The Witcher

So I bought the GOG.com version of the Witcher 1. I can't seem to get it to start.

I'm using Windows 64-bit, and my computer exceeds the recommended requirements by far. The Witcher simply won't start up, and there are no error messages.

Now, here's what I've done so far:

1. I did Regedit changes so that it would run in windowed mode. Also tried running it in 640x480 resolution, which at the very least gave me a black screen before crashing to desktop.
2. Tried running it as an administrator (and I'm on my admin account)
3. Tried running it under Windows XP Compatibility.
4. I don't have multiple GPUs, so no SLI or Crossfire for me.
5. Installed an older version of DirectX that worked with the game when I had Windows XP.
6. It was working once before,then it stopped working (aka: Stopped starting up) after (I think) Steam installed some version of DirectX that conflicted with the game. So I uninstalled and reinstalled the Witcher, and it was working fine. Now, when I try playing it again, IT DOESN'T START UP.

Am I going to have to uninstall and reinstall the game everytime I want to play?
 
Do you have a headset with some kind of surround-sound support/emulation? I had a very weird issue with The Witcher always crashing on startup when my headset (Logitech G35) was plugged in, but starting the game without the headset plugged in worked perfectly fine, and plugging it in AFTER starting the game caused no trouble.
 
So I bought the GOG.com version of the Witcher 1. I can't seem to get it to start.

I'm using Windows 64-bit, and my computer exceeds the recommended requirements by far. The Witcher simply won't start up, and there are no error messages.

Now, here's what I've done so far:

1. I did Regedit changes so that it would run in windowed mode. Also tried running it in 640x480 resolution, which at the very least gave me a black screen before crashing to desktop.
2. Tried running it as an administrator (and I'm on my admin account)
3. Tried running it under Windows XP Compatibility.
4. I don't have multiple GPUs, so no SLI or Crossfire for me.
5. Installed an older version of DirectX that worked with the game when I had Windows XP.
6. It was working once before,then it stopped working (aka: Stopped starting up) after (I think) Steam installed some version of DirectX that conflicted with the game. So I uninstalled and reinstalled the Witcher, and it was working fine. Now, when I try playing it again, IT DOESN'T START UP.

Am I going to have to uninstall and reinstall the game everytime I want to play?

lol, that would be a pain. Are you using windows 7? I had trouble getting it to run on my computer. I did find a fix over the internet. I had to do some google searches. I downloaded something I believe to get it to run, but I can't remember. I do remember it was important to run as administrator though. Sorry I can't be of more help. But keep in mind there is a fix. I'm not sure about windowed mode though, I would never play a game like that.
 
The Witcher 2 definitely does have some console-y elements to the UI. Check the mediatation menu. Both the basic menus and the talent spending interface are set up with 4 options in an up-down-left-right configuration, perfect for the d-pad on a controller. Also check out the interface you use to change signs and equip bombs and such. Looks pretty ideal for thumbstick control. Also, how about the fact that when betting money or buying/selling more than one of an item, you have to use the mouse to move the slider up and down instead of simply typing in the amount. I liked the game, don't get me wrong, but trying to argue that the game wasn't at LEAST partially designed to be ported to consoles later is patently absurd, there are several areas where it very clearly is.
 
The Witcher 2 definitely does have some console-y elements to the UI. Check the mediatation menu. Both the basic menus and the talent spending interface are set up with 4 options in an up-down-left-right configuration, perfect for the d-pad on a controller. Also check out the interface you use to change signs and equip bombs and such. Looks pretty ideal for thumbstick control.
And so what if they do? Controllers do work with the game, yes, but they haven't taken anything away and it all works quite well with a mouse. The only complex menu is the inventory.

Also, how about the fact that when betting money or buying/selling more than one of an item, you have to use the mouse to move the slider up and down instead of simply typing in the amount.
Or you can click the arrows. I don't recall typing in an amount in the first game either.

I liked the game, don't get me wrong, but trying to argue that the game wasn't at LEAST partially designed to be ported to consoles later is patently absurd, there are several areas where it very clearly is.
It is controller friendly, the devs haven't made it a secret that they are going to port it to the PS3 and 360 later and so what? None of these takes away anything in the game or make it harder (sure typing in the betting amount would be nice but is not necessary). This isn't a problem.
 
I never said it made the game worse. It does make controlling the game less intuitive, but overall the UI issues are minor, they aren't the main reason that the first game was better for me.
 
"Less intuitive" would be worse, but its not something I encountered in any of the controller friendly menus. EDIT: But yeah I didn't really notice or think about the menus being controller friendly as I was playing the game, since they are also keyboard/mouse friendly.
 
What the heck is consoley abotu the interface? The inventory in particular is definately not controller friendly.
This is a joke, right ?
The entire TW2 interface is downright built for console, a PITA to use and doesn't use at all the advantage of mouse+kb.

It's entirely made to be used for a joypad, from selection in the game world (based on approximate facing rather than pin-point aiming), menus (based on "up, down, right, left, select" rather than displaying full inventory for pick and drag), input (the number of command is built with a reduced number of shortcut in mind), options (barebone options, if you want to tweak the game you've to edit the gamefile, just like Crysis 2, by default the Y axis is not inverted and there wasn't even an option to invert it before the patch, hinting at gamepad design), design (big ugly monochromous flashy icons, menu-like navigation), etc.

If you can't see the five-meters tall letter flashing DESIGNED FOR CONSOLE, you need to change your eyes.
 
This is a joke, right ?
NO U!

The entire TW2 interface is downright built for console, a PITA to use and doesn't use at all the advantage of mouse+kb.

It's entirely made to be used for a joypad
I am aware it is friendly to a controller (something I hadn't really thought about while playing the game because it works fine with my mouse and I didn't know or care it could be played with a gamepad until I was almost finished. Also the game is too much fun :D) and that the devs are porting it to the consoles later. However, it works perfectly fine with a keyboard/mouse, I don't know what your problem is.

from selection in the game world (based on approximate facing rather than pin-point aiming)
Its a 3rd person RPG that doesn't involve guns, it doesn't need pin-point accuracy. Although it does tend to not detect it when you're standing too close (like on) it, which hopefully will get fixed. However, besides that it works pretty well.

menus (based on "up, down, right, left, select" rather than displaying full inventory for pick and drag)
The inventory screen looks equally unfriendly to both k/m and gamepads and needs work. I had no problems with the other menus.

input (the number of command is built with a reduced number of shortcut in mind),
So? This is an RPG not a flightsim.

options (barebone options, if you want to tweak the game you've to edit the gamefile, just like Crysis 2,
The only annoying thing about the options is that you have to access the majority from the auto-run launcher thing, and graphically they seemed more or less on par with the options for other games. I don't know of many games that let you customize every possible tweak in the menus.

by default the Y axis is not inverted and there wasn't even an option to invert it before the patch, hinting at gamepad design),
This may surprise you, but many people don't care about inverting their mouse direction and that is an option on many console games.

If you can't see the five-meters tall letter flashing DESIGNED FOR CONSOLE, you need to change your eyes.
If you didn't see the last several posts where Wolfbeckett pointed out some good points that I wasn't thinking about before maybe you're the one who needs to change your eyes. And yeah it is designed for console, after the PC. And there is nothing wrong with that because there wasn't really anything that got hurt from that process for the PC. Except maybe the inventory but that could have been a bad decision for another reason, we don't know.
 
Okay, got the Witcher 2 running, but I will have to read the manual. The controls are completely different than the first game to my dismay. But I do have a question:

Is there any way to point and click to move like the Witcher 1? I found that was often the easiest way to move. Especially when moving long distances (since there is no auto-run) so you don't cramp up your fingers and aggravate my carpal tunnel problems. Right now the movement seems horrible. I'm hoping I can change this somehow. but it won't let me change the controller (the only option is keyboard). This is not a good sign for this game so far.

Is there any way to highlight objects I can open (like chests etc) or items I can pick up? I haven't done much yet, I'm still in the tent you start out at. Also how do I select a character to talk to?

Yes I know, I'll read the manual. There is a reason I downloaded it. The tutorial so far hasn't been very useful. I think I prefer the controls in The witcher 1 so far.
 
Is there any way to point and click to move like the Witcher 1? I found that was often the easiest way to move.
Unfortunately no :(

Right now the movement seems horrible. I'm hoping I can change this somehow. but it won't let me change the controller (the only option is keyboard). This is not a good sign for this game so far.
Worked fine for me.

Is there any way to highlight objects I can open (like chests etc) or items I can pick up? I haven't done much yet, I'm still in the tent you start out at. Also how do I select a character to talk to?
Press Z, your medallion can detect that stuff.

Yes I know, I'll read the manual. There is a reason I downloaded it. The tutorial so far hasn't been very useful. I think I prefer the controls in The witcher 1 so far.
Yeah there really isn't much of a tutorial which is the games biggest flaw. The controls were fine for me but that can be somewhat subjective for different people.
 
So, I'm a fair way into act 1 now. In many ways, this game is utterly amazing. The storytelling and dialogue have been top-notch, and already it's clear that decisions really matter - and a feeling of "there's more to everything that what you might see". Very cool. The graphics are jawdropping, not just from the fancy engine (though there is that) but mostly from the incredible attention to detail in everything. The world is full and real and engaging. The characters so far are great (well, except Dandelion). The prologue did cinematic grand battle better than any first/third person game I've ever seen (and sure puts Bethesda's weak attempts to shame).

BUT it feels like it hasn't been playtested at all.

It's clear from the start that it isn't a hand-holding sort of game BUT it takes that waaaaaaaaaaaaaaaaaaaaaaay too far. The UI is utterly abysmal. The basic tutorial stuff of how to actually do stuff is a whole heap of tiny text that flashes on screen for about half a second. What are the fighting controls? Don't know, it all went too fast, and I was too busy getting slaughtered in half a second in the FIRST FIGHT IN THE GAME. Oh I can block, that's nice to know after I'm dead, what about the rest? No idea, there's no obvious help menu, there's no list of keybindings in the controls menu which might tell me how to get to anything. I had to quit the game to find the manual to get past the very first fight. Did you know there's some perfunctory tutorial text stuffed in the journal when you press the "j" key? I didn't until I mashed the keyboard at random trying to figure out how to drink a potion. In fact I strongly suggest buying the boxed version just so you have the manual because the game doesn't explain ANYTHING (and I played Witcher 1, I can only imagine how newcomers feel). Even then, I had to google to figure out what the deal is with mutagens and armour enhancements etc. Also did you know that a critically-important bit of stuff is hidden in a chest at the start of act 1 at a point when you're supposed to be hurriedly following someone? No, me either!

The UI follies go way beyond that too. The alchemy screen is, if anything, even worse than the first game (though at least the "alcohol base" thing is gone); information boxes about stuff are so small you have to wait for three lines of text to slowly scroll up; the meditation system is slow and cumbersome; changing the active sign is clunky; "attack" and "use" are the same key; awful save system and bad autosave timing; the map is useless and the minimap rotates and has no north marker; the difficulty of armwrestling is heavily reliant on framerate; picking up ingredients/loot is made as tedious as possible, with no "autoharvest" or even "take all" key; half the game's options are only available in the launcher, requiring you to quit the game; in-game references to go "visit gog.com for your quest reward", etc.

And beyond that, the game so far is BRUTALLY hard. That's fine, refreshing in fact, BUT... the first fight in the game is you getting mobbed by three guys. The second is you getting mobbed by seven guys, then a quicktime event, then another wave of about five guys, then another wave of guys. The SECOND FIGHT. I died at least ten times in those fights alone, and probably about fifty times total in the tutorial/prologue, on normal difficulty. Fine, I didn't know the flow of combat, I didn't know about potions or how to choose signs (I still don't really know - there's no information in the journal about three of my five magic signs), but it's the tutorial, isn't that the time when I get to figure that out somewhat gently? From what I've read elsewhere, the tutorial is actually the hardest part of the game (it's certainly getting somewhat easier now in act 1). Yeah.

And I agree 100% with Rock Paper Shotgun on the combat system (and most everything else, it's a spot-on review):

Normal is much better, as you have to think, move, parry, and use magic in a timely fashion to win. This is a real challenge, however, and often just too hard. Frustratingly, Geralt is slightly too slow for this to really be a fluid experience. You will find yourself hammering keys while waiting for animations to play out. Although the system is extremely elegant, and soon mastered, your own skills then become limited by this mechanical system. You want Geralt to get up faster, to cast the spell when you demand it, and so on. He’s simply not agile enough to make for a truly satisfying combat experience. It’s very close to being dynamic, and the wandering cursor which hops from enemy to enemy (but can be locked by holding down Alt) sends you leaping about and means it occasionally feels very alive. But only occasionally. You can see exactly what CDP were trying to do, but actually just the wrong side of being frustrating. This is probably the biggest problem The Witcher 2 faces.

The combat is so close to being great in an Arkham Asylum kind of way - a skilful dance of timing and ability use that makes you feel impossibly badarse when you beat a bunch of guys - but it just isn't quite there. So it ends up being mostly just lots of rolling and running around in circles, which just feels like the wrong kind of hard, and makes even the toughest victories feel kind of cheap. And if you get hit once, it's almost all over because you can't react with your pain animation and so just get hit over and over by all and sundry because you can't roll away. I dunno, I realise I'm no master and maybe it'll all click soon, but it just feels clunky at the moment. A bit more response speed and less/no vigor drain for parrying would probably make it fantastic.

Ugh, I'm ranting like crazy and I've made it sound like I hate this game, when nothing could be further from the truth. It's amazing and I'm having a blast, but it desperately needed some playtesting and balancing and it's going to scare a lot of people off - which is a shame.
 
You pretty much covered the real problems. However, the rest of the game certainly makes up for it. I still feel like I just finished reading an excellent and engaging novel and the screenshots do NOT do justice to the game's beauty.
 
You pretty much covered the real problems. However, the rest of the game certainly makes up for it. I still feel like I just finished reading an excellent and engaging novel and the screenshots do NOT do justice to the game's beauty.

Oh most definitely. All its issues aside, I think a lot of love went into this game, and it shows.

With regard to a couple of issues I mentioned above, it seems there's already mods springing up! Here's a list, these ones are great:

Makes tooltips boxes larger and makes the text in them scroll faster
Adds a north marker to the minimap
Gets rid of all the annoying intro screens
Better Combat - blocking uses less vigor and riposte becomes better, quen is toned down a bit, plus other things

I've given Better Combat a brief try, and just the change to vigor use for blocking makes a significant improvement. Think I'll take riposte as my next skill.
 
played a little more around with it last night. the movement actually seems better (had to turn mouse sensitivity down though), but highlighting objects and people is a PITA. There must be an easier way to do this. I also have trouble seeing people's names when they are highlighted (with the talk icon). And herbs are hard to spot too unless you happen to aim for them. I have yet to do any combat yet. I'm scared to. :). I may end up dropping this down to easy, then back up to normal later. But so far I've just been exploring the camp.

My power has been out for 12 hours today, which sucks as I finally have a day off to play the game.
 
I always have to turn down mouse sensitivity in my games :/ Quite often WAY down.

If you're worried about missing herbs press Z every now and then and it highlights then, however I wouldn't worry too much about missing any as I rarely ran out and usually only of the blue coloured ingredient whatever its called.
 
yeah I was wondering what z did, I'll have to mess around with that. it seemed to shoot some kind of flame around my character. Can you change what your medallion does like in TW1?

Anyone know what Difficult QTES does in the options menu?

I tried arm wrestling, got my ass beat. The quick tip right before it started was completely useless. I read something about yellow, and by that time, I was getting my ass handed to me already.
 
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