine, taking the approach that it isn’t worth reinventing the wheel, especially
when you don’t have a huge hammer and chisel budget. Path engine was used for navigation and Havoc
for fluid animations, for example. During early development, CD Projekt Red correctly
noted that PC gamers were largely playing on multi-core CPUs and so it developed the
RED engine to use threads. This helped cut down on loading screens because
one thread could focus on gathering tasks for the graphics card while another could
be used for streaming game assets. Playing on a modern system, transitions between
the small, but densely packed, city regions and the large forests and fields are almost
entirely free of loading screens, although CD Projekt does incorporate a lot of double
door set ups where you must pass through small empty areas before completely transitioning,
however, this looks fairly natural and doesn’t add much time. Mind you, moving through doors is annoying
when with an NPC because they go first and shut the door in your face. Sometimes you can sneak through at the same
time as them but it requires perfect timing. Other niggles include the choice to have the
interact button and attack button be the same, leading to lots of swinging swords at doors. The interact button also means Geralt has
a tendency to light fires when he should be fighting or opening doors. On its release in 2011, The Witcher 2 was
one of the best looking games of the time and still looks fairly impressive today. All the characters look and sound so much
better than they did in the previous entry. While I hate to sound superficial, the improved
fidelity of the characters is a huge reason why it’s easier to relate to them this time
around, although credit must also go to the improved voice acting, voice direction, and
localization work. Crucially, the actors now sound like they
understand the context of their lines and deliver them accordingly. Dandelion now sounds like the cheeky poet
you expect from the books; Zoltan is a noble dwarf who doesn’t hesitate to call out bullsh!t
when he sees it, and Triss is a woman you can imagine Geralt wanting to settle down
with. Even on a modern PC, there are still a bunch
of issues with aliasing for background assets that can lead to a blurry or shimmering look
and you get a bit of flickering too. The high detail assets also have a tendency
to drift in late, so you can see flowers appearing right in front of your feet as you walk. The major test of the new RED Engine would
be the console ports. As discussed in my Witcher 1 video, CD Projekt
Red outsourced production of a console port for the original game, which would have been
subtitled Rise of the White Wolf, however, production didn’t go well and CD Projekt
Red eventually cancelled it. Things would be different this time around. Well, for Xbox 360 owners at least. The PS3 version was quickly written off because
the different architecture of the infamous Cell processor required too many resources
to develop for, whereas the Xbox 360 effectively ran on PC architecture. The console version needed an entire rewrite
of shaders, materials and post-processing effects. The Xbox version was more likely to be played
on TVs instead of monitors and therefore CD Projekt Red also had to adjust output colors
and the gamma curve. A Eurogamer article on the making of The Witcher
2 states that in many ways the lighting looked better on the console version. While I haven’t played the Xbox version
myself, this sounds believable because the lighting is one of the few visual areas I
wasn’t especially happy with. Cutscenes have a tendency to look oversaturated
and often have a strong orange glow about them. That orange hue is visible in gameplay as
well, often changing over to a blue glow depending on the exact region. In some places, you get both the overly harsh
orange and blue look in quick succession, leaving the game resembling every movie poster
from the last ten years. CD Projekt also had a few issues maintaining
30 frames per second for the xbox version and opted to cut the resolution down to 1280
by 672, which was 93% of the targeted 720p resolution, and then upscaled it vertically
to fit. While compromises had to be made to get The
Witcher 2 running on the xbox 360, a fair few compromises were also made to the PC version
to make the game more console friendly, namely the user interface. The first Witcher game had a fairly ugly UI,
but it was useful, presenting a bunch of information on one screen and not requiring many clicks
to get things done. This system wouldn’t work on console and
I would have liked some tidying up regardless, but CD Projekt Red went way too far in the
other direction with this collection of tabbed menus and sub menus. Just navigating the screen is a pain because
the mouse sensitivity in-game and in the menus can’t be changed separately, meaning you
either have to accept slow mouse movement in the menus or put up with a camera that
flicks all over the place during gameplay if you so much as think about moving the mouse. The tabbed menus are annoying but I can live
with them, however, there are many other quirks that show mouse users were secondary when
it came to designing the menu. Items in lists are large and you can’t scroll
down with a mouse wheel, instead needing to use W and S or drag the small scroll wheel
at the side. When dealing with multiple items, there’s
a cumbersome dial that you need to adjust to sell, buy, or drop specific numbers of
items. Worst of all, there’s the annoyance of constantly
switching between using enter and space to confirm selections, like pressing enter to
open up the list of mutagens, space to select which one you want to apply, and then enter
to confirm it again. Xbox users got slightly screwed over in some
ways as well, notably the weird way you have to select signs on a controller. Holding down left bumper slows down time and
brings up a wheel with signs on the left, except the signs aren’t actually part of
the wheel. You first have to go left to select the signs
and then move up and down through a list. I’m not sure why it was done this way. There’s easily enough space on the wheel
to include the five signs without needing to go through a sub-menu first. The Xbox 360 version came out nearly a year
after the release of the PC version and included new content which was ported back to the PC
via a free enhanced edition update for all owners of the original. In amongst what I’m sure were a whole host
of bug fixes, there were over 30 minutes of new cutscenes and four hours of new gameplay. I never played the original and was unable
to spot which quests were new just from playing the game so they don’t stand out too much. Having looked up the changes, it appears that
the major new quests were added in the third and final chapter which would have been quite
short otherwise. If you see reviews stating the third act felt
rushed then that would be why. A new intro sequence was added showing Letho,
the main antagonist, killing King Demavend which otherwise is an off-screen event. The console port likely played a huge part
in the overall success of this release. I can’t find an exact sales figure, however,
we know that The Witcher 1 and 2 had sold 8 million copies between them as of 2014 and
The Witcher 2 generated four times more revenue than The Witcher. This puts a conservative estimate at around
6.4 million, and you can probably add a couple more million to that given that the phenomenal
success of the Witcher 3 likely led to a few sales of the older games. Poland was so proud of the game, it gave Barack
Obama a copy when he visited Poland in 2011. While gift-giving between countries often
makes for nice light stories and photo ops, US Presidents are not allowed to keep any
gifts they receive. Gifts given to presidents in their role as
president are deemed to be given to the country and given to the National Archives and Records
Administration. Any gifts of food or drink are destroyed. Once they’ve left office, the gifts form
a part of the presidential library for that president. The president can opt to buy the gifts at
market value if they like, but in 2014 Obama admitted that he wasn’t that good at videos
games, so I doubt he bothered. Wwe probably have the console port to thank
for the vastly improved combat system in The Witcher 2. The first Witcher had a weird rhythm game
combat system that could at times look great, but it never played great. You might at times look like a badass witcher
pirouetting all over the place, but you rarely felt like one in fights because Geralt’s
on-screen antics had little to do with your button inputs. Success in fights was nearly entirely based
on stats. Sure, you had to choose the right sword and
stance and keep a vague rhythm, but it felt a bit set and forget. I ended up sleeping through most of the fights. You technically could dodge and even flip
over enemy heads, but it would break your combo and was more hassle than it was worth. The Witcher’s combat system was very much
that of a traditional RPG, with a coat of paint and over-the-shoulder camera view. The Witcher 2 released in May 2011, also known
as May of the year 2 AAA, 2 years After Arkham Asylum. The new combat system responds directly to
player inputs...most of the time, with quick and slow attacks, plus a heavy focus on dodging
and back stabs. There’s even a block and riposte system. It certainly feels a lot closer to an action
game than its predecessor, however, after only a couple of hours it begins to feel like
it’s sitting in an awkward middle ground. Not a pure stat-based system, but not a pure
action game either. The basics of the combat system are easy enough
to understand. You have a light and heavy sword attack, or
fast and slow if you prefer, plus you can block and perform a dodge roll. If you successfully dodge an attack you won’t
take any damage. Blocking is easier however even a successful
block results in minor damage. Geralt can riposte by blocking and then attacking
just before the enemy. I’ll get onto all the sign stuff shortly,
but first it’s worth looking at the problems with the core swordplay that stop it from
being truly satisfying in its own right. The most obvious gripe is that there isn’t
really a system of hit detection in place. This is where I wish I was more educated on
how games actually work so I could talk about this technically and accurately, but I don’t
so instead I’ll just describe how the system feels like it works. You never know, I might get lucky and be correct
about a few things. The best way to sum it up is by saying that
the animations and character models feel largely irrelevant. Most of the time, when a sword makes contact
with a character model, there will be a hit registered, however, far too often there won’t
be, or there will be when there shouldn’t have been, or you won’t get credited with
a backstab when you should have, or your sword is deemed to hit an enemy shield when it clearly
didn’t. That kind of thing. It happens often enough that you stop trusting
the animations themselves and instead focus on playing by the rules. Don’t worry about whether your sword connects
with an opponent's back; worry about whether Geralt is standing directly behind the opponent. No matter how you think you can time dodge
rolls, don’t bother. You aren’t going to roll elegantly under
an oncoming attack; you’re going to get hit. I’m fairly sure there aren’t any invincibility
frames. The roll isn’t there to dodge attacks; it’s
there to put distance between Geralt and the enemy so that when the computer runs the numbers
on the next attack, the enemy is deemed to be out of range. This can work the other way around. For example, if you are in range and you roll
towards the enemy, you still get hit because of the lack of iframes. However, you are out of range and roll in
to the enemy you won’t be hit even if the animation connects because you were out of
range when the attack started. The system is a lot closer to something like
the real time turn based combat of Baldur’s Gate than it first appears. For all I know, this is how most games work,
but the point is that the games with truly good combat systems make you forget that it’s
all a bunch of numbers and think that the hit you’ve registered on the enemy is because
Batman’s fist connected with the goon’s face. Like old school CRPGs, whether or not you
hit or are hit by an enemy in The Witcher seems to be based on a calculation at the
start of a designated turn and what happens after with the animations is redundant. This is made glaringly obvious if you have
the combat log turned on. Damage to Geralt will appear when the enemy
is still in the first frame or two of the animation, long before the attack hits you,
and that’s if it hits you at all. I knew this was a problem, but it wasn’t
until I went back and looked at the footage frame by frame that I realized how bad it
can be. During just one fight, there were more than
enough examples of how broken and frustrating the system is. In the heat of the moment and in the more
frantic encounters, you might not notice. There will be the odd death that felt like
it came out of nowhere, but in the moment, you put it down to your own mistake. Perhaps you missed a status effect that was
draining your health. However, this happened so often that I started
making notes and, sure enough, when I went back to the footage, the deaths ended up looking
incredibly cheap. Where the real time turned based model starts
looking really silly is fighting multiple enemies, because no matter how many enemies
Geralt swings his sword through, he isn’t deemed to have hit any enemy other than the
one the game decides he is aiming for. Technically, there is a hard lock-on system
for you to lock on to specific targets, however, even if you don’t do this the game locks
on for you. Talking of looking silly, Geralt does the
thing where he leaps huge distances to attack a distant enemy who is well out of range,
but he won’t always do it, so as often as not, he swings the sword through thin air
instead. While the lock on determines who Geralt hits,
Geralt’s movement isn’t affected by this lock-on. If you move back towards the camera, Geralt
turns before walking towards it instead of backstepping. Likewise, he doesn’t strafe, he runs in
the direction you press. If this sounds like a minor issue, then it’s
time to point out the backstab system which by default results in 200% damage when Geralt
is hit on the back. As discussed, if you want to avoid damage
you need to put space between you and the enemy and the best way to do that is to roll
away from them. However, doing this means turning your back
on the enemy and if you are hit during the roll, because there are no iframes, it counts
as a backstab and does double damage. You can eventually reduce the backstab damage
to just 100% with a few upgrade points if you like, and that ends up feeling like a
necessity on hard difficulty where a backstab can end quickly end a fight out of nowhere. The disconnect between Geralt’s movement
and the enemies he’s locked on to also contributes to making the roll ability probably the most
overpowered part of the game once it’s levelled up. Levelling up a roll sounds like an odd concept,
but it plays a huge part in proceedings. With just two skill points, you can triple
the length of Geralt’s roll. What’s more, you have control over Geralt
during the roll. It looks and feels absurd. You can go from being face to face with an
enemy, to rolling to the left or right and ending up behind them. The move looks and feels like when Samus becomes
a ball in the Metroid games. It really is one of the more bizarre moves
I can remember in a game otherwise going for a fairly traditional swords and shields fighting
style. The weird dodge rolls are especially egregious
when you consider that Geralt’s fighting style is supposed to be built around the use
of graceful pirouettes that make him look like a dancer not a bowling ball. The first game incorporated these pirouettes,
even if they were performed automatically and without input from the player. It’s a shame there isn’t a basic pirouette
move that acts a bit like a spot dodge, with the roll being saved either as an alternative
or as an upgrade for late game. CD Projekt Red doesn’t need to be a slave
to the books by any means, but this dodge roll does feel ridiculous. As things stand, the dodge roll is so useful
that you’re deliberately handicapping yourself by not using it or upgrading, and it makes
a mockery of any attempt at decent sword and shield combat. Why bother blocking and taking a bit of damage,
when you can just roll around the enemy, potentially avoiding taking any damage at all, and then
get a backstab in for double damage of your own? Once I got used to the lack of hit detection,
I would occasionally block just to avoid getting hit during the roll, but on balance, you’re
usually better off taking one hit if it puts you in position to then backstab an enemy
on the next turn. This process would be even easier if the game
properly registered those backstab attacks. As I said, the game isn’t looking to see
where hitboxes and hurtboxes interact. It’s looking at your relative positions
when the turn is taken. This means Geralt can be to the side of an
enemy and swing the sword into the enemy’s back but have it not register as a backstab
because Geralt wasn’t in that specific spot directly behind the enemy. Conversely, of course, you can be standing
behind the enemy, swing the sword into the side of the enemy and have it credit you with
a backstab. Things get really frustrating when the game
insists that an enemy has blocked an attack with their shield when they clearly haven’t. Again, it has to be a position thing as opposed
to looking at the swinging of the sword. There are rules, and those rules are applied
consistently, but that doesn’t make them fair or fun. There’s a basic armor subtraction system
at play for both Geralt and human enemies. Geralt can equip four pieces of clothing to
provide armor protection plus other stat benefits, however, it’s only the chest piece that
notably improves as you progress. Enemy damage scales roughly in line with your
armor score so long as you’re making a vague effort to find new pieces, so the subtraction
method didn’t make combat too easy or too hard on either of my playthroughs. Fortunately, there’s a lot more to The Witcher
2’s combat system than just swinging a sword around. Right from the start, Geralt has access to
the five major signs, which are essentially spells, and a sixth one might become available
depending on how you apply skill points. In my video on The Witcher 1, I discussed
how I didn’t bother all that much with signs, finding them fairly unnecessary, with the
possible exception of quen and a bit of igni. You certainly could spend skill points based
around signs if you wanted to, but right from the start it always felt like swordsmanship
was the way to go and it didn’t steer me wrong. The signs are much better this time around
and I’d now say the opposite situation applies in the sequel; while you certainly can create
a build around swordmanship, you’d be crazy to ignore the signs, especially on the harder
difficulty settings. A couple of immediate improvements stood out
when comparing the two games. Casting the yrden sign sets a trap relatively
quickly now whereas in the first game I think Geralt’s traps involved digging a huge hole
and covering it with leaves because it took so long to perform. Once upgraded, Geralt can use multiple traps
at the same time and even connect them, although I must admit I found aard more useful most
of the time. Both yrden and aard do minor damage and a
bit of stun or knockback to interrupt attacks, however, aard is not only quicker to use and
capable of being directed towards an enemy, it also has a chance of stunning the enemy
for an instant kill. This instant kill even works on massive creatures
like trolls regardless of how much health they have left. Of course, Yrden has the advantage that it
can be placed in advance of an enemy attack, so you don’t have to wait for enemies to
get close, but still, aard has the edge for me. Axii is a lot more useful as well, although
that might be more to do with some of the combat flaws discussed earlier, particularly
the inability to damage more than one enemy at a time early on. Taking control of an enemy, or multiple enemies,
is almost essential because you fight a lot of groups, and whereas the first game had
a special group fighting style, this one doesn’t until you get the upgrades, and even then
it isn’t as powerful. Turning a few people over to your side can
make a big difference in the more hectic moments. Igni is still igni. If something moves there’s a good chance
it’s weak to being set on fire so you might as well use it when it doubt. When it came to attacking, I must admit, I
fell back on Aard quite a lot. It’s simply too useful to ignore. Even at a basic level, it halts an enemy in
its tracks which not only stops an incoming attack, but gives you a free moment to tuck
and roll and before you know it, you’re behind the enemy for a backstab. When you get lucky and the opponent is stunned,
you get an instant kill, complete with a gory animation during which Geralt is invincible. For defense, there’s quen, which brings
up a shield that will deflect one hit. Once levelled up, the shield will last for
roughy ninety seconds instead of thirty, and will do damage to multiple enemies when it’s
broken. It might sound horrendously overpowered and
for a while I assumed it was. However, after playing around with other builds
in my second playthrough, and digging into the combat logs a little more, I found that
there are quite a few drawbacks to using quen that punish you for being overly reliant on
it, however, we need to get into the nitty gritty a bit to understand why. Signs can only be used if you have enough
vigor. YOu start with 2 vigor points, but can increase
this if you spend skill points in the right places. If you’re going with a sign build, you’ll
want to increase this to at least four, after all, what’s the point in being good with
signs if you can never use them? Geralt regains vigor relatively quickly and
there are ways to increase recovery speed via spending skill points or drinking potions. However, Geralt does not recover vigor while
quen is active. In a typical encounter, you activate quen
right before going into battle or when there’s a bit of distance between Geralt and the enemy. Quen takes just long enough to activate that
if you do it in the middle of a group, you’ll likely get hit the second it’s up which
makes the whole thing pointless. Once quen is active, you’ll have one vigor
point left unless you’ve acquired a few extra of course. I my case, I typically used that vigor point
to try and stun someone with aard and then that’s it. I have no more vigor points left. When the quen time limit expires, or more
likely, the shield is destroyed, you quickly regain a point of vigor, but you want to put
your shield back up as soon as possible. I’ll discuss difficulty modes a bit more
in a minute, but suffice it to say that Geralt can’t take many hits on the harder settings
he’s incredibly vulnerable when quen is down. I would reactivate quen the second that vigor
point came back. With quen active again, the vigor stops regenerating. In other words, if you keep this pattern up,
and there’s a good chance you will, you’ll only get to use one other sign per combat
encounter. The situation is eased slightly once you’ve
acquired a few more vigor points, however, by that point combat is of course tougher
and you’re more reliant on all those powerful signs you’ve been upgrading. Having five or six bars of vigor, but not
having them regenerate during lengthy bouts with multiple enemies makes a large part of
your build useless after you’ve depleted the initial use with a few aard and igni signs. However, the inability to repeatedly use signs
isn’t the biggest drawback of having quen active. The real problem is the hidden fatigue system. There’s no mention of fatigue in the manual
and it isn’t explained in the game that I can see, however, if you choose to have
the combat log visible in the bottom right of the screen, which I suspect most people
won’t, you can see that the damage number is multiplied by a fatigue percentage to reduce
the actual amount of damage dealt to enemies. For example, if Geralt’s attack does 40
damage less 4 for the enemy’s armor, you have damage of 36. If fatigue is at 25%, your damage will be
multiplied by 75%, and to make this worse, it’s the damage number before reduction
for shields. In this case, the damage number of 40 will
be reduced to 30 for total damage of 26. The fatigue percentage is based on vigor. If Geralt has no vigor remaining, fatigue
is 50% which is the highest it can be. The exact impact vigor has on fatigue is determined
by the maximum vigor points. If you only have two vigor points, then fatigue
can either be zero if you still have both vigor points available to use, 25% if you
have used one, or 50% if you’ve used all of them. If there are 4 maximum vigor points then it
will go in increments of 12.5% down to 50%. Now let’s go back to looking at the impact
of quen. You don’t regenerate vigor while quen is
active, so the second you use quen you’ve reduced the damage output by possibly 25%
for the entire combat session. Use another sign and you’re down to dealing
50% damage and that number won’t even start coming back up again until you’ve lost the
shield at which point you’ll probably reactivate the shield and be back to 50%. That defensive barrier comes at a huge cost
to your attacking output and for that reason, I don’t consider quen to be particularly
overpowered. It has some appropriately huge drawbacks. Now, that said, I can’t imagine playing
on hard without quen, because avoiding all that damage is absolutely crucial. I just don’t think that means it’s OP. Oh and one minor issue is that the shield
remains visible for a second or two even after it’s been deactivated which can catch you
out. There’s also that sixth sign, heliotrope,
which is a late option in the sign skill tree and is available when you fill up a new adrenaline
bar which can take quite a while. It’s not worth it. The slow time effect slows Geralt as well
which mitigates the advantage, but worst of all, enemies are still completely capable
of turning on a dime in a split second to block attacks. It makes the whole thing largely useless. The biggest problem with signs overall is
a bug, or at least I assume it is, because I’ll be damned if I can find the reason
for it. Every now and again, the signs just don’t
work. Geralt will stand there completely still while
you hammer away on the appropriate button. To state the obvious, this has nothing to
do with a lack of vigor. It is also not because I just used a sign
and there is a cooldown period. It’s not because Geralt has just gotten
up from a roll, or just taken damage, or is suffering from a status effect. I’ve looked at all the footage for this
problem and tried to replicate it but cannot find a single consistent issue that causes
it. It’s not input lag. I noticed that was a problem with the game
on release, but I’m talking about the complete inability to use signs here. I’m kind of hoping Joseph Anderson has this
problem as well because he’ll no doubt figure out what’s causing it. He’s a smart arse like that. Outside of signs and swordplay, The Witcher
2 offers a third option to focus on upgrading and that’s alchemy. Broadly, the alchemy branch focuses on making
potions and bombs a more desirable part of your strategy. Without any upgrades, I found the bombs to
be of minor use only. It doesn’t do any harm to have a few on
you, but I wouldn’t exactly go out of my way to craft them either. In the first game, potions offered substantial
benefits in combat, so creating a build around them sounded interesting and potentially game-breaking. However, The Witcher 2 treats potions a lot
differently to the previous game and as a result, you’d have to put a lot of upgrades
into that alchemy branch before you start to see noticeable benefits and even then it’s
not worth the opportunity cost from not using those points elsewhere. Before getting to the negatives around potions,
it’s worth looking at some good changes made between games one and two. First of all, while I don’t love the UI
changes, when it comes to crafting potions, oils, and bombs, the larger icons make it
a lot easier to understand what you’re doing and ingredients are automatically collated
together so you can quickly knock out all the potions you need. You’re also told exactly what effect the
potions you drink will have on Geralt’s toxicity. As with the first game, potions don’t typically
require specific plants; rather they require a particular ingredient type from 9 in total. I never engaged with this part of crafting
in previous game and I didn’t here either. I just made sure to collect enough plants
in general so that I always had the required ingredients on hand. There’s definitely something to be said
for offering some flexibility with the choice of herb used, but it’s clearly an afterthought
here. The categories are shoved in the top right
of the crafting screen and I wouldn’t be surprised if some people played through the
entire game without noticing them. I also like how you now have to meditate to
drink potions. You always had to meditate to make new ones,
but you used to be able to drink them wherever including in combat. Geralt was also invincible while drinking
potions so that could look a little silly. Strangely, you don’t have to meditate to
apply oils to your sword; this can still be done during combat. I’m not sure why it’s different. You could argue that potions take a more physical
toll on Geralt whereas oils just need to be rubbed on a sword, however, I think a focus
on preparation should be encouraged across the board. Potions still give powerful buffs, such as
swallow which regenerates health during combat, rook for increased sword damage, and Tawny
Owl for increased vigor regeneration speed. Investing in the alchemy build will increase
the duration of your potions, let you drink more, enhance the benefits, and mitigate the
negatives. So why isn’t it worth creating an alchemy
build? Well The Witcher 2 does not encourage preparation
via potions and oils anywhere near as much as its predecessor and this is probably the
most disappointing aspect of the game. The duration of the potion effects has been
drastically cut back from between 30 minutes to an hour to around 5 or maybe ten minutes
at the outside. Potions go from being something you might
have active while you explore a monster infested area, to something you specifically wait to
drink until you know exactly what you’re about to face. Five minutes isn’t a long time. Whenever I ventured outside of Flotsam to
explore the nearby forest, I was typically wandering around for half an hour at a time,
hunting different types of monsters and completing side quests. Stopping to drink potions every five minutes
makes a mockery of the way witchers are supposed to prepare for fights. Not to mention, you’re going to get through
a lot of potions and ingredients this way. I ended up only activating potions and oils
for well-signposted major encounters, or fights I was having trouble with. Potions and oils definitely tip the edge in
a fight. Basic stuff like health regeneration and 10%
extra damage dealt to human enemies is a big deal, however, instead of making sure I had
these active in dangerous situations, I ended up waiting until I died in the same spot a
couple of times and then giving in and resorting to potions as if they were a type of cheat
code, not a crucial part of Geralt’s kit. Potions and oils are no longer about preparing
for what may lie ahead; they’re for reacting to what you know lies ahead. Even for those major boss battles, it’s
easy to miss the window to take the potions or take them too early. I remember the first big fight against a monster
called the Kayran. You have to meet a sorceress called Sile and
then go and fight the monster together. When do you take the potion? Right before you speak to Sile? That would be wrong because you still have
some walking to do. Right after you’ve jumped down from this
ledge? What about this one? You’re expected to know exactly when the
fight will start and yeah, most of the time you have a fairly good idea, but it’s annoying
on those occasions when you don’t. But that’s nitpicking compared to a silly
but major problem. If I wasn’t playing the enhanced edition
8 years after the release of the original game, I would have assumed this was a bug
that would be promptly fixed, but it’s still in the game, so I guess not. The timers for your potions and oils do not
stop during any cutscenes or conversations. You can prepare perfectly, taking potions
at just the right time, only to be confronted with a lengthy cutscene or conversation that
wipes out all the benefit of the potion. This mechanic encourages you to skip cutscenes
and conversations because the quicker they are over, the more time you’ll have left
on those buffs. This is absolutely baffling. The same problem could have been in the first
game as well, however, with such lengthy timers it’s less likely to be a problem and I didn’t
notice it. When the potion only lasts five minutes, those
exposition dumps start to be irritating instead of interesting. If this potion stuff sounds annoying, then
don’t worry because you can largely ignore it, even on the harder difficulty settings. For some reason, CD Projekt Red abandoned
one of the stronger aspects of the original--the monster fights that captured what it means
to be a witcher, namely preparation. First a quick reminder of how the typical
monster hunting quest worked in the original. When entering a new area, you would find a
notice board with a bunch of quests that boil down to kill x number of drowners or whatever
monster was local to the region. There’s nothing stopping you going straight
out and attacking those drowners, however, it paid to do research first because you don’t
know what you’re about to go up against. You’re best bet is to buy a book all about
the monster in question. This will tell you what type of sword you
should use--although that’s usually obvious--what style works best, any particular attacks they
might use like exploding with a burst of poison on death, and whether any oils do extra damage. To be clear, you didn’t need to do any of
this to kill the enemies. You could guess most of the answers by applying
a bit of common sense--small enemies were usually best fought with the swift style and
most monsters were weak to fire--and a bit of trial and error could get you the rest
of the way. However, there was an added layer. If Geralt didn’t understand the monster
in question, he wouldn’t be able to harvest the rare materials from their bodies after
he’s killed them and of course the quests usually demanded those rare parts. It was a decent system that let CD Projekt
Red use what are effectively bread and butter repetitive RPG quests but inject them with
more life. There’s a big difference between being The
Inquisitor destined to close the rifts and bring peace to the land, but not before killing
10 goats because some people in the nearby village need some new jumpers, and being a
witcher, a monster hunter for hire, literally created for the task of protecting humans
from monsters, who is hired to kill monsters that are threatening nearby humans in exchange
for a reward. CD Projekt Red has a built in excuse for including
a bunch of simple kill quests to pad out the game time but for the sequel it opted against
doing so. I suppose I should admire its restraint. There are only a handful of kill the monster
quests in The Witcher 2. Roughly two in each of the three regions. Quality over quantity and all that, but the
quality isn’t that good either. Here’s how the monster hunting quests work
in The Witcher 2. They start the same. You find the quests on notice boards in each
of the three main regions. Actually, that’s where the similarities
end. In my first playthrough on hard, I didn’t
buy a single book about monsters. I had a book on dragons, but only because
it was given to me during a quest. After about 15 hours, I suddenly realized
I hadn’t seen a bestiary. There is one though. It’s tucked away in one of the sub-menus,
but you don’t need it. Even if I did have the books, they wouldn’t
be that useful, because the potions and oils themselves aren’t that useful. Unlike the original, this time around, you
don’t need any knowledge of the monsters to complete the side quests. Instead, you gain knowledge automatically
by killing them. For example, in Flotsam there are quests to
put an end to the local nekkers and endregas, the two major monster types roaming the nearby
forest. So, you wander out into the forest and kill
a handful of nekkers. Suddenly the mission log is automatically
updated to tell you that to eliminate the nekker threat and complete the quest you must
destroy their nests. Much the same happens with the endregas. You kill a few and are told that you need
to destroy their cocoons which brings out a queen for you to kill. You don’t need to think at all; you just
follow the instructions. The most frustrating part of this is how close
the system is to being genuinely interesting. First of all, I take no issue with the game
crediting you for figuring something out yourself. Let’s say nekkers are weak to fire, but
you don’t officially know this yet. So you try igni out in combat a couple of
times and see that it does a lot of damage. Perhaps after you’ve used it on nekkers
three times, the game could recognize that you’ve exploited the weakness and add it
to the bestiary for you. In the context of the missions here, the nekkers
should keep spawning until you either destroy a nest on your own initiative or you get a
hint from a book or NPC conversation. Once you’ve blown up one nest, the quest
log can update to let you know you’re on the right track. This would give the player the best of both
worlds; preparation and research gives you the edge, but if you want to save money you
can take a stab at it yourself. The approach taken instead is unsatisfying
and not in keeping with the spirit of witchers so well established in the first game. The lack of interesting monster quests is
disappointing because fighting monsters is a lot more interesting than fighting humans
who quickly get repetitive with the same mixture of light fodder, heavy armor, and shield guys
popping up in most fights. Overall, despite my complaints, the combat
is clearly better than that of The Witcher. It does sit a little awkwardly between two
different systems, but for the most part it’s functional. There are now five difficulty settings: easy,
medium, hard, dark, and insane. Insane sounds much the same as dark except
there is permadeath. That is 100% not my cup of tea, so I immediately
wrote that off. I ended up going with hard for my main playthrough
but on balance I regret not stepping it up to dark. I always use the second playthrough to experiment
with different difficulties and generally don’t worry too much about the challenge. I just take in the story. That first playthrough on hard though...it
was good. As with The Witcher 3, the difficulty works
on an inverse difficulty curve, getting easier the more you play. Some of those early encounters had me wanting
to drop the difficulty more than increase it. Seemingly innocuous moments, like killing
some guards around a ballistae during the prologue, become a sequence of endless deaths
at the hands of the most insignificant soldiers. Perhaps it’s appropriate; after all, in
the books, the infamous Geralt is finally killed by a peasant who owes 3 crowns at the
local pub and was only weilding a pitchfork. A common theme to all the challenging encounters
is the number of enemies you face. Even the toughest enemies can be a breeze
if the encounter is one on one, but the second you have to deal with multiples, you are in
trouble. Remember, early on you won’t have the ability
to hit multiple enemies during combat because you haven’t bought that skill yet. These encounters can end up a little frantic
and often the difference between victory and defeat is whether or not you manage to roll
to safety to refresh quen or whether you get stuck between enemies. Comparatively, nearly every fight against
just a single opponent is fairly easy, because you can nearly always refresh quen inbetween
hits. The fight may take a while, but that doesn’t
mean it’s particularly tough. Compare that to those fights against large
groups where it often feels like luck as to whether you get surrounded or manage to escape
the crowd before a bunch of backstabs deplete your health in seconds. The big problem with this system is that it
has a habit of making the big, epic fights feel anything but. Given a choice between fighting a group of
nekkers or the final boss battle against Letho, I will take the Letho fight any day. He went down first try on both playthroughs,
whereas those nekkers could be a real pain. Take the harpies as another example. By themselves or in small groups of two or
three, the harpies are some of the easiest enemies in the game. They are weird enemies actually. They can fly and will often swoop down on
you for that first hit, but after that they will only hover, even if it means following
you around a path instead of flying to take a shortcut. Perhaps I was just overleveled when I first
encountered the harpies, however, I never had any trouble with them in my first playthrough
on hard, and I must have killed at least fifty of them. Fast forward to my second playthrough, where
I undertook a mission in an underground cavern and was regularly attacked by harpies. This area is fairly rough; the harpies clip
straight through walls and appear from nowhere. Anyway, at one point, Geralt is ambushed by
a huge group of them and there isn’t much space to run. You can’t just leave the area either, so
you need to kill them all. Even on a lower difficulty, this fight was
incredibly tough because Geralt quickly gets surrounded and the game can be a little temperamental
about when you are allowed to roll through any gaps between opponents. I ended up finding a spot where the harpies
wouldn’t go and would then dash in and out with the odd swipe of a sword until I eventually
defeated them. I’m not exaggerating when I say that this
fight, on medium, was tougher than anything in my first playthrough on hard. I remember having a similar issue with The
Witcher 3 where on death march difficulty, the toughest fight in the game ended up being
against three human opponents in a small pub. I suppose it shouldn’t matter too much where
the challenge ends up coming from so long as the challenge feels fair and appropriate
for the difficulty, but I would much prefer the toughest fights to be the big epic battles
and not random encounters with huge mobs. I mentioned that I slightly regret not playing
on dark difficulty because there are a couple of gear sets that are only available on that
setting. Had I known that before playing, it would
have been enough to convince me to play on dark difficulty, however, the Witcher 2’s
onboarding is a little odd. The enhanced edition added a new tutorial
area called The Arena. As the name implies, you go into an arena
and are slowly taught the basics of combat and given enemies to test your skills on. I died once near the end of this tutorial. I was messing about with throwing knives to
test their range and effectiveness. Dying didn’t overly concern me, I assumed
I would be able to restart that part of the test. That’s not what happens. On death, you’re kicked from the tutorial
and told to choose your difficulty. To really add insult to injury, you’ve given
a recommended difficulty based on your performance in the tutorial which in my case was uh easy. That was quite the come down. Obviously I wasn’t going to play on easy;
I 100% don’t care what difficulty you play on, but I can’t really critique a combat
system like the one here when playing on easy and missing out on most of the challenge. I did experiment with easy mode on that second
playthrough and can tell you that among other things shields do not actually work on that
difficulty. Geralt always swings right through them. You definitely get a different experience. For me, it came down to a choice between hard
and dark, and here’s the kicker: on this screen, the game doesn’t give you any information
about the differences between the difficulties, which means I didn’t know that dark mode
had extra content. I assume this was an oversight as part of
the additional content in the enhanced edition. Whatever the reason, I figure it’s worth
pointing out, because most people playing The Witcher 2 for the first time will go through
the tutorial and then be faced with this screen. For what it’s worth, I recommend you play
on either hard or dark but, of course, the most important thing is to select the difficulty
you enjoy because let’s face it, the Witcher games are about the story and this is where
The Witcher 2 excels, with a tightly focused political narrative that feels perfectly in-keeping
with the books. The story of the first game didn’t really
fit with the flow of the books. That’s not to say it was bad, just different,
if you’ll excuse the cop out. In some ways, the first game perfectly captured
the version of Geralt we see in the short stories of The Last Wish because he went on
regular monster hunting expeditions, however, the game also included an epic tale about
a threat to the entire world, not to mention the dire future the Grand Master had planned
for non-human races, and even many humans. It was like CD Projekt combined the short
stories of The Last Wish and the epic five book Ciri saga and did it all in one game. For the most part, it succeeded. The story of the first game was excellent,
and I still believe the ending is hugely underappreciated. While the Witcher 1 offered a few hints about
the Wild Hunt, it was a largely stand alone story, far more so than say Mass Effect 1. Both games end with a fight against a somewhat
modest and vulnerable opponent--Saren or the Grand Master--except in Mass Effect 1, Saren
was working for the reapers and it was always abundantly clear where the real threat was
coming from. In The Witcher 1, the Grand Master gets a
late reveal as the big threat and if you hadn’t read the books or played the third game, you’d
be forgiven for thinking the references to the Wild Hunt were nothing more than worldbuilding. While that makes the overall story of the
Witcher trilogy a little less cohesive as a whole, it also avoids the need for the awkward
middle chapter that plagues so many trilogies, including Mass Effect 2, where my controversial
opinion is that the main story is pretty bad, and it’s only the companion missions that
save it from mediocrity. The Witcher series tells three fairly distinct
stories, although the second game definitely puts a lot more thought into setting up a
sequel when compared to the first one. To use an easily relatable example, it’s
a bit like the original Star Wars trilogy. The first movie told a standalone story that
ended with victory for the heroes and everything could have ended there. The next two movies retroactively made the
whole thing a trilogy, with episodes five and six being closely connected but still
separate stories in their own right. Despite a significant change in storytelling
style, the Witcher 2 still manages to be consistent with the books, just with different books
this time. After The Last Wish, the witcher books transitioned
from being a bunch of short stories to part of an epic Ciri saga. The Ciri saga is generally considered to be
contained in five books (Blood of Elves to Lady of the Lake) however, it starts in Sword
of Destiny which lays a lot of the groundwork. Sword of Destiny probably offers the best
comparison to The Witcher 2. The story contained within is interesting
in its own right, but it’s on a smaller scale to what comes later. Before starting, you can import your save
file from The Witcher 1, although it doesn’t make a huge difference. On my first playthrough, I imported a save
where I sided with the Order of the Flaming Rose in the big fight at the end. In the second playthrough, I didn’t import
any save and the main thing I noticed was that Geralt was assumed to have killed Princess
Adda when she became a striga again at the end of the first game, whereas in my playthrough
I saved her. She’s not in this game either way, so it’s
a minor difference. Near the end, you’re treated differently
by the Order of the Flaming Rose depending on whether you sided with them or not, but
that’s about as significant as it gets. Geralt isn’t in a relationship with Shani
anymore. There’s a brief journal note explaining
that they split up on good terms with Shani going to Oxenfurt for a teaching position. One nice touch is that if you obtained any
of the special weapons or armor from the first game then they are carried forward. That meant I had the silver sword aerondight
from the start. Of course, the sword and armor can’t be
too good or they would break the balance of the entire game, but conveniently you end
up losing it all anyway when you are captured at the end of the prologue. Before getting into the story of this game,
I want to take a few moments to discuss parts of the first game’s story in reaction to
a few comments on the video. First of all, I mistakenly referred to Shani
as a sorceress when in fact she’s a regular healer. I’d been sure that the three women who helped
Rusty at the Battle of Brenna were all sorceresses but alas that wasn’t the case. Fortunately, it doesn’t have any impact
on the video or story discussion. There’s a section near the beginning where
Geralt wakes up in Triss’ bed and overhears her talking to a sorceress who I still can’t
identify. It doesn’t look like Philippa. It could be Keira Metz. Whoever it is, they are a member of the secret
Lodge of Sorceresses. The sorceress in the mirror says to Triss
“never let the witcher guess what you’re hiding from him” and in the video I said
that the game never answered this mystery. I got a fair few comments along the lines
of “Anyone who’s read the books should clearly know that the secret Triss is keeping
from Geralt is his relationship with Yennefer. How can you have missed this?” etc etc. I disagree with this conclusion. Or conclusions, I guess I should say, because
despite the absolute certainty with which people corrected me on this, those people
were not consistent with their certainly correct answers, with the other main suggestion being
Triss’ membership of the lodge. For the Yennefer answer, I don’t buy it
because it would be silly for Triss to try and keep Geralt’s relationship with Yennefer
a secret. Dandelion and Zoltan know about it for a start,
so he could easily find out at any time. Plus, Geralt’s relationship with Yennefer
was hardy smooth. Dandelion describes it as toxic at one point. If Triss really wanted to deceive Geralt,
she could tell him about Yen but say it was a bad relationship and that he was better
off without her. Finally, Triss and Geralt are described as
being in an open relationship. They’re both adults and aren’t going to
mess about with secrets like this. During The Witcher 2, Geralt does indeed find
out about Yen and his relationship with her and Triss is incredibly supportive. Sure, it could all be an act, but I doubt
it. As for it being about her lodge membership,
I don’t agree with that either. As we’ll see later in the game, the Lodge
is up to some dodgy stuff, but Triss wasn’t part of that, and in the books its goals were
modest enough that it wouldn’t have bothered Geralt. He already knows sorceresses hold a lot of
sway over kings and control the future of the realm. It’s never bothered him before. Really though, the obvious reason that the
big secret can’t be Geralt’s relationship with Yennefer is method used to impart the
information to the player. Remember, nearly everything book related in
The Witcher 1 was tucked away in journals that you could easily ignore. CD Projekt Red didn’t ignore the books,
but it certainly avoided drawing attention to them and didn’t want people who hadn’t
read them to feel left out. Yennefer and Ciri aren’t even mentioned
by name. They are conspicuous by their absence. Therefore, I don’t buy for one moment, that
this conversation, included in a prominent cutscene between chapters, is solely there
for people who have read the books. The Witcher 1 told its own story; it wouldn’t
have devoted a cutscene to something only book readers would understand and is then
not dealt with in the rest of the game. If that is the answer, then it’s bad poor
storytelling from CD Projekt Red. If it’s something else, well, even after
two games it’s still not clear so it’s probably still bad storytelling. And then there’s the issue of the Witcher
code. I had a couple of pleasant conversations with
people in the comments about this and we ended up agreeing to disagree which I think is fair
given the ambiguity. Geralt often references this witcher’s code,
either directly or indirectly. For example, in the Witcher 2 he states that
witchers don’t kill dragons which in turn is based on something he said many times when
tasked with hunting a dragon in Sword of Destiny. As Dandelion notes in one of the journal entries,
Geralt has claimed the code is his own invention and that it is for him alone. This would make it not so much a witcher’s
code as Geralt’s code. However, Dandelion goes on to state that he’s
not convinced Geralt could have come up with it by himself and I’m inclined to agree. I’m not suggesting there’s a written code
carved in stone like the ten commandments or anything, but I do believe that the code
is shared among witchers. In support of this, there’s a paragraph
in the book “The Art of The Witcher” which states that the code is rigerously ingrained
during training and that the provisions of the code itself are considered secrets. This might be why Geralt claims he made it
up himself, because he’s not supposed to go around talking about it. I’m not sure if this book is considered
canon or anything, but it supports my position so I’m going to claim it is. Of course, it isn’t really all that important
and it’s not something to stress about. In another of the journal entries, Dandelion
states that “it matters little if this code is fiction or not” and I’m inclined to
agree. By the way, I absolutely shouldn’t say this,
but I’m going to anyway: if you want to discuss any issues from this video or any
other, my discord server is probably the best place to do it. I need YouTube comments to feed the YouTube
algorithm but the comment system is terrible for keeping conversations going. It’s easy for me to see new comments and
reply once, but after that it is absolutely terrible. I think you’d be surprised at how bad the
comment system is on the creator end. It’s ridiculous and this isn’t even a
big channel. With that out of the way, let’s get stuck
into the story. The Witcher 2 starts with some enhanced edition
content showing Letho, a big beefy witcher, assassinating King Demavend on his ship and
killing the entire crew in the process. There are a hell of a lot of kings to keep
track of as we play. Demavend is, or rather was, one of the important
ones. Demavend was king of Aedirn and his heir is
Prince Stannis who plays a big role later. Another intro cinematic is an excerpt from
the opening cinematic to the first game, where we also get a little bit more info about what
happened to Geralt when he was supposed to be dead. In the last video, I theorized that Ciri took
him to the Isle of Avelon from the Arthurian legend. That made sense in the context of the books
and I discuss it more in the Witcher 1 video. I initially thought I was wrong because the
flashbacks refer to it as the Isle of Avellac’h. I had to look this up because I had no clue
what that was referring to other than that it was clearly an elven word. Turns out Avellac’h and Avelon are the same
thing but that doesn’t get confirmed until the Witcher 3, so I’ve spoilt that for myself. I actually wonder whether my guess was influenced
by a lingering memory from when I played The Witcher 3 back in the day. My memory is terrible but it also likes to
trick me, so you never know. The prologue is framed via a conversation
between Vernon Roche, the head of King Foltest’s special forces, and Geralt. You play out the major scenes as Geralt tells
the story of how he came to be crouched over the dead body of King Foltest, covered in
blood with no-one else to be seen. It all started during a battle between the
armies of King Foltest and the La Vallette family. King Foltest had an affair with Baroness La
Valette and fathered two children, Anais and Boussy. Foltest plans to recognize the children as
his heirs. Princess Adda is either dead or married to
King Radavid, so Foltest needs some heirs. This part confused me a bit at first. Usually a family is happy when bastard children
are legitimized as it means the family will gain a more prominent place at court. I couldn’t entirely understand why this
situation led to war. I think the Baroness demanded to be made Queen
and Foltest refused, but I’m not 100% sure. It sounds like the war is an especially brutal
lover’s tiff. Geralt has been working for Foltest ever since
an assassin tried to kill Foltest in the post credits scene of the first game. This seems to be a fairly sweet gig for Geralt,
giving him plenty of time to lay in bed with Triss and he presumably doesn’t go hungry. Although it does somewhat go against his whole
“no politics” thing which he feels passionately about. As Dandelion puts it, politics is as interesting
to Geralt as last winter’s snow so to see him as a glorified bodyguard does feel odd. Geralt does at least make it clear that he
plans to go his own way soon. He’s just going to do this one last job
for Foltest. Talk about tempting fate. As Kings go, Foltest is fairly likable. Don’t get me wrong, he’s still a ruthless
asshole prepared to risk the lives of thousands for his own personal gain, he thinks he’s
better than everyone else, and he is working with the Nilfgaardians, but by the standards
of this world, he probably counts as one of the good guys. For a start, he doesn’t sit back and direct
battles from the comfort of his command tent. He leads from the front as his army storms
a castle, and gets his hands dirty alongside the common folk. Foltest keeps calm under pressure and knows
how to work a ballistae. He remembers random soldiers from previous
battles and you can see his little pep talks inspire confidence and respect in those he
commands. Foltest even gets angry at his children being
referred to as bastards. By all modern moral standards, Foltest does
terrible, unforgivable, inhumane things but he looks like a saint compared to others in
positions of power. Anyway, as Foltest’s army attacks the castle,
Geralt comes face to face with Aryan La Valette who challenges him to a one on one duel to
save the lives of his men. You can also talk La Valette down so that
no one has to die. Geralt and Foltest then meet up with Vernon
Roche as they attempt to rescue the children being held in a chapel. The highlight of the prologue is a dragon
attack. Dragons are thought to be extinct in the world
of the witcher. They are certainly rare enough that the sight
of one swooping down from the sky raises a few soon to be singed eyebrows. . Unfortunately, the scenes with the dragon
in are fairly bad. There’s a chase on the bridge infested with
QTEs--which would have come as more of a surprise if there weren’t a pop up beforehand telling
us how to avoid the incoming attacks--and a scene where you have to avoid fire by running
under wooden shelter, which goes about as well as you might expect. It’s hard to tell which parts of the fire
damages you and which harmlessly clip through the scenery. Speaking of dragons, a major part of the Sword
of Destiny book has Geralt joining up with a hunting party who are going after a dragon. Geralt doesn’t kill dragons, but he also
doubts it’s a dragon they’re chasing anyway because dragons are thought to be extinct. The golden dragon turned out to be real and
Geralt let it live. The hunting party included a group of mercenaries
known as the Crinfield Reavers who wanted to kill the dragon themselves and at one point
they successfully captured Geralt and Yennefer. Of course, Geralt can’t remember any of
this when he meets the Reavers again in Foltest’s camp. The Reavers say more than they should, but
are at pains to point out that they probably wouldn’t have r@ped him. Just Yennefer. Even after hearing all that, you can still
help the Reavers if you like. A new recruit, literally just called Newboy,
has obtained a magical amulet that he thinks will see him safely through the battle, so
long as he doesn’t wear any armor. The amulet is definitely magical, although
it’s unlikely to work as he hopes. If you tell him this, he’ll suit up and
help you out at a later point in the prologue. Despite the dragon attack, the assault goes
well, and Foltest captures the town near the castle. In case you need a reminder that nothing is
black and white in the world of the Witcher, you come across some of Foltest’s troops
murdering and generally tormenting the innocent villagers. Geralt can step in and help and if he does,
he will be thanked and offered a reward either here or in the town of Flotsam that you go
to in Chapter 1. I made Geralt turn down the reward in this
case. Even though witcher’s generally aren’t
shy about accepting payment, it didn’t seem right given that he had helped Foltest’s
army with this invasion in the first place. Geralt was merely cleaning up his own mess. After breaking into the chapel, Foltest is
reunited with his children who look a little nervous around him but are encouraged to go
to him by a kindly blind monk. Geralt gives them some privacy, at which point
the monk’s blindfold falls to the ground and he drops the disguise just before he slits
Foltest’s throat. The blindfold was likely there to cover his
distinctive eyes, because this murderer is also a witcher, as was the assassin who tried
to kill Foltest back at the end of the first game. The witcher, a man called Letho, escapes with
the help of some scoia’tael, leaving Geralt as the only one in the room when the guards
arrive and subsequently the main suspect for the murder of the king. It’s worth noting here that the cutscenes
have improved a lot. The cutscenes in Witcher 1 were badly directed
and didn’t have the desired impact. In the Witcher 2, they are, if anything, over
produced, perhaps being a little too flashy. Generally, though, I like them. This one looks like it’s from an Assassin’s
Creed game with the way the background goes black as the king is killed. Geralt is even wearing a renaissance style
outfit. There are a few bad ones still, for example,
the scene with the dragon destroying the bridge clumsily makes it look like Vernon Roche is
killed when he’s clearly not. I found Foltest’s death in the prologue
to be a little strange, but I think that comes from playing the first two games in quick
succession. The first game ends with a witcher attempting
to kill Foltest, but Geralt comes in and just about saves the day. The second game starts with a witcher attempting
to kill Foltest and Geralt is not quite in time to save the day. I already knew Geralt would be framed for
killing a king. That’s one of the few things I remember
from the Witcher 3. My memory is terrible. When I first watched the epilogue at the end
of The Witcher 1, I expected Foltest to be killed and Geralt to be caught standing over
the body, but that didn’t happen. I have to wonder whether this scene was the
result of some uncertainty over the direction of the story at the end of the Witcher 1. The game could have ended with the assassin
being successful and Geralt looking like the killer. The sequel could then have started in much
the same way except without the prologue. In the behind the scenes documentaries, CD
Projekt admits that it didn’t have the sequel’s story planned out during production of the
first game and I think it shows here. Alternatively, the cutscene at the end of
the first game could have been used to show Letho’s murder of King Demavend. Perhaps there could also be a cutscene showing
Letho meeting a shadowy figure and being given the order to kill a king and then it would
cut to the assassination of Demavend. There could even have been a few lines like
the shadowy figure stating “you’ll have to deal with the White Wolf” and Letho replying
“I can handle Geralt of Rivia.” Fade to black. The murder of Demavend would give Foltest
enough reason to panic and hire Geralt as a bodyguard and the rest of the prologue could
play out in much the same way. The current similarities between the epilogue
of one game and the prologue of the next are a touch odd, but like I said, that could be
because I played them close to each other. Anyway, Vernon Roche believes Geralt’s story
and helps him escape the prison. Along the way, you meet either Baroness La
Valette or Aryan La Valette depending on whether or not you killed him in the earlier battle. Geralt’s only lead on Foltest’s killer
is the scoia’tael he saw helping Letho so, along with Vernon Roche and Triss, he heads
to Flotsam where Iorveth, leader of the Scoia’tel was last seen. Sure enough, Letho and Iorveth are spotted
together. In a remarkable bit of good timing, Geralt
strolls into Flotsam just as Dandelion and Zoltan, plus a couple of elves we don’t
know, are about to be hanged. If you include the events of the books, this
is actually the second time Geralt has arrived in the nick of time to save Dandelion from
the hangman’s noose. The other time was in Toussaint, when he got
overly friendly with a local duchess. The leader of Flotsam, a vile man called Loredo,
agrees to let Zoltan and Dandelion live for the time being, but only if Geralt captures
Iorveth. There’s also a bit of bother with a large
beast called a kayran that has led to the closure of the ports. You won’t be going anywhere until that mess
has been dealt with. The merchants guild has already hired one
person to help with the situation: a sorceress called Sile de Tanserville. Geralt agrees to work with her, although he
makes sure to negotiate his own fee first. The kayran has a deadly poison attack, so
Geralt is encouraged to find the ingredients for a special potion that offers ridiculous
poison protection. A friendly elf known as Cedric helps you craft
special traps for use in the fight. It’s the rare monster battle that you actually
need to prepare for. When you’re ready, Sile keeps the Kayran
in position with her magic while Geralt risks his life on the ground. The concept is simple enough, but the execution
is terrible. Geralt needs to cast yrden traps on the ground
and then wait for the kayran’s tentacles to crash down and get stuck in the traps,
giving him enough time to hack them off one at a time. If you crafted the special traps, you can
put those down in designated places instead although you will need three of them, something
that I didn’t realize before going into the fight. It’s probably not worth crafting three of
the special traps. The only notable advantage is that it might
be quicker to recast quen in some instances because you haven’t used vigor on yrden
but that wasn’t a huge deal. The main problem with this fight is that it’s
the typical shitshow I’ve come to expect from bosses with massive flailing limbs in
a game where hit detection has to be placed between quotation marks. There were a lot of questionable deaths here. The magic barrier that Sile casts around the
kayran seems to damage Geralt if he gets too close. I incurred multiple one hit kills, even with
quen active, Geralt occasionally got stuck in place with no way to avoid two hits in
quick succession, and the hit detection is terrible. When restarting after death, you have to move
before the game has fully booted up because otherwise you’ll get hit with an attack,
and, in my case, the game crashed every time I got booted to the game over screen. There are some bizarre design decisions as
well. The kayran has four limbs marked with the
distinctive red weak spot, and sure enough, when you cut off the fourth limb, you initiate
a bunch of quick time events. Failing these quick time events results in
instant death. It’s fairly easy to fail them because the
QTEs are displayed in orange and don’t stand out that well. After failing this QTE the first time, I went
back into the fight, except this time the QTE started after I had destroyed only three
of the limbs. This happened on a subsequent playthrough
so it wasn’t a fluke. Once you have the pattern down, the fight
is fairly easy, subject to a possible freak hit with those flailing limbs, however, there
was still time for one more death. After the QTEs, the bridge collapses on the
kayran and he appears to be trapped. There’s a big red area near what might be
his mouth so I ran towards it and a combination of flailing limbs and Sile’s forcefield
somehow killed me. Instead of finishing off the kayran in what
seems like the most logical manner, you must head up this unmarked piece of rubble and
run to the end which initiates a cutscene. It’s terribly signposted. You’ve been fighting the kayran from the
ground the entire time and everything about this scene suggests you are supposed to run
in and finish him off from the same position. Once the Kayran is out of the way, the major
story in Flotsam becomes the conflict between Iorveth and Roche. Come the end of chapter one, you have to pick
between these two sides and from there on out the story splits in a huge way. Iorveth is basically this games version of
Yaevinn. He’s in charge of the scoia’tael and is
an extremist. Elves are usually glamorous creatures, however,
CD Projekt Red made the wise decision to portray Iorveth and the rest of the scoia’tael as
the guerilla fighters they truly are. As discussed in the last video, the scoia’tael
should be an incredibly sympathetic bunch because they are fighting for their freedom
after having been displaced by humans. However, leaders such as Iorveth make no secret
of their hatred for humans, or dh’oine as they call them, and don’t care how many
innocent people die in the process of reclaiming their land. If Iorveth is the equivalent of Yaevinn then
Roche is the game’s version of Siegfried. Siegfried was far from perfect. He had noble goals, but he clearly saw non-humans
as beneath him. There was a youthful naivety about him which
almost made his flaws forgivable. The Order of the Flaming Rose was practically
a cult as well as an armed militia, so it always felt like his problems stemmed from
ignorance more than arrogance. I found the decision to side with Siegfried
almost a non-decision and criticized the game for that. Roche is wiser and more experienced than Siegfried,
being the commander of the Blue Stripes, the special forces of the Temarian military. Iorveth and Roche hate each other with a passion. Roche hates Iorveth because he sees the scoia’tael
attacking innocent humans and Iorveth hates Roche because Roche hasn’t been afraid to
get his hands dirty when it comes to putting down uprisings. If either of these characters gets to be described
as the good choice, then it’s Roche, although that’s more because you don’t see or hear
about the atrocities he’s been a part of unless you go digging. The main reason not to side with Roche is
that it’s hard to understand his motivations, especially here in Flotsam. Roche is mainly concerned with the future
of Temeria and he sees Loredo as a threat to that future. That’s about it. Whether a region like Flotsam--pretty much
the dictionary definition of an RPG starter town--is worth worrying about on such a grand
scale is debatable. Iorveth’s motivation, freedom, is a lot
easier to understand at least. You know what Iorveth is fighting for from
the moment you first meet him and, regardless of how you feel about his methods, his goal
is not complicated. CD Projekt is now infamous for the quality
of its side quests and that quality is on full display in chapter 1. In fact, it’s often difficult to tell the
difference between side quests and mandatory quests. There are quests in the later chapters that
I genuinely thought were part of the main story until I looked a little closer at the
journal. The first major side quest I completed involved
a twist on a familiar trope. There’s a troll under a bridge who demands
a toll to let you pass. The locals accepted the presence of the troll
because he maintained the bridge and the toll felt like a small price to pay. However, recently the bridge has fallen into
a state of disrepair and the troll is still demanding payment even though it’s impossible
to use the bridge to cross. Geralt is asked to kill the troll although
another group asks him to spare it because the bridge is so essential to trade. The troll has an alcohol problem. He took to drink after his wife was murdered
by one of the local townsfolk. You can either kill him or look for the murderer. If you do this quest early on in the chapter,
it’s incredibly annoying because you essentially have to go in every house looking for one
with a troll’s head mounted to the wall. Fortunately, one of the main quests ends up
taking you to the right building, so you will find it eventually if you’re patient. Once you’ve killed those responsible for
the murder of the troll’s wife, the troll agrees to give up alcohol and fix the bridge. Another side quest of note concerns a hospital
for the mentally ill. While exploring the forest, Geralt stumbles
upon Rupert who is worried for his friend Gridley who went missing in the hospital. It’s not so much a hospital as a dungeon,
however, it was used a place to treat the mentally ill. A ghostly figure appears at regular intervals
to guide you around and you stumble upon notes revealing that the medical staff experimented
on the patients. When you find Gridley, he confesses that he
and Rupert wanted to torture a Nilfgaardian prisoner for information on the whereabouts
of some treasure. The priest looking after the prisoner refused
to torture the Nilfgaardian, so Rupert and Gridley killed the priest and tortured the
Nilfgaardian to get the information they needed. After that, they burned down the entire facility
to cover their tracks however the Nilfgaardian still haunts them. The ghost refuses to relinquish the curse
unless Geralt brings him Rupert and Gridley. Geralt can indeed trick Rupert and Gridley
into returning to the dungeon and surrender them to the ghost or he can try to trick it
by handing over someone else’s hearts and eyes. If you like, you can use nekker organs. You probably have a bunch of them on you anyway,
so this is the easy way out. If you do this, the ghost will notice they
are not human and attack you. The only way to successfully trick the ghost
is to return to town and buy pigs’ organs which he will believe belong to Rupert and
Gridley. Before you make the big decision and choose
whether to support Iorveth or Roche, Geralt has a flashback which reveals another part
of his missing memory, specifically his time on the Isle of Avellach. He sees the Wild Hunt appear on the island
and capture a woman he was with. He remembers chasing after the Wild Hunt,
but doesn’t remember the woman, who of course is Yennefer. Triss tells Geralt she’ll help him get his
memories back if he can get her a rose of remembrance, which seems like the sort of
ingredient she could have mentioned earlier, but oh well. The good news is that Geralt does slowly start
to get his memory back during this game, unlike the first one which barely revealed anything. Chapter 1 gives you two chances to side with
either Iorveth or Roche, however, only the second decision has a major impact on the
rest of the game. Iorveth admits that the scoia’tael did work
with Letho and is initially reluctant to give up the man they see as a useful ally. However, Geralt proves that Letho was willing
to betray Iorveth by trying to strike a deal with another scoia’tael and so Iorveth agrees
to help. Iorveth pretends to be Geralt’s prisoner
so that Geralt can get close to Letho. Roche’s men attack during the meeting and
you can help either Iorveth or Roche during the fight. Geralt then fights Letho, although the fight
ends at half health and Letho escapes. When Geralt returns to Flotsam, it is either
full of people celebrating victory over the Scoia’tael if you helped Roche during the
fight, or complete chaos as the humans form a mob to attack all the non-humans living
in the city if you helped Iorveth. The fighting is largely instigated by Loredo
and once again you can help out the innocent people being harrassed. Geralt goes to find Triss but she’s gone
missing. The next scene shows us something interesting
about how the different paths work in The Witcher 2. Obviously, your choices have consequences. You’d expect that. However, your choices also change things completely
unrelated to those choices and the consequences that flow from them. It’s not a butterfly effect thing either. It’s random things changing in the two different
playthroughs and we’ll see more of it later. Triss was last seen going into Sile’s room,
so Geralt and Dandelion go to the whorehouse where Sile is staying. The room is a mess, with a dead body and blood
all over the floor. Fortunately, for reasons best left unexplored,
there is a peephole between this room and the next, and it just so happens that the
madam and her lover were in the next room saw what went down. If you sided with Roche, you meet Derae who
tells you that she saw Triss and Cedric enter the room, kill the guard and then use Sile’s
megascope, which is basically olde worlde skype, to contact a mage called Dethmold. In this version, the madam, Margot, is later
found downstairs having killed herself before people can find out she was feeding information
to Iorveth. On the other side, if you helped Iorveth during
the earlier fight, you instead speak to Margot who has not killed herself but is instead
mourning the murder of Derae who was killed in the riots because she’s an elf. That part makes sense and is a natural consequence
of your decision. What doesn’t make much sense is that in
this version, Margot reports seeing Triss talking to Philipa Eilheart over Skype, not
Dethmold. There’s no reason for this conversation
to be different. I don’t necessarily mind these differences
all that much, but it’s worth pointing out that you don’t play two sides of the same
coin in these playthroughs which we’ll see again soon. Geralt tracks down a dying Cedric who tells
him that Letho burst in on them and forced Triss to teleport him to Aedern. Cedric’s dying moments are incredibly touching. The animals approach and Geralt remarks that
the forest is saying goodbye. It’s a lovely moment for a relatively minor
character who we barely speak to and when we do he’s usually drunk because that’s
all he can do to block out the visions that haunt him. It’s a sign of good writing and direction
when you care about a character death for someone who’s barely interacted with you. Now it’s time to make the final choice. Regardless of what you did earlier, you can
elect to side with either Roche or Iorveth. Roche agrees to help Geralt find Triss, but
only if Geralt kills Loredo. On the way, you kill Loredo’s mom who has
been making the drug fisstech and finally you kill Loredo. Loredo was keeping a pregnant elf captive. You try to escort Moril to freedom, but she
goes into labor. Ves, Roche’s second in command, helps the
woman deliver the baby, however, Moril kills herself soon after. On that gruesome note, Geralt leaves Flotsam
for Aedirn to track down Triss and Letho. Alternatively, if you side with Iorveth, you
once again pull the old fake prisoner trick and sneak onto the ship to escape. You’re told that there are too many guards
for the scoia’tael to attack directly, however, they do so anyway. Loredo ensures his escape by setting fire
to a building which serves as a distraction while he escapes. Geralt saves some elven women from the fire,
despite Iorveth’s cold statement that he needn’t bother because they are prepared
to die for the cause. From here on out, The Witcher 2 is significantly
different depending on your route. My main playthrough was with Roche, so I’ll
focus on that for now. Chapter 2 starts with a weird device that
CD Projekt Red uses a couple of times throughout the game and that’s putting you in the shoes
of someone else, in this case King Henselt of Kaedwen. It never adds a lot to the experience and
most of the discussion could just as easily be handled through cutscenes. If anything, it harms the experience because
you have to choose conversation options for a character you know nothing about. Henselt is king of Kaedwen and has been trying
to claim the pontar valley region of Aedirn for himself for a few years now. Henselt believes he has a claim on the land
and there was a huge battle between Henselt’s and Demavend’s armies a few years ago. The battle ended in a draw after Henselt’s
sorceress Sabrina Glevissig cast a spell that rained fireballs down from the sky, killing
soldiers on both sides. Sabrina cast the spell because Henselt was
going to win the battle and even though she was pretending to be on his side, she was
secretly working against him. Henselt ordered Sabrina’s execution as punishment. As she was dying at the stake she managed
to cast a curse on Henselt and then used magic to convince one of the soldiers to end her
suffering early. That soldier ended up becoming the Visionary,
the leader of a group who started to worship Sabrina after her death. When we take control of Henselt, he’s on
his way to a meeting with the Aedirnians to see if they can settle the dispute without
bloodshed. This is one of those situations that changes
based on which side you chose earlier even though it probably shouldn’t. On Roche’s side, you meet Prince Stennis,
Demavend’s son, and a woman called Saskia. Saskia is the leader of a peasant revolt in
Aedirn, and she wants the Pontar Valley, specifically the nearby city of Vergen, to be independent,
and a place where dwarves, elves, humans, and everyone else, can live together peacefully. Henselt challenges Saskia to a fight, during
which a priest tries to interrupt and Henselt slams his head into a stone. All hell breaks loose. The priest’s blood on the stone unlocks
the blood curse that Sabrina cast just before her death. The curse brings back all the soldiers of
that battle to fight for eternity in ghostly form while a deadly mist surrounds them. Fortunately, Geralt arrives in the nick of
time and Henselt’s new mage, Dethmold, is able to keep Geralt and the king safe within
a circle of magic as they slowly make their way towards the Kaedweni war camp. The mist separates the Kaedweni and Vergen
war camps. If you sided with Iorveth here, you control
Prince Stennis instead of Henselt, and for some reason, it’s Stennis who ends up in
the fight with Henselt and not Saskia. When the curse breaks out, you are escorted
back to the Vergen camp by the sorceress Philippa Eilheart who can assume the form of an owl. There’s a hell of a lot going on in chapter
2. Geralt wants to find Triss and Letho of course. You also need to clear the mist or you’re
stuck here. These main quests in chapter 2 aren’t inherently
that complicated, but the journal does a terrible job showing how all the different missions
link together and intertwine. I mentioned earlier that side quests are so
good they are often indistinguishable from the main quests, but another reason you can’t
tell them apart is that many of the main quests get broken into small pieces that aren’t
clearly dependent on each other. Instead of having a main quest with a bunch
of requirements that you must fulfill first, you have a main quest that’s something huge
like basically, win the war, and then there are a load of other quests that are part of
that but listed separately. Clearing the mist is part of a big quest called
The Eternal Battle where you have to change the course of the battle that took place three
years ago; the one the ghosts are acting out in the mist. Before you can enter the mist to do that,
you need for symbols of war representing hatred, death, faith, and courage. Four quests are added to your journal for
this. The symbol for faith is King Henselt’s medallion,
but he won’t give that to you while there is still a curse on him, which means you need
to remove the curse and that is in turn a separate quest with its own separate sub quests
that aren’t listed as sub-quests. You won’t find the symbol for courage until
you start doing a quest where you investigate a conspiracy against the king, separate from
the curse, which ends up leading you to a hidden area where you fight for a piece of
magical armor from the original battle. Ultimately, if you do all the main quests
you’ll be fine, but it’s not always clear which ones need to put on hold while you do
something else. The journal’s saving grace is that it’s
a joy to read. The journal is written by Dandelion and gives
a detailed account of what has happened so far, sometimes pointing out when Geralt should
temporarily put the quest to one side and wait until later. This is the sort of in-game journal all RPGs
should have. Please tell me I’m not the only one who
forgets what the hell is going on after taking short breaks from games. Once Geralt is ready, he plays out the big
battle and tries to change the outcome to remove the mist. This is when we find out why Sabrina brought
the fireballs down from the sky. Sabrina was a member of the lodge of sorceresses,
the mysterious group who operate outside the political council and magical conclave to
try and manage the realm. There are even a couple of Nilfgaardian sourceresses
in the lodge. Kings, and sometimes queens, may appear to
be in control, but the lodge decides who will be king in the first place. The lodge is worried about another war between
the Northern Kingdoms and the Nilfgaardians to the south and the Pontar River is an area
that the north really needs to retain control of. Sabrina and the lodge believed that if Henselt
were to win the fight against Demavend’s troops, the overall security of the north
would be at risk. Henselt looked like winning, so Sabrina brought
fireballs down from the sky to kill both sides. Sabrina knew she would be executed as a result,
but deemed it to be the best thing to do for the benefit of the realm. The deaths of soldiers don’t weigh on the
consciences of the lodge members for long. Well, not most of them anyway. Triss is a member and she clearly has a conscience. Phillipa Eilheart, however, is stone cold
neutral. She lacks any kind of compassion and will
do whatever it takes for the realm. Every decision is a calculation for her. During Chapter 2, you meet the soldier who
killed Sabrina with the spear. He now calls himself the Visionary and worships
Sabrina as a sort of God. The visionary asks you to go on a quest that
involves taking a bunch of drugs. It would be an utterly unremarkable quest
if it weren’t for Dandelion’s journal entry where he makes the whole thing appropriately
poetic. According to Dandelion, the large mushrooms
Geralt sees while hallucinating are phallic symbols representing the father he never knew
and the waterfowl is his mother, the giver of life and death. Geralt can’t reach the waterfowl in the
dream just like he can’t reach his mother in real life. Oh, and the pecking motion represents lust
somehow. It’s all nonsense of course, but I appreciate
Dandelion’s effort to put a spin on things. Geralt does meet his mother in the books at
one point when she nurses him after an injury. There’s no big emotional reunion. Geralt accepts who she is and moves on. Anyway, to remove the curse Sabrina placed
on Henselt, Geralt has Henselt form a pattern on the ground near where Sabrina was executed
which then summons the ghost of Sabrina. Henselt must destroy Sabrina at just the right
moment to lift the curse. This quest ended up being a disappointing
way to end Sabrina’s story. For starters, getting Henselt to move to the
right places is unnecessarily awkward. You need to copy the instructions from a map
however it’s not clear which way is up in relation to Henselt. I assumed Geralt was standing at the bottom
of the chart however when Henselt moves the camera angle flips the other way which suggests
the opposite. Then Geralt forms a circle and tells Henselt
to be careful not to break the circle which he immediately does anyway, forcing you to
fight a bunch of wraiths while Sabrina repeats the curse again and again. Henselt is supposed to stab Sabrina at just
the right part of the curse, but clearly this event is triggered not by the curse but by
Geralt killing a set number of wraiths. This was another of those fights that was
quite tricky due to the sheer numbers involved so Sabrina went through that curse quite a
few times. One of the most impressive things on this
side of the mist is the Kaedweni war camp itself which feels like an actual war camp. The whole place is muddy and depressing. The common soldiers, who are kept separate
from the important people like King Henselt, look either utterly fed up with the war or
drunk enough that they don’t care. One quest has you reuniting a bunch of drunk
soldiers and many of them are swept up in a conspiracy with square gold coins marked
with fish, which believe it or not was specifically mentioned as part of Sabrina’s curse. Pieces of the wood from Sabrina’s execution
are treated as valuable relics and believed to contain special powers. The soldiers are a superstitious bunch and
you can’t blame them given the horrible realities of war on display here. This actually looks like a random area that
an army made into a camp and not a temporary village like they so often do. There are other nice touches as well, like
how quest givers move around the camp so they aren’t always in their designated places
waiting for Geralt to speak to them. They have shi!t to do, after all. Geralt does venture through the mist at one
point and gets to meet some of the opposing characters, such as Yarpen who book readers
will know as one of the dwarfs who Geralt briefly teamed up with while Triss was sick. Most of Vergen is locked off if you’re on
the Roche playthrough, so you need to side with Iorveth if you want to see it all. While Geralt’s here, he briefly meets up
with Saskia who agrees to give Geralt the sword belonging to Vandergrift, one of the
commanders of the battle, which represents hatred. Geralt also needs to explore some nearby catacombs
to collect the standard of the dun banner which represents death. If he wants to claim the banner without a
fight, he must demonstrate his knowledge of the battle through a bunch of somewhat tricky
questions. If you’ve been paying attention you should
be able to answer them, although I recommend you don’t tackle this quest too soon. You want a chance to pick up on the clues. For example, Geralt is asked who the commanders
were in the epic battle and there’s a temptation to pick Demavend and Henselt. After all, they were the kings of each army. However, kings often don’t take charge themselves
and in this case the commanders were Vandergrift on Henselt’s side and Seltkirk on Demavend’s. The Triss storyline is fairly weak on this
side. The only lead on Triss pops up when a group
of Nilfgaardians happen to attack Roche’s blue stripes. Roche spots a small statue with the Nilfgaardians
which he thinks is in the shape of Triss. Geralt goes to the Nilfgaardian camp however
he’s too late. They’ve set sail for a place called Loc
Muinne. The other major loose end is Letho. During a meeting with King Henselt, two assassins
show up to try and off the king but Geralt is able to kill one and injure the other enough
that he runs away. Dethmold uses necromancy to show Geralt an
old memory from the dead assassin which lets him track them back to their hideout. Of course, by the time you get there Letho
has gone however you’re able to speak to the dying assassin who it turns out is also
a witcher. He has a few big reveals for you. First of all, Sile is working with Letho and
the other two assassins. Sile would have had plenty of opportunities
to kill Henselt herself as she is one of his trusted advisors, but it makes sense that
she wouldn’t want to leave any magic-related clues around and it looks better if the attack
comes from random assassins. With his dying breath, the assassin mentions
how they didn’t want to leave Geralt behind and he references how close they were to the
Wild Hunt. This triggers another flashback for Geralt. He remembers passing through areas that had
just been attacked by the hunt and witnessing the destruction they left in their wake. The Wild Hunt is journeying south. It’s taken 23 people so far, all of them
between ten and twenty, except for Yennefer. Chapter 2 is also home to some decent sidequests. There’s a dark story called little sisters,
which starts when you stumble across a soldier being bullied for sh!tting himself. Mavrick claims he panicked after spotting
a specter and after investigating the area and a nearby hidden room full of magic paraphernalia,
Geralt meets the three wraiths who claim that Mavrick killed them and they are now haunting
him in return. Mavrick denies this and it turns out that
the three specters were his sisters and it wasn’t Mavrick that killed them, but their
father Malget. Mavrick then killed the father. The sisters wanted Mavrick to join them in
the afterlife which seems a little selfish on their part, but oh well. This quest had a little too much running back
and forward between two locations, but otherwise I enjoyed it. On the silly side, there’s a quest where
you’re asked to collect harpy feathers for a guy who is supposedly selling them on to
a collector. He asks for more, and then more. I ended up needing to get about 75 of them,
although he is at least right next to a spot where a bunch of harpies spawn, and some of
them drop two. If you go back later, you’ll find out what
they guy really wanted the feathers for. When you’re ready, it’s time to change
the course of the eternal battle. To do this, Geralt possesses the form of key
individuals for short segments of the battle until you get to a big fight against the Draug
representing Vandergrift, the leader of the Kaedweni army. The fights where you control random soldiers
are incredibly annoying because you don’t have access to any of Geralt’s abilities,
not even a roll. This was pretty much the only time I bothered
to block incoming attacks because that was the only way to avoid being hit when you are
so slow and cumbersome. Once the battle is complete, Geralt has another
flashback, which fills in a lot more gaps about Geralt’s actions after leaving the
Isle of Avellach. Geralt came across Letho who had been poisoned
by a slyzard’s tail and was close to death. Geralt saved him and teamed up with Letho
and the two other, now dead, assassins, Auckes and Serritt, both from the School of the Viper. Letho knew where the Wild Hunt was going,
so together they headed south to chase them. I’m a little surprised CD Projekt decided
to add in a huge chunk of backstory for that five year period during which Geralt was assumed
dead. There are already a bunch of books that many
people playing the game won’t have read. The first game was close to a fresh start
and didn’t require much knowledge from the book, but the second game needs to deal with
the fact that not everyone played the first one, what with it being a PC exclusive. When you already have so much backstory to
explain to your audience, you’re kind of creating problems for yourself by adding in
more where it’s not strictly needed. The reason is obviously to give Geralt a connection
to Letho, however, for me as the player, that relationship fell completely flat. I didn’t particularly care that Letho had
helped me in the past, just as I didn’t care that Berengar was a fellow witcher in
the first game. It’s also a little odd to think that Geralt
was roaming the world for so long without word getting out. Geralt is a distinctive looking guy and his
adventures are well documented. When he turns up in towns, people often recognize
him by name and appearance. I’m surprised word didn’t spread. Chapter 2 on Roche’s side ends when you
return to the camp with Roche only to find that King Henselt ordered Dethmold to murder
all of Roche’s men and Henselt himself raped Ves after he found out that Roche was one
of the men conspiring against him. Roche is guilty of conspiracy. It was all part of his master plan to somehow
keep Termaria strong. Roche’s whole story and motivation is incredibly
tenuous throughout the game really. I guess he’s a guy who knows a lot of secrets,
so I’ll give him the benefit of the doubt and assume he knows what he’s doing. The conspiracy against Henselt is separate
from the curse against him, although the lines did cross a lot and I became fairly confused
during that first playthrough. Despite Roche’s involvement, the rest of
the Blue Stripes knew nothing of the conspiracy and clearly didn’t deserve to be killed. Sile is the main link to Letho, so Roche and
Geralt head to Vergen which Henselt’s army is attacking. Roche and Geralt bump into Henselt and you
can let Roche kill him if you like. It’s worth it just to hear his dying words
which reference a phrase he muttered earlier. It has this excellent amateur shakespeare
play vibe to it. The final destination is Loc Muinne, but before
going there, let’s have a quick look at how all this would have played out from Iorveth’s
side. After escaping the mist, the major players
in Vergen hold a War Council, during which Saskia is poisoned and left perilously close
to death. Saskia is the people’s champion, with a
bunch of other nicknames such as the Virgin Queen and the dragonslayer, because she supposedly
defeated a dragon. Weirdly, the journal entries conclude that
Philippa was the one to poison Saskia however I’m fairly sure the man who put it in motion
was Olcan, the priest who Henselt slammed against the rock to bring about this curse
in the first place. Stennis was likely involved as well, or at
least he knew it was happening and let it slide. That’s one of the interesting parts of the
journal. Dandelion writes what he knows or what he
thinks he knows, so if you arrive at the wrong conclusion, it could still get presented as
the correct one. Philippa Eilheart gives you a shopping list
of ingredients she needs for a cure. One of the ingredients happens to be a rose
of remembrance which is the flower that we gave Triss back in Flotsam. Triss is missing, of course, however she happens
to have left her red scarf nearby which contains the rose of remembrance. Very convenient. You also need royal blood. The obvious choice would be to get the blood
from Prince Stennis, or King Stennis as he is now calling himself. Stennis is facing a peasant rebellion because
they suspect him of poisoning Saskia. Geralt can get some time alone with him, but,
in my playthrough at least, he wouldn’t give me any of his blood. He ends up being arrested to face trial and
yet you still can’t take a bit of his blood. This seems a bit ridiculous, but it gives
Geralt an excuse to cross the mist to the Kaedweni camp where you can get some from
Henselt. There was a big eyeroll moment when Philippa
applied the cure to Saskia because the rose of remembrance isn’t simply an ingredient
for the recipe. It’s placed on Saskia’s lips and Philippa
kisses her. I couldn’t help but laugh at Zoltan’s
lesbomancy line soon after although I had the distinct impression someone came up with
the joke first and then had to find a way to use it. I was wrong, well probably, because there
is a lot more to this kiss than initially meets the eye. When you explore Philippa’s house later,
you find out that she didn’t need the rose of remembrance at all when making the cure. The rose of remembrance and the kiss were
part of Philippa’s plan to control Saskia. We’ll find out why later. Meanwhile, you still need to worry about clearing
the mist, just as you do from the other side, although this time you don’t need as many
items because Philippa already has one and getting the sword from Saskia is obviously
a lot easier this time. There’s an interesting side quest here where
you briefly get to control Dandelion. Again, there’s not much point to this brief
switch of characters, but at least Dandelion isn’t a complete random. Dandlion lures out, and then is promptly infatuated
by, a local succubus who has supposedly been killing men after sex. The succubus claims that this is all a lie
spread by a man who simply wants her for himself, although he denies this. I couldn’t get a straight answer from either
of them and ended up killing the succubus. I’m fairly sure I made a mess of this quest
and I never did find out the truth. The major disappointment on the Iorveth side
of things is the final battle when Henselt’s army attacks. It’s really bad. It doesn’t in any way look like a grand
battle. More like a high school production of the
Battle of Helm’s Deep. Geralt’s role is limited to standing on
a roof and hacking down kaedweni soldiers who climb the ladders that no one thinks to
knock down. The only good part is that the aard sign sends
enemies flying. Someone at CD Projekt Red thought this battle
was so interesting they made us repeat it three times. Iorveth and his scoia’tael turn up late
to save the day. Saskia forces Henselt to begrudgingly surrender
any claim he may have had to Vergen and she orders the execution of Dethmold. Iorveth thinks the execution order is a little
out of character for Saskia, who he’s in love with by the way, so you follow Saskia
and Philippa and find out that Philippa has Saskia under her control. Unfortunately for Iorveth, he doesn’t have
a chance with Saskia. Turns out she’s into dwarves. Everyone important goes to Loc Muinne for
the Summit of Mages that will decide the future of the Northern Kingdoms. Loc Muinne has an interesting history. It was once home to an ancient race of reptilian
creatures known as the Vran. On Iorveth’s path, you can dig into the
history of the Vran and find out that they were wiped out by a bacteria created by elves. The Nilfgaardians are especially interested
in things that can committ huge acts of genocide, so they send a little expedition to try and
uncover the secret. In Roche’s playthrough, and depending slightly
on your actions in the first game, you are welcomed to Loc Muinne by Siegfried, the new
Grand Master of the Order of the Flaming Rose. Chapter 3 really struggles with a lack of
purpose and I can imagine this area being a huge disappointment before the new content
was added in the enhanced edition. The big chase after Triss is a big anti-climax
because you don’t actually have to rescue her. You can if you like. You fight through a bunch of Nilfgaardians
and eventually find her in a prison cell where thankfully she was returned to normal size. However, both playthroughs offer another option,
one that is arguably more important in the grand scheme of things. Roche asks you to rescue Anais, the daughter
of Foltest and one of the two children we were trying to rescue from their loving family
back in the prologue. Anais has royal blood and can play a big part
in determining the future of the kingdom so we should probably rescue her over Triss. Although I didn’t. Iorveth wants you to save Philippa. She was captured by the Nilfgaardians after
being tricked by her lover Cynthia. While I have no love for Philippa, she is
put through hell here. King Radovid visits her in the dungeon and
vents his frustration at the times Philippa was overbearing towards him while he was growing
up. Philippa was controlling, no doubt about it. The sorceresses who work alongside kings nearly
always have their own agenda, and as discussed, Philippa is worse that most. However, she probably didn’t deserve to
have her eyes plucked out. She also happens to be standing right next
to you when you’re asked to choose between her and Triss, so leaving Philippa here would
be a touch silly. There’s no punishment for not saving Triss. If you leave her with the Nilfgaardians then
Letho, the man who kidnapped her, rescues her himself. See, he’s not all bad. The extra quests that come with the enhanced
edition, fill in a few gaps around Foltest’s children. After the whole Foltest assassination thing,
Anais and Boussy were sent to Loc Muine to be used as bargainning chips in the negotiations. On the way there, the wagon transporting them
was attacked and Boussy was killed. Anaise survived and is now being held at Loc
Muinne. The two main suspects in Boussy’s murder
are Kimbolt and Maravel who both have a valid claim to the Temarian throne and therefore
have a motive for killing Foltest’s children. They’re both guilty. Kimbolt paid a bunch of mercenaries to kill
the children on the way to Loc Muinne. They failed, but only because the route was
changed at the last minute, with the order coming from Count Maravel who planned to kidnap
the children and give them over to the Nilfgaardians in exchange for their support in his efforts
to claim the Termarian throne. You can accuse either or both of Boussy’s
murder, however, Natalis, the man in charge here, only has enough armed forces to lock
up one of them and their men which feels like a bit of a cop out. This is another one of those quests that you
can get wrong and never realize it. In Roche’s playthrough, Geralt and Roche
met up with King Radovid and Roche admits that Radovid would be the best ruler for the
future of the North and Roche convinces him to help Temeria should the Nilfgaardians invade. Radovid is granted control of Anais. While the multiple powerplays form a big part
of the story, Loc Muinne is most memorable for having a lot of puzzle sections, some
of them quite challenging. I enjoy a good puzzle in an RPG, however,
I must admit in some way shape or form, I got stuck on nearly all of them here. This is a shame because they are very nearly
excellent. One quest has you going to a bunch of Gargoyle
infested areas to find some secret treasure. Once you’ve defeated the gargoyles, you
have to solve a puzzle which needs you to interact with logos in the correct order. To do this, you first need to know the meaning
of the symbols: time, animal, sky, and art, and then press them in the correct order based
on a nearby poem. I found most fairly obvious. One of the poems had me completely baffled
so I had to brute force it. Perhaps there’s a translation issue or my
own reading comprehension, but I didn’t understand it even once I knew the correct
answer. Your reward is a manuscript which, when translated,
is a diagram for a magical elven sword. In case you’re curious, the manuscript is
written in ROT13 and is the opening few lines of Jane Austin’s Sense and Sensibility. Kind of surprised that they didn’t use text
from one of the Witcher books, but there you go. Likewise, I couldn’t quite follow what the
hint was getting at when it came to mixing an oil that will reveal hidden writing. I could make a decent argument for different
permutations based on the information given. Again, I got there in the end, but I couldn’t
tell you why my other attempts were wrong. Another puzzle requires you to remember a
very specific and slightly strange clue to then provide the correct words in the correct
order when challenged. Fortunately, I took a photo of the clue before
heading over there because I had a feeling the game wouldn’t let me look at it again
and sure enough it didn’t. If you go on the quest with Cynthia in Iorveth’s
playthrough, there are a lot of incredibly challenging riddles, and once again there
was one where I got stuck and still don’t entirely understand the answer. This doesn’t necessarily mean the puzzles
are bad of course, but they certainly can be a little cryptic. When you’re ready, Geralt attends the Summit
of Mages and gets the whole “fate of the realm” thing sorted out. The exact nature of the meeting varies depending
on your choice to support Roche or Iorveth, plus a bunch of other more minor decisions,
but it always seems to end with Sile accused of the murder of King Demavend and Foltest,
and the dragon returning at the last second to whisk her off to safety. Before taking on the dragon, Geralt meets
up with Sile who admits that the Lodge was behind the murder of King Demavend, seeing
his death as crucial to the future of the realm, however, she insists the Lodge had
nothing to do with Foltest’s death. The Lodge used Letho to kill Demavend, but
Letho tricked them just as he tricked the scoia’tael. He’s working for someone else. Triss is a member of the Lodge, however, she
was left out of all discussions concerning the assassination of Demavend, being seen
as a bit too soft compared to the rest of them. Geralt can choose whether to let Sile live
or die. She tries to teleport away but one of the
stones in her teleportation device has been replaced. You can remove the stone to save her or let
her die. Geralt then faces off against the dragon. The fight doesn’t get close to the epic
scale you’d expect from fighting such a huge beast. The first half of the fight has Geralt inside
a room with the dragon sticking its head in and then it moves to the roof. The dragon will swoop down occasionally, but
most of the time it just moves its head around a lot. After a QTE laden cutscene, the dragon ends
up impaled on a large stake. Geralt can leave it be or finish it off. If you leave the dragon alone, it keels over
but is still breathing, it’s fate an unknown. The dragon appearances are consistent between
the Roche and Iorveth playthroughs and yet the dragon manages to be one of the most memorable
differences between the two playthroughs. In Roche’s playthrough the dragon is largely
a mystery. You don’t know anything about the dragon
beyond that it’s under Philippa’s control and it’s possibly the world’s only surviving
one. However, if you do Iorveth’s playthrough,
there’s a lot more to uncover. First of all, the dragon is the daughter of
the golden dragon that Geralt encountered back in Sword of Destiny. Second, and perhaps more importantly, the
dragon is Saskia. The golden dragon could change forms at will
and Saskia, or to badly pronounce her proper name, Saesenthesis, inherited part of that
ability although she can only change into one form. In Iorveth’s playthrough, you can save the
dragon by using a dagger you steal from Philippa earlier in the chapter. Geralt found out that Saskia is the dragon
when they were clearing out a tunnel beneath Vergen and she transformed to save Geralt. It was one of those annoying scenes where
you win the fight but lose in the cutscene. Finally, it’s time to confront Letho. As you’d expect, Letho fills in a few gaps
alongside more returning memories for Geralt. Letho, Auckes, and Serrit, were witchers from
the school of the viper. As far as they know, they are the only remaining
witchers from that school. Given how easily Geralt dispatched Auckes
and Serrit, I’m not sure the School of the Viper compares to Geralt’s School of the
Wolf. It was a viper who tried to kill Foltest at
the end of The Witcher 1. Along with Geralt, the four of them chased
the Wild Hunt and eventually they caught up with them. The Hunt agreed to let Yennifer go, but only
in exchange for Geralt’s soul. Geralt agreed, which means he briefly became
a member of the Hunt himself before escaping which I believe leads directly into that prologue
right at the start of the first game. We know a little more about the Wild Hunt
now. The Wild Hunt is an elvish race from another
plane. Many of the monsters in Geralt’s world are
originally from other planes which collided around 1,500 years ago in an event called
the Conjunction of the Spheres. The Conjunction may also be the reason magic
came into the world. Outside this event, travel between the planes
is considered impossible, however, this race is somehow able to send spectral versions
of themselves from their own plane to this one. As we know from the books, Ciri also has the
ability to travel between the planes and even without playing the third game, it’s a safe
bet the Wild Hunt is after Ciri. After Geralt sold his soul to the Hunt, Letho,
Auckes, and Serrit, did their best to look after Yennifer, but she was a handful to say
the least, constantly getting them all into trouble, not to mention hitting on them. Letho eventually lost Yennefer and the three
remaining witchers ended up working for the Nilfgaardian Emperor himself. They agreed to kill the kings of the Northern
Kingdom in exchange for the Emperor’s promise to rebuild the school of the viper. The Nilfgaardians are determined to unsettle
the Northern Kingdoms as a prelude to an invasion which we get a brief glimpse of in a post-credits
sequence. The Nilfgaardians correctly predicted that
with a few careful assassinations, the Northern Kingdoms would end up turning against each
other. Six years ago the Northern Kingdoms came together
for the Battle of Brenna, but they got lucky and the Nilfgaardians predict history won’t
repeat itself. The Nilfgaardians are also keen to sow distrust
between the sorceresses and the kings. The first war between Nilfgaard and the Northern
Kingdoms--not the one that ended at the Battle of Brenna, the one before that--ended at Sodden
with a brave final stand from the sorceresses, thirteen of whom died in the process. Triss was originally thought to be one of
the dead, although as we can see, that’s not the case. Still, the Nilfgaardians have good reason
for wanting the sorceresses out of the way this time. Geralt can either let Letho walk away or fight
him to the death. This fight is much easier than the first one. There’s a bigger arena and Geralt should
be much more levelled up at this point. Letho uses much the same tactics as before. Compared to the ending of the first game,
and the events of the third, the conclusion to The Witcher 2 can certainly feel a bit
anticlimactic and this led to criticism that The Witcher 2 was just treading ground and
setting up a sequel. I disagree. I found the story incredibly appropriate for
the character and the world that was originally built up in Saplowski’s books. Kings are being assassinated all over the
place and dragons are breaking up meetings between mages, sorceresses, and royalty that
determine the entire fate of the Northern Kingdoms, and yet, during all this chaos,
Geralt remains focused on what affects him and those he cares about. That is the Geralt from the books. Geralt was dragged into all this mess because
he was framed for Foltest’s assassination and he never forgot that. Letho got him into this mess, so a confrontation
with Letho has to be how it all ends. It’s true there is a bunch of discussion
about the Wild Hunt who we know go on to be major players in the third game, but to say
that this story is only setting up the next one does it a huge disservice. And yes, most of what went down was orchestrated
by the Nilfgaardians who also feature heavily in the next game, but the slow build up of
major threats should be seen as a good thing. As for all the stuff between the various kings
and sorceresses, and the lodge, council, and conclave, with treaties and disputes popping
up all over the place, I have to admit, I found it confusing. A map would have helped. I purchased The Witcher 2 on GOG and within
the bonus goodies there is a decent map, but it’s not included in the game. I’m not sure whether xbox owners got a physical
map with the game or not. I highly recommend keep a map close by while
playing to keep track of things. The story may have also benefited a little
from cutting back the number of characters a bit. Prince or later King Stennis felt either useless
or at least easily replaceable in both playthroughs. In Iorveth’s playthrough, you have Iorveth
and the scoia’tael forming a temporary alliance with Saskia and they are trying to deal with
Henselt’s army on the other side of the mist. I’m not sure Stennis was really necessary;
it just added another king and another faction to the chaos. He spent most of my playthrough in prison
anyway. The big Summit at the end was a mess and I
didn’t even recognize some of the major players there. The second playthrough helped me understand
a lot while also making some things even more confusing, however, even with that 2nd run,
if you’d have paused the screen during the summit and asked me to name all the characters
and why they were there I would have likely struggled. This is where it’s going to sound like I’m
making huge excuses for the game and I probably sound like a hypocrite, but here goes: I don’t
think the confusing, and at times, badly explained, nature of the story is that big a problem. There was infighting and petty politics galore
and I didn’t follow half of it, but you know what, neither did Geralt. Dandelion isn’t at the big meeting near
the end, so for the purposes of the journal, he has to rely on Geralt to explain it for
him. Except it largely went in one ear and out
the other. According to Dandelion’s journal, “Geralt
forgot half the speeches and misremembered the other half.” Geralt really doesn’t care about politics. I mean Capital P politics in this context. I’m not trying to suggest Geralt gets angry
every time his favorite theater troupe casts a minority actor in one of the roles. Mind you, he does go on a lot about ethics
in monster hunting. For Geralt, politics is something that happens
around him. Regardless of whether the witcher code is
his own invention or not, it’s clear that witchers are supposed to stay out of politics
and he takes that to heart. I felt much the same. Like Geralt, I had nowhere near enough knowledge
to know who was good and bad, who deserved support and who didn’t. If you’ll excuse the cliche, most characters
in this world are shades of gray and there are few who would be considered good people
in our own world. Foltest seemed like a good leader, but he
also led his men into an unnecessary war. At times, I sympathized with Henselt, especially
as he watched on helplessly while his men burned to death because of Sabrina’s spell. But he also raped Ves and let Dethmold kill
a bunch of innocent men. Whenever you start thinking, this guy seems
nice, they go and prove otherwise. Geralt’s personal story was easy to follow
and relate to. Geralt wanted to clear his name which meant
finding Letho and he cared for Triss so he obviously wanted to save her. Plus, she could help recover his memories. It’s a minor goal in the grand scheme of
things, but that’s nearly always how Geralt operates. The first game is an outlier in how grand
the story was with Geralt at the center of things for the entire journey. Events revolved around Geralt and what he
did, which is the case with many protagonists, but it wasn’t the case in the Witcher books. In the books, even in the midst of the Ciri
saga, when the fate of the Northern Kingdoms hung in the balance, Geralt only cared about
finding Ciri. He moved from place to place with a single-minded
determination to find her no matter the cost. Kingdoms fell around him. Wars were won and lost and yet if we only
looked at Geralt’s actions we would hardly know it. For as much praise as I’ve heaped on it,
the dual nature of The Witcher 2’s story does fall down in a few places. I enjoyed completing two separate playthroughs,
but the lack of complete information in each could be frustrating. The differences between the two runs meant
I also wasn’t sure exactly what was going on with the characters I didn’t see. Did everything with Saskia’s poisoning and
Philippa’s imprisonment still playout in the same way during Roche’s playthrough? Did Geralt’s absence from Vergen change
things in other ways? It’s not clear which differences are the
result of Geralt’s actions, and which are just random differences. I’d like to understand exactly how I contributed
to the final outcome, but I don’t. It’s not fair to label either one of the
playthroughs is the main playthrough. Both sides have moments where situations feel
more or less natural depending on who you sided with. On balance, Roche’s route feels like it
might have been given a little bit of priority, but not always. If you’re with Iorveth, you stumble upon
a dead Nilfgaardian soldier who has a small statue on his person. Geralt picks it up and is later caught by
the Nilfgaardians who search him and discover the statue. Within that statue is another that resembles
Triss who has been shrunk due to artifact compression. This is how Geralt knows the Nilfgaardians
have Triss. On Roche’s side, you get the same information
from Roche who just tells you he saw the Nilfgaardians with a statue that looked like Triss. That’s it. And that doesn’t even really make sense
because the statue wouldn’t have looked like Triss because it was hidden inside another
statue. Conversely hunting down Letho makes much more
sense from Roche’s side because, well, you actually hunt him down and find out that he’s
going to Loc Muinne via a dying confession. On Iorveth’s side, you’re just casually
told he’ll be there. The mission to clear the mist also fits in
better on Roche’s side. Henselt is the attacking army. Of course he needs to clear the mist to attack
Vergen. On Iorveth’s side, you don’t need to get
all four items because Philippa already has two. This might be a concession to the additional
fetch quest you need to do here to cure Saskia. It might have been better to just remove the
need to clear the mist when in Vergen. After all, Iorveth, Saskia, and Co are the
defending side. They don’t plan to attack Henselt, so why
bother clearing the mist? On Roche’s side, Geralt needs to cross the
mist to get the dun banner and it’s an excuse to show you a tease of the city you’re missing. From Iorveth’s side, your excuse to cross
over is to get Henselt’s blood which is a weak excuse when you have another King close
by. The big battle in Vergen also feels weak from
Iorveth’s side. That said, I found Philippa more interesting
than Dethmold and finding out that Saskia is the dragon makes a huge difference. The biggest distinction is in Loc Muinne where
on Roche’s path you can freely explore the city but with Iorveth you’re a wanted man. Roche’s path also offers more opportunities
to get stuck into the political squabbling. With Iorveth, you spend a lot of time in the
sewers. There are also traces of late changes to the
script or ideas that got dropped. For example, there’s a scene where Triss
and Geralt fall into a bath after a fight with bandits. After the inevitable happens, you can wander
around the small room and find a wall that is clearly waiting to be broken down with
aard. Annoyingly, it’s one of those situations
where you can’t just use the sign as normal. You have to use the interact button for some
reason. When you do this, Geralt does indeed break
the wall, except we then skip straight to a conversation with Triss where the wall remains
in one piece. Roche then breaks it down from the other side. As you might remember from The Witcher 1,
a plague has spread across the Northern Kingdoms since the end of the war. This is mentioned again at the beginning of
The Witcher 2 and yet the plague is never mentioned again and I didn’t see any sign
of its presence this time. It definitely would have reached Flotsam and
Verden given how close they are to Vizema. It also looks like there was going to be a
rain mechanic which would affect the use of signs, but it only rains briefly and then
never again, so I guess this idea was largely dropped. With so many factions and important players
involved, it’s tricky to say what is an error or omission on CD Projekt Red’s part
or my own lack of understanding. For example, I was never entirely sure why
Sile De Tansarville was in Flotsam at the beginning. I doubted she was there to kill the Kayran
out of the goodness of her heart. Eventually, in the second playthrough, I discovered
that she needed ingredients from the dead kayran to create a potion which would cure
Henselt of his infertility which in turn I guess would help him secure his kingdom and
that then helps the realm. Sure is lucky that the rare monster turned
up at just the right time and in the same place as Geralt was hunting Letho. There are also some annoying moments where
puzzles or doors can only be opened in one particular playthrough with no way of knowing
that in advance. Take the puzzle on the roof on Philippa Eilheart’s
house. I know from the Iorveth playthrough that this
puzzle can be solved by rescuing Philippa, lighting a bunch of candles on the roof in
the correct order, and having her cast a spell. She ends up tricking you and escaping, but
you can still claim the dagger from the chest. The problem comes if you reach the roof during
Roche’s playthrough. You can still explore Philippa’s house and
find the solution to the puzzle, except you won’t be able to light the candles. The interact button doesn’t work, nor does
using regular igni. If you haven’t played Iorveth’s playthrough
yet, you’re left wondering whether you’re missing something you need for the puzzle
or even if it’s bugged. There’s a better built in solution for this. After lighting the candles, you need Philippa
to cast a spell. Why not just have Geralt light the candles
as normal and then comment that he needs Philippa herself to cast the spell? This way it would be a lot more obvious that
you can’t progress any further for the time being. There were also glowing rocks that I think
open a locked door but I never figured out what to do with them. Once you know that some puzzles can’t be
completed during your playthrough, there’s always that element of doubt in your mind
when you get stuck on another one. In the end, I got through the locked door
with a key during Iorveth’s playthrough. On a more minor note, the game occasionally
has trouble tracking all the possibilities during conversations, so for example, Geralt
acts like he doesn’t have the Dun Banner standard when he already does. At least these issues are understandable due
to the ambitious nature of the story. Other niggles are more frustrating, and are
probably the result of a rush to get the game finished. Take the persuasion options for example. Occasionally, during conversations, you are
given the choice to try and persuade someone round to your way of thinking. Typically, this means you get more information
if you succeed. The persuasion options include using the axii
sign, intimidating, or the vague persuade choice. The success or failure of these options may
seem random however there’s a hidden stat system whereby Geralt’s ability to do any
one of these options depends on how much he’s used it. If you always stick to the axii sign when
offered then it will gradually get stronger and more reliable, but beware because some
characters are immune to axii completely. Unfortunately, you aren’t given any way
to keep track of what you’ve used and how strong that ability is. It also doesn’t appear to relate to your
build, so you could have a pure sign build with maximum axii skill and still fail the
persuasion attempts. Weirdest of all, many times my persuasion
attempts would supposedly fail and yet it would look a lot like I’d succeeded. The screen would say fail but the NPC would
act like they’d been persuaded and spill their guts. I barely got into crafting at all beyond a
couple of swords. You need a diagram before you can craft new
gear. The diagrams sold by venders only offered
incremental improvements on what I had and they were a bit pricey. You can find diagrams in the wild as a reward
for exploring, but you can also find actual ready-made gear, and some of it is excellent. The Witcher 2 is by no means a loot based
game, but exploring every corner of dungeons and sewers does occasionally pay off with
new gear. By doing that, I rarely needed to craft anything. Of course, with crafting systems you never
know when you will need to craft something, like that special elven sword you can make
in Loc Muinne. So you’ll still collect resources just in
case. The problem here is that they weigh a fair
bit. I regularly had to go into my inventory and
dump three quarters of my iron, leather and cloth, because they took up a ridiculous amount
of Geralt’s carry capacity. I don’t understand the need for restrictions
like this. Yes, ore and leather are heavy, but we aren’t
talking about a realistic inventory system here anyway. I’ve talked about this before, so I don’t
want to belabor the point. It’s just annoying. The Witcher 2 looks and performs so much better
than the first game that it’s easy to overlook the issues when playing the games back to
back. That said, on my second playthrough the problems
started to shine through a lot clearer. Most of it is minor, nothing gamebreaking,
just in the category of minor annoyances that can build up. NPC movement, whether they are supposed to
be following you or leading the way, is incredibly janky. They get stuck in place quite a lot and have
that annoying habit of being a lot slower than you meaning following them involves a
lot of stop and start. The music still has a tendency to drown out
speeches, including a couple of important ones, and Geralt’s comments during combat
are often laughably out of place. For example, he’ll make comments like “how
many of you are there” during fights with possibly the only dragon in the world. Then there’s the rare moments during a couple
of boss fights where Geralt spits out a few lines that sound strangely not like Geralt,
as if they needed a few more lines at the last minute and got someone else to do them. I doubt that’s it; more likely they just
didn’t get the same post-processing treatment as other lines. The mini map breaks at times, so it shows
you as being in a completely different place to where you actually are. It also shows enemies as still being present
long after you’ve killed them. Oh, and this isn’t really a bug, but the
main map itself is terrible when outside of towns and cities. Paths are shown as open when they aren’t
and some points that you’d assume are inaccessible actually aren’t. I also noticed enemies disappearing out of
existence a few times, the stairs near the dragon fight at the end can be random instant
death zones if you accidentally clip into the wrong place, and if you get caught during
stealth sections, the enemies have no clue what to do. They stand around as if broken and only go
and attack you one at a time. They’ll even engage you in combat while
still quoting the same lines they use while looking for you. CD Projekt Red loves its mini-games. The fist fighting and dice return, plus there’s
arm wrestling now as well. It’s all bad and somehow CD Projekt Red
made the dice game worse than the last one even though it’s essentially the same game. There’s one small change in dice poker and
it’s a disaster; you now have to throw the dice yourself and there’s a risk that some
dice will bounce off the board. The chances of at least one die bouncing off
are about 100%. It’s insane. You’re encouraged to move the mouse before
throwing so that the dice don’t just fall flat except any movement at all sends them
straight off the board. Fist fighting returns except this time it’s
all done through slow and tedious quick time events. Occasionally things get really exciting and
you have to press two buttons one after the other. The button presses don’t correlate at all
to the type of move Geralt does, so pressing D on the keyboard doesn’t mean you attack
from the right. It’s just a QTE with no meaning behind any
of the button presses. Finally, there’s arm wrestling which works,
I guess. You move the mouse or analogue stick to stay
within a bar and win. You can probably lose as well, although I
doubt you’ll ever find out. Actually, that’s not quite true. There is a nigh on impossible to win fight
against a guy on drugs near the end, but once you convince him to lay off the steroids,
or take some yourself, he’s easily beaten. It’s a little odd though. Geralt gets on his high horse about this guy
being on drugs when Geralt is a mutant with a bunch of built in advantages for arm wrestling. I guess people know they are arm-wrestling
a witcher so it’s not as deceptive, but it felt incredibly hypocritical. The arm-wrestling is so easy it has the potential
to break the game’s economy. In chapter two of Roche’s playthrough, you
can wrestle the toughest guy in camp for 100 gold each time. You’ll win every time so the only limit
to how much money you can make is your own patience. This isn’t really a mini-game, but I might
as well point out that there are some stealth sections which are of about the same quality
as most stealth sections in non-stealth games. Let’s just leave it at that. By my usually cynical standards, I’ve been
quite positive about The Witcher 2 which reflects how much I enjoyed playing it. Twice. Despite that, it’s easy to see why it’s
not going to be to everyone’s taste. While the combat has improved a great deal
from the first game, it’s still not a system that’s inherently enjoyable on its own. It’s just easier to put up with. I’d also argue that you need to be more
invested in the world and major characters than is the case with most RPGs. For all its problems, the first game told
a fairly meaty story, with big cities and fairytale locations to explore, before a suitably
epic and drawn out finale. Most RPGs do this to some extent. It’s easier to motivate players to see a
game through to the end when the stakes are huge. To a neutral observer, the fate of the future
of mankind is more interesting than whether Geralt can find Letho and clear his name. The Witcher 2 forces players to get invested
in a couple of major characters and the politics of a world they may not know or understand. That isn’t easy, especially with those who
haven’t played the first game or read the books. Even as someone who has, it’s still tough
to care about all the political squabbling at times. I honestly can’t imagine what it was like
playing this game as your introduction to the world of the witcher. That so many people clearly enjoyed it regardless,
is a testament to CD Projekt Red’s strong writing. The nature of The Witcher 2 being the middle
game in a trilogy does make it a tough game to recommend even though I enjoyed it. I wouldn’t have liked it as much as I did
without having read the books, and I would have liked it even less if I hadn’t played
the first game. Basically, I’m telling you to devote 100
plus hours to the books and the first game and then play this one. Easier said than done, I know. With that said, I’ll wrap this video up. If you enjoyed the video, please consider
hitting like, subscribing, and letting me know what you thought in the comments and
in my discord server. I also have a patreon where you can sign up
for a dollar a month which gets your name in the credits and a patreon role in my discord
server. As for September videos, that’s a little
up in the air right now. I owe you all more Splinter Cell videos. I was hoping to squeeze them in alongside
other projects, but for a variety of reasons that hasn’t happened yet. I may take a month or two off the isometric
CRPG series. I’m in the mood for something a little different
and have a couple of ideas floating around that I’ll do instead just to keep things
fresh. And of course, a video on The Witcher 3 is
coming as well. I may do separate videos for the base game
and the DLCs because trying to do two playthroughs of the entire thing in one month may be too
much. Besides, the DLCs are long enough to justify
a video of their own. Okay, thanks for watching. Until next time. Cheers.