The Witcher 3: The Good, the Bad, and the Ugly (part 2)

Creating a game with a huge open world like The Witcher leaves a lot of room for error. When the world is so big, the systems are numerous and complex, and there is so much to do and see, it’s not easy to capture every issue in QA nor please everyone with the decisions made. Unsurprisingly, there are a lot of issues.

The Bad

Saves

Let’s start with the big one. I’m playing on XBox One and there’s an issue where the game will just stop saving your progress. Autosave won’t trigger, trying to manually save will return a message saying you can’t save at this time. If you die during this time, the game hangs indefinitely on the load screen. I’ve run into this 3 times and each time ended up losing a couple hours of gameplay. The cause seems to be allowing your game to get suspended, either by leaving it running with no activity or using another game/application without quitting the game. A hard reset is required to fix it. Now that I know the cause I can avoid it, and the developers have said they’re working on a patch, but still – this is really bad.

Accessibility

There are a number of easily fixable accessibility issues. For such a big world, a lot of things are really small.  The font size for text is tiny. It’s likely okay on PC, but as someone who plays on console and sitting 8 feet away from the TV, I really have to strain to read things. The subtitles for speech aren’t so bad, but it’s very difficult to read anything in the menus. Thankfully, this is something that will be patched soon. There’s also a bit of an issue with the symbols on the map. Areas you haven’t completed are indicated by a white symbol, while places you’ve finished are indicated by a slightly darker kind of grey, but really still looks white, because it’s so small symbol.

The Witcher 3 - map

I’m also a bit annoyed that the zone maps are so large that there are (many) times when you can’t zoom out far enough to see both your current location and your objective at the same time. The above image shows the zone map fully zoomed out, and it only shows about a quarter of the zone. Plus, if you zoom out any further, you end up on the world map and annoyingly have to reselect the zone to go back.

Combat

Combat is clunky. I know this isn’t necessarily an opinion shared by all, but I find the animations for each sword swing overly long and you need to wait until they’re completed before you can do anything else. This results in me furiously spamming my Sign button as I’m fighting, trying to finish off a sword strike with some fire to the face, and the game just not responding. It gets worse when you fight multiple enemies as they often come up and hit from behind while you’re still finishing your swing on another opponent and there’s nothing you can do about it. When things are going smoothly it’s not so noticeable but when you’re surrounded or against a tougher enemy, it seems like there’s a frustrating delay between each action.

One thing they did in this game is have Geralt automatically draw the correct sword for the opponent he’s fighting, which is great. When it works. About 5% of the time I find Geralt won’t draw any sword (especially if combat starts after a cutscene) and he’ll just start punching things. The clunky combat is really noticeable here, as if you instinctively do an attack when combat starts, you need to wait for the animation to complete before the game will respond to your command to draw a sword.

UI

The Witcher 3 - inventory screen

Most games, but huge open world RPGs in particular, really need better UI design. The Witcher 3 is no exception. Let’s start with the inventory screen. What a mess. First, there are just way too many items. I just counted and I have 183 items in my Alchemy and Crafting tab. There’s no custom sorting. There’s no search. It’s just a page full of stuff I know very little about.The huge amount of items in The Witcher doesn’t benefit the game in any way. I don’t need to pick up broken rakes or empty vials to be immersed in the world, they really just add clutter. Likewise, it would be easy enough to have fewer herbs and magical ingredients and just use the remaining in more recipes. At the moment I have 16 green mutagens in my inventory. Why? And why aren’t they all at least grouped together in my inventory? Do we really need both leather scraps and leather straps? You can craft or disassemble one into the other, so it makes me question why the need for that extra step.

When it comes to vendors one of my biggest complaints, that I’ve have for the whole series, is that the game gives you no indication if you already have a recipe or a book when you see it for sale. Reading books will often add entries to your bestiary or markers to the map, but only the first time you read it. Since there are dozens (maybe hundreds) of books in the game, it’s hard to keep track of what you’ve already read and what is worth buying. I probably waste a lot of money because of this.

A few other things

It’s nice to have an equine companion in game, but Roach sure is fussy. He listens to your commands when he feels like it, but bridges or changes in terrain will often make him come to a standstill. Also, Geralt’s verbal commands (slower, faster) often don’t even remotely correspond to my inputs.

Repairs. What a chore and a gold sink, especially at the start of the game when gold is hard to come by. Give me convenience over realism any day.

The Witcher 3 - lighting candles

And then there are the candles. So many candles and you can light, or extinguish, all of them! Sometimes the candles are right beside an object you’d like to pick up, or a person you’d like to talk to. It’s no fun having to re-position your camera until you can finally interact with the right thing, rather than playing with a stupid candle over and over again. In the above picture, the candle is laying across a book. Why would I want to light that?! Unless there’s a ‘burn the house down’ objective, don’t let me interact with this. This is going to be patched soon – “Geralt will not longer interact with candles near chests and other interactive elements.” Really, I don’t see a need to be able to interact with candles at all. Light a brazier or torch in a dark dungeon – sure. Candles in houses? No thanks.


Most of these issues aren’t huge, but put together they result in a lot of frustration. Hopefully upcoming patches will resolve a few of these but I have to say, when I buy a game on release day I expect a finished product.

All is not lost, next time I’ll talk about all the things I love about The Witcher 3.

2 responses to “The Witcher 3: The Good, the Bad, and the Ugly (part 2)

  1. Juan Hernandez

    I agree with almost all of this. They did choose some weird silly design choices for some of their systems and what not. What helps me in the maps is to click the left joystick. Clicking it alternates to where you are and your current objective. It is really helpful, when you want to go through the map quickly. As for combat it does have some of it’s issues, but I have found that treating combat more like a dance than a hack and slash helps a lot. Also look into the bestiary for the weakness of creatures, it does help a lot. One that helps with combat it coming to remember just how long an animation takes so you can make sure you hit at the right moment. I usually find that dodging or parrying successfully sometimes has Geralt react with a quicker attack. However sometimes he pushes the enemy so far away that his sword does not reach.

    As for repairs, it was an inconvenience for me at first, but after a while I got used to it. Might I suggest that you buy a couple of repair kits every time you visit a blacksmith. I usually hover around 7000 gold and have about 10-15 repair kits for armor. Those repair kits usually do take out the drudgery of having to go back and repair.

    Well written critique, as was the other one you did, keep it up

    • I do like that you can use left stick to swap between focusing on your current location and your objective (though I didn’t realize this until a ways in, because I couldn’t read the small text on the map), it’s still sometimes a bit difficult to orient where you are in relation to the objective though. I forgot the mention the bit about pushing the enemy so far away that your next swing misses, that’s irritating as well. I could do with some more patience in combat.