The scene with Radeka the Witch is horribly badly written (SPOILERS if you haven't been in that encouter)
First off, she is described in ways that put emphasis on her supposed seductiveness and attractiveness, despise the fact you find her surrounded by butchered corpses and reeking of rot herself. It almost feels like a necrophilia fetish. I suppose the writer of that scene wanted to go for edgy psychosexual horror, but IMO it's a ridiculous failure.
Then there is the kiss scene. I'm not 100% sure, but I think the player is not presented with any option to resist or evade being kissed. Despite the fact the scene is physically presented as the characters standing on opposing ends of a canyon! Also, the PC can only passively accept or reciprocate the kiss to some degree, despite the circumstances described above. So now the writers chose to take away the agency of the player in their attempt to create an erotic horror scene.
In the end, your own PC is presented to you as easy to manipulate. Plus, you start the fight with an unfair debuff (Diseased), which is applied by taking away your agency in the conversation. Overall, for a game that puts so much weight on player freedom & choices, the Radeka encounter is a total failure.
First post in like a year only to expose yourself as a retard. Actually kind of based, ngl.
Anyway: Cope. Touch grass. Read Hemingway. Tolstoy. Dostoevsky. Eliot. Kafka. Alighieri. Shakespeare. Have sex every now and then. Learn about narrative devices and styles of writing. No, Jordan Peterson's 12 Rules for Life is not going to make you stop being a tasteless incel. Pussy. Neckbeard. Basement-dwelling goblin.
"First off, she is described in ways that put emphasis on her supposed seductiveness and attractiveness, despise the fact you find her surrounded by butchered corpses and reeking of rot herself."
Besides the fact that this QUITE LITERALLY doesn't happen unless you choose to engage with her in a seductory fashion (taking her hand), this oxymoron works, as it engages the player's mind in a very simple, easy-to-understand way, and is pretty much the first thing you're told by the narrator. Only after you take her hand (a choice you can fucking make) will the narrator note her attractiveness and even then will only touch on how her garments touch her skin. The option of engaging with a person romantically within this context is wrong. Everything you know about Radeka up until that point is telling you that this is wrong (even if you are unable to take into account these simple visual cues, Slane spells out for you that she is pretty much evil). And yet you still have the agency to do whatever the fuck you want. It practically introduces a meta layer over the scene and gives you, the player, the agency over following your instincts or following your curiosity by doing the thing that is clearly wrong within the given context.
"It almost feels like a necrophilia fetish. I suppose the writer of that scene wanted to go for edgy psychosexual horror, but IMO it's a ridiculous failure."
The writer establishes the scene and conveys the atmosphere. You've given clues about her personality with descriptions of her mannerisms. You're then provided with the choice. Your choice leads into establishing the outcome of the interaction, her initial personality and ultimately her true image and the true purpose of the cave you just visited. How this will make you feel it is up to you.
But no matter whatever the fuck you make of that whole interaction, it never implies any sort of necrophilia. Psychosexual horror? Stop projecting, you insecure double-chined toad. The game baited you for being a coomer (or a white knight), get over it. The scene is gory, but it's hardly horror. It's clearly over-the-top both in terms of dialogue delivery and context surrounding it. The writer is having a laugh at your expense for thinking that you could put your hand into a hornet's nest and not get punished for it.
"Then there is the kiss scene. I'm not 100% sure, but I think the player is not presented with any option to resist or evade being kissed."
God forbid the game could ever punish you for making a dumb choice. On a rare occasion, an RPG game nudged you in a wrong direction by having a dialogue option that heavily contrasted other options, you went for it, and got punished both in terms of your character being caught off-guard and appearing weak and being handicapped in combat shortly after.
"Despite the fact the scene is physically presented as the characters standing on opposing ends of a canyon!"
The option that you selected said "take her hand". Within the context of the scene, you baboon, you were right next to her. Cope and dillate. Also, for the love of Allah and all the virgins in the Paradise, just accept that this is a AA indie game and that these decisions likely were made consciously on developer's side. If they did the other way around, you'd now be complaining that your character ran to her, talked with her, and thus abandoned a strategic position that got you killed, even though you wanted to talk to her from afar, because you're a contrarian cunt.
"Also, the PC can only passively accept or reciprocate the kiss to some degree, despite the circumstances described above. So now the writers chose to take away the agency of the player in their attempt to create an erotic horror scene."
You were given agency. But once you made the "wrong" choice, the game simply took advantage of the situation and didn't let you escape it. Imagine being so spoilt that you expect every dialog option to do exactly what you want, without drawbacks or twists. I bet if you were playing a necromancer, and had this exact same option in a random dialogue, you would expect it to go through without any drawbacks, just because it's your character and not an NPC doing it.
"In the end, your own PC is presented to you as easy to manipulate."
You are easy to manipulate. In real life, you're probably the nice guy who would give everything for a crumb of pussy, so I'm sure whenever a woman speaks to you and is nice to you just because she is your co-worker, you think she's suddenly in love with you.
"Plus, you start the fight with an unfair debuff (Diseased), which is applied by taking away your agency in the conversation.
A dubious dialogue choice providing you with a debuff outside of dialogue itself is good design. Your action had consequences, and your game was made more challenging as a result, which also isn't a bad thing, in within itself, unless you're max soy trashlord.
"Overall, for a game that puts so much weight on player freedom & choices, the Radeka encounter is a total failure."
"No!" Overall, for a game that puts so much weight on player freedom & choices, the Radeka encounter is just right and unique enough to be remembered for the duration of the game. It's a 5-minute narrative interaction with a 20-minute combat interaction that follows it up. It's a minor aspect of the game, featuring a very minor character, with a minor impact on the overall story. For what it is, it could have no player agency tied to it at all, and yet it does. The main twist surrounding this short interaction is unique, goofy, and over-the-top enough for an intelligent person to appreciate it. You don't need to be a pervert to find an interaction like that interesting, amusing, or simply funny, because it is so BLATANTLY THE WRONG THING TO DO in the provided context.
A game has random loot. A shocker.
She's actually an example of what you want, dipshit. She drops a very specific wand that can literally help you complete act 1 as a whole (but naturally, the game being player-agency driven, it does provide several alternative solutions). Name one good RPG game with a purely deterministic loot system that is scalable for 100+ hours of gameplay and player progression. Name one, name one, name one, name one, name one, name one, name one, name one, name one, name one, name one, name one, name one.
That armor system jab.
Filtered.
"B-B-B-But I didn't take her hand. Promise!"
Then the game pwned you some other way. Either way, you can avoid the interaction quite easily.