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The Witcher Enhanced Edition (Director's Cut) - Discussion Thread
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<blockquote data-quote="ALPHA17" data-source="post: 1777381" data-attributes="member: 33927"><p>@[USER=544]Ethan_Hunt[/USER] these are the main differences -- </p><ul> <li data-xf-list-type="ul"> <strong><u>CAMERA</u></strong>:<br /> This is a major change in part two, where the camera is a fixed over the shoulder 3[SUP]rd[/SUP] person view of the world, the original title had an isometric system with three different levels -- FAR, NEAR and OVER-THE SHOULDER. <br /> </li> <li data-xf-list-type="ul"> <strong><u>COMBAT</u></strong>:<br /> The combat is based on three stances OR postures, namely STRONG, FAST and CROWD CONTROL and their application depends on the enemies you face and their numbers. This applies to Silver Sword tree as well. Runes take a back seat because they were simply not as effective OR strong as they are in the sequel. Potions could be taken on the fly and you have a dedicated quick-potion key in-case you end up in a pickle. This is one place where I feel the game has retarded, also the potion limit was not fixed to any explicit number as long as you kept the <em>toxicity</em> low you could imbibe <em>x</em> number of potions. Another point toxicity did not fall unless you rested. <br /> <br /> In the sequel the action has been slanted towards a more visceral and taut depiction of melee-combat and the runes have become significantly more effective at the cost of a more rigid potion system. <br /> </li> <li data-xf-list-type="ul"> <strong><u>RESTING & MEDITATION</u></strong>:<br /> In the original you needed to be near a lit fireplace / hearth / camp-site to rest and heal, brew potions. Also you could only visit your skill tree to invest points then which were talent based not singular token based, there were 3 levels of talents -- BRONZE, SILVER and GOLD. At different positions in the game <em>x</em> number of talents were provided in pool to be distributed between three stances of fighting (different for STEEL and SILVER) + four different attributes of DEXTERITY, INTELLIGENCE, ENDURANCE, STRENGTH + five signs.<br /> <br /> There were certain potions that would grant you further extra talents and unlock certain <em>blocked</em> skills if imbibed at the appropriate times. <br /> </li> <li data-xf-list-type="ul"> <strong><u>DECISIONS</u></strong>: <br /> The overall decision and consequence system was more ambiguous and darker than the sequel but is broken if certain actions are not carried out at certain times in the game.<br /> <br /> Overall it is a tie because the production values are persistent and the side-quests in the second title are better tied into the events and bring out more about Geralt's character.<br /> </li> <li data-xf-list-type="ul"> <strong><u>MAP & JOURNAL (QUEST system)</u></strong>:<br /> The sequel and prequel share a very heavy and powerful Journal system that catalogues all The Witcher encounters as you traipse around masquerading as him in the world. Only difference is that unlike the prequel killing monsters does not reveal a whole lot about them you must read tomes on the subject to realize the same. <br /> <br /> Quests can be segregated on various terms, e.g., completition, level, chapter it was given, relevance. <br /> <br /> The Journal in the original offers a lot more detail on certain types of ingredients.</li> </ul><p></p><p>Finally to sum all this up, it is naïve to state that one game is better than the other duh.. duh.. duh. Both games complement each other well and you can clearly trace the advances and trade-off's that <strong>CD <em>PROJEKT</em> RED</strong> had to engage in to get the sequel to what it is. </p><p></p><p>Hope you enjoy the game and Safe Journey's Gwynbleidd.</p></blockquote><p></p>
[QUOTE="ALPHA17, post: 1777381, member: 33927"] @[USER=544]Ethan_Hunt[/USER] these are the main differences -- [LIST] [*] [B][U]CAMERA[/U][/B]: This is a major change in part two, where the camera is a fixed over the shoulder 3[SUP]rd[/SUP] person view of the world, the original title had an isometric system with three different levels -- FAR, NEAR and OVER-THE SHOULDER. [*] [B][U]COMBAT[/U][/B]: The combat is based on three stances OR postures, namely STRONG, FAST and CROWD CONTROL and their application depends on the enemies you face and their numbers. This applies to Silver Sword tree as well. Runes take a back seat because they were simply not as effective OR strong as they are in the sequel. Potions could be taken on the fly and you have a dedicated quick-potion key in-case you end up in a pickle. This is one place where I feel the game has retarded, also the potion limit was not fixed to any explicit number as long as you kept the [I]toxicity[/I] low you could imbibe [I]x[/I] number of potions. Another point toxicity did not fall unless you rested. In the sequel the action has been slanted towards a more visceral and taut depiction of melee-combat and the runes have become significantly more effective at the cost of a more rigid potion system. [*] [B][U]RESTING & MEDITATION[/U][/B]: In the original you needed to be near a lit fireplace / hearth / camp-site to rest and heal, brew potions. Also you could only visit your skill tree to invest points then which were talent based not singular token based, there were 3 levels of talents -- BRONZE, SILVER and GOLD. At different positions in the game [I]x[/I] number of talents were provided in pool to be distributed between three stances of fighting (different for STEEL and SILVER) + four different attributes of DEXTERITY, INTELLIGENCE, ENDURANCE, STRENGTH + five signs. There were certain potions that would grant you further extra talents and unlock certain [I]blocked[/I] skills if imbibed at the appropriate times. [*] [B][U]DECISIONS[/U][/B]: The overall decision and consequence system was more ambiguous and darker than the sequel but is broken if certain actions are not carried out at certain times in the game. Overall it is a tie because the production values are persistent and the side-quests in the second title are better tied into the events and bring out more about Geralt's character. [*] [B][U]MAP & JOURNAL (QUEST system)[/U][/B]: The sequel and prequel share a very heavy and powerful Journal system that catalogues all The Witcher encounters as you traipse around masquerading as him in the world. Only difference is that unlike the prequel killing monsters does not reveal a whole lot about them you must read tomes on the subject to realize the same. Quests can be segregated on various terms, e.g., completition, level, chapter it was given, relevance. The Journal in the original offers a lot more detail on certain types of ingredients.[/LIST] Finally to sum all this up, it is naïve to state that one game is better than the other duh.. duh.. duh. Both games complement each other well and you can clearly trace the advances and trade-off's that [B]CD [I]PROJEKT[/I] RED[/B] had to engage in to get the sequel to what it is. Hope you enjoy the game and Safe Journey's Gwynbleidd. [/QUOTE]
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