Real Isometric, is not what we usuall have in games these days... The devs for Witcher described it as Isometric. When someone says they want and Isometric Fallout (for example), its almost assured that they mean a 3D game that presents you with a classic isometric view, but rotatable with pan & zoom. *Like Dawn of War, and the Witcher.
I remember when Warcraft decided to go 3D with W3. I was happy because I got to see the action as I wanted. The outcome was a very limited pan & zoom. Generals was well done on the other hand. For the Witcher, I just don't understand it. Arkham Asylum style action TPS camera or a dynamic cinematic camera would work. Isometric and 3D doesn't work in an RPG game of that kind. It is an idea I'm having hard time to grasp. If it was a brainless action game, maybe...
Well.... I can see sixism being a limitation of the times (and even of the game setting). Games these days are still Hack-n-Slash and are built with a "graphics are everything" mentality; but seeing as the first first person game that I saw was in the early 80s, and that Turn based video games came about long after realtime games :shrug: I look upon them as more an evolution than a limitation. Even today Fallout 3 can't have large scale combat, but in Fallout 2, you could be outnumbered by Enclave 6 to 1; and I recall playing fights in D&D cRPGs outnumbered 9 to 1. (Meaning 18 to 2, and 27 to 3 ~as these games often supported more than just one PC ~in addition to the NPC's; That's a sad limitation of the recent games that they cannot match this.
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I didn't mean sixism as a limitation. Sorry for confusion. I'm just saying those things has nothing to do with what defines an RPG. I am not against them individually. I just hate them to come in one package.
http://paizo.com/image/product/magazine_issue/dragon/326/cover_500.jpg
This is still what I consider art. I admit it is kitsch but so what? sixism as a theme can be used just fine too.
For the outnumbering, it is kind of an AI and performance problem. It will get better.
As for dice & text :shrug: ... Technology limits prevent consumer games from synthesizing acceptable voices, and without them, PC & Consoles cannot match the freedom and diversity ~and detail, afforded by using text... And when it happens that computer apps (on the consumer level) can produced "sculptured" voices that match a human performer ~they will still be using text to direct it.
*Of Dice: No RPG should be made without them, and without strong influence from them.
As I said, I am not against them individually. And I meant the real "dices" and showing them openly. I love random numbers and skill checks in my games. But I want them to be a little complex, not 6-12 sided table-top versions, and expect them eventually reaching simulation state. Also seeing them openly is like seeing someone's intestines, video games as being run on computing machines, should avoid this. If text moved to voice acting, that means we are at an acceptable level. It will get better from now on.
I misread you and thought your your review was 75 minutes, but it seems that you only played Witcher for an hour?
Witcher is a complex game with a slow-start tutorial ~the game doesn't really start until after you leave the castle.
My gameplay problems seem to be addressed in Witcher 2. So I guess, they listen. I would like to give it a second chance with some mods, but it has a technical problem which is not patched, as a 16:10 monitor user, the game suffers from graphical glitches. Here is a 23 page thread in their official forums:
http://tw1.thewitcher.com/forum/index.php?topic=2867.0
No patch whatsoever. That's a big :thumbsdown: on their part.