Early in
The Witcher you'll approach a torchlit crossroads and a group of men crowding and threatening to rape a young woman. If you choose to save her, then escort her to her grandmother's house, she invites you to meet her at the local mill at sunset "and bring a bottle of wine." Arrive on time with the proper libation and proper social graces and you'll trigger one of the game's naughtier bits, which, while scenically PG-13, makes no attempt to pretend that what you're seeing isn't sex. Say something vulgar, on the other hand (and most of the time you can), and you'll get the boot. None of which would be notable in a book or a film, of course, but in a game, this episode (and many more like it) stands out contrasted with a history of nonsensically violent but more or less sexually sanitary experiences.
The tenability of easy dichotomies like "good" and "evil" is itself at issue in
The Witcher, and nothing is as it seems in Polish developer CD Projekt's inspired translation of Sapkowski's beautifully turbulent, oftentimes amoral universe. Friends can be (and probably are) backstabbing cult members. Guards and thugs alike turns out to be aggressive sexual predators (sex as a theme in general is something the game embraces, instead of prudishly whitewashing this most elemental of biological imperatives). Witches sell poisonous suicide solutions and craft voodoo dolls to compel siblings to kill each other. Barmaids and plenty more besides will sleep with you for booze, money, gifts, and occasionally just temporary infatuation. Pious religious fanatics turn out to be repugnant misogynists. Mages who can't control their powers become half-insane, slobbering oracles. And for all the wonderfully "un-Tolkien-y" alghouls and echinops and graveirs and bloedzuigers you'll grapple with, the most hideous monsters in the game aren't the ones with six or a dozen consonants crowding a single vowel, but other humans, like you.
I could go on about the combo-driven combat, arguably the best, most graceful, most visually and mechanically satisfying ever in a real-time action role-playing game. I could talk about the lovely technical enhancements to BioWare's Aurora game engine that ably translate game artist
Damian Bajowski's stunning concept work into three glorious stand-and-stare dimensions. I'd love to write several pages alone on all the clever to-dos, like one where you have to scrimmage with a killer plant ... after drinking yourself three sloppy sheets to the wind. Or another, where you have to pursue a criminal investigation, complete with interrogations, bribes, cemetery spelunking, illicit autopsies and other bits of skullduggery.
The only thing worth grousing about at all is the game's roughness. Load times are pretty steep for all the in-and-out you'll do going door to door and area to area. Sometimes the game's nonlinearity works against it by screwing up sequencing such that you'll get a quest to do X from someone, then trigger event Y without so much as vacating the premises because you already did X. Other times it's just the way events unfold. The first major battle occurs after a cutscene but doesn't let you save, forcing you to walk through a bunch of dialogue and load screens every single time you die, which, given that particular battle's difficulty, is pretty sloppy.
That said, I'd probably play
The Witcher with twice as many glitches. It's that unmissable.
Give yourself an hour or so to acclimate to the combat system. My experience playing a preview build had me down on the combat in the prologue because I was trying to play it like a standard "click-click-click" action hack-o-matic, and it's not. Matt