Here's my review (somewhat belated, but oh well):
The witcher is clearly one of the best RPGs ive played so far. It's a very balanced rpg with both roleplaying value and very intense combat implemented extremely well. Now, I woulnd't say the choice & consequence quality of the game is top-notch -- in fact, it's rather linear, though openended. However, the way you execute quests and the abscence of strict evil or good paths makes up for any deficiency in certain quest node choices. Devs didnt lie when they praised the "gray" roleplaying -- moral choices ARENT black and white, and I personally had a hard time choosing my alliegencies. Also, there is always a way to maintain neutrality to all the political plots and schemes.
Also, the Witcher is probably the most down to earth fantasy rpg ive ever seen. It feels extremely natural and "casual" in a good way. sure you have very serious nation-wide schemes and conflicts and the like, but at the same time you can, say, gather some of your buddies and spend a night getting dead-drunk, all the while talkin about good ole' days (it's also useful because you've lost most of your memories of the past). Don't get me started about how you can pretty much shape up your witcher behaviour from a stern and deadly-serious assassin, to a brigant-like brawler who fucks everything that lives, got nice boobs, walks on two legs and bleeds constantly without dying. See, even despite the fact that your general role is already set -- you are, after all, a witcher, and you cant change it -- you can still shape up your behavioral patterns the way you see fit, and amnesia helps a lot. Funny how this often hated and overdone mechanic is so convenient and helpful in this particular case -- you see, Geralt has already been well-established as a character in the course of the book series, but the amnesia helps you basically change the canon of the character, make him a little (or a lot) different, or perhaps, avid book fans would like to roleplay Geralt as they remember him from the books.
Another brilliant element of the game is its combat system. Simply perfect for the sword-saint Witcher character. I mean take NWN for example -- melee combat was crap, it was basically knockdown + hit and repeat. I'm a maximalist on this matter, really: it's either full TB combat a'la ToEE where you have tons of moves and special melee abilities to execute, or an action-stat hybrid. However, even the latter, as easy and overdone as it seems to be, problems often arise during the development cycle, and we get half-assed imbalanced systems, which either put you inside your character and offer you to just clcik someone to death, having stats work magic in your stead, or steering far too much into the action part. Witcher excels at keeping a nice balance between the two extremes: there is no such thing as incessant clicking and button mashing; instead, you rely on infrequent precisely-timed clicks in order to execute the combo, all the while depending heavily on the character skill tree to provide you with more combo options and additional special abiltieis (adding magic effects to your combos et al). Combat is extremely fluid and challenging, keeping you alert at all times, without those painfully boring moments of watching your lone fighter chop baddies to shreds. Even easy opponents require concentration, especially if they outnumber you.
Also, Witcher is probably the only RPG out there which has such a simple yet VERY effective alchemy system. The key word here is the IMPORTANCE. Alchemy is vital to your survival, mostly because, well, you face your enemies alone (unlike DND games where you have a party), and you're not some half-dragon celestial undead bhaal-spawn. Also, it is because alchemy is something that your kind, the witchers, is unparalleleled, and such powerful potions would simply kill a simple human, while your mutation allows you to withstand quite large doses of that poison (yet you can consume only so many potions before you get terribly intoxicated, and will require rest before you can go for another potion binge -- great mechanic to prevent the diablo2-style mass pot consumption). Also, the process of finding ingredients and then brewing potions out of them, using formulae, is quite exciting and rarely feels like a chore. For instance, in order to collect herbs in the wilderness, or extract ingredients from the beasts you kill, you have to obtain the required books or other information sources, otherwise youll have to spend tons of money on buying ingredients from vendors.
Art-style wise the game shines, as well. There is but one flaw to is -- scarcity of unique faces. Like, most old women have the exact same face (even if the characters wearing them are quite important to the story). HOwever, those few unique models are well-done.
The cutscenes look amazing, great direction and dialogs.
All NPCs have nice schedules and good small scripts. FOr instance, townspeople would hide from the rain, once it gets too bad. All NPCs, especially key ones, follow individual schedules, and througout the day you can find them in very different places, or in-between them.
My only big gripe with the game is its bugginess and bad optimization. The loading times are indeed unreasonably high, it's very strenous to just sit and wait a long time before reaching a location you're REALLY looking forward to because of the exciting story, so it can somewhat degrade your experience.
Other than that, the game is a fucking masterpiece.
I'm curious about talent points in this game. Will the Witcher end up with all talents/skills maxed out by the end of the game (a la TES), or are the points scarce and it's neccessary to focus on select trees and make a choice between, say, melee and magic (a la games that don't suck)?
At the end of the game you have around 80% of the total amount of skills in the game.
I havent tried it yet, but I do think it's entirely possible even on hardest difficulty (dont play on normal anyways) to walk through the game without ever mastering or even getting medium skill in any of the swordfighting styles, concentrating on magic and bombs. Bombs are actually deadly, if used and prepared right.
One thing that is always going to be vital for your success is alchemy, but it's not really connected with a lot of skills, only about two. It's largely based on recipies and knowledge of different monster types (that's what i loved about the game - you have to read books and learn different monster kinds in order to get ingredients from them).