I’m in Blood Baron’s Castle (don’t know the English name) in Velen, so not that far into the game, but I try to explore rather thoroughly.
Let’s start with bad things:
Combat .
No surprise here, some steps forward, some backwards form W2. Dodging seems to be better in most situations than rolling due to shorter distance, unless you want to escape from the enemy, then you can roll as long as you like. My biggest complaint goes to controls. Using keyboard and mouse can be very frustrating at times, as game seems to lag somewhat regarding input responses. I’ve found myself very often dodging in wrong direction, regardless of direction keys pressed, or saw Geralt plunging forward some time after pressing move forward key. The protagonist also seems to randomly change pace to walking during a fight, without the player locking some particular enemy.
Another flaw is the AI. Very often enemies just stand in a group, or run around in circles. Perhaps it should be AI’s routine to lure you to chase one enemy in a larger group, so the rest can encircle you, but it doesn’t work that well. It’s especially pronounced when fighting fast moving humanoids, like Drowners or Nekkers. I managed to eliminate one group just by standing nearby and spamming Igni, maybe there are some terrain feature blocking them?
AI also tend to block itself in corners.
Another complaint is the HP bloat. Higher level monsters are painful to fight, when your one slash barely reduces their health bar - I tried fighting that Vyvern on the lighthouse with lvl 4 character, at best I managed to reduce it to half health exploiting the AI, chopping always from the side or the rear, until some form of attack (I stand to close to the wings perhaps) slowly depleted my health.
Level capped equipment does nothing to alleviate the problem (I already have recipe for silver sword doing twice the damage as my current one, but it’s capped to level 7 so this Vyvern for example is a no go for me, until much later in the main quest) . I guess that the players have to accept that solution to direct player progress according to the wishes of the designers.
Alchemy.
Once you create a potion or oil, you will get immediately few items of that kind (e.g. 3 elixirs), which will automatically replenish as long as you have the necessary ingredient (like alcohol for elixirs) every time you meditate. Also, players can now use all that stuff during a fight, and if you combine this with the ability to manage your inventory during a fight, almost nothing stops one from using everything at the same time (toxicity can be reduced by elixirs as well).
I personally liked the necessity to prepare for the monster you would fight in W2, and the fact it took some time, it gave me a feeling of really stepping into the shoes of a witcher, the monster hunter; so naturally I think it is a step back. The elixirs now last a lot less as well.
On the other side, it can be seen as somewhat realistic because you cannot carry ridiculous number of elixirs with you (but you can carry almost infinite amount of alcohol bottles, so there’s that), and you are not able to spam petards, which are limited in the same way.
Inventory and loot.
There is one “sort “ button, but it doesn’t seem to sort items according to their weight or monetary value, just arrange them in a neat way. Mind you, you could sort your items that way in W2. Loot and itemization in general is as bad, as in W2. You can find broken rakes or broken paddles in small sacks, and ransacking seemingly rich interiors and decorative chests will leave you with “magical item” in the form of reinforced leather; on the opposite side of the spectrum you can find meteorite ore in poor villages. All this makes ransacking a necessity, since alchemical and crafting ingredients for better and more rare items are very expensive. And at the same time you get 20 gold pieces from a questgiver, while robbing his house can net you few times more
Witcher senses.
They give you audio and visual cues for your surroundings, which feel nice and puts you in a brief “hunter mode”, but their implementation in investigations is truly cringe worthy.
While standing in a pool of blood you cannot examine it, or interact with it in any way, until you activate your witcher sense and trigger it as clue; upon which you will be prompted to “press E to examine” routine. You literally can’t progress the quest, drawing your own conclusions unless you activate witcher senses in predefined moments. Big penalty dick for CDP, as this hand holding is very disappointing.
Things that are okayish:
Signs.
The developers claim that they reduced Quen spamming, but I refrained from using it in W2 at all, so cannot really tell the difference. Yrden is AoE slow time spell now. The environments have some interactivity for sign users – you can now ignite conveniently placed flammable alcohol barrels, throw bees nests from the trees and blow some barriers and closed doors with Aard. Some of this is somewhat obvious and heavy handed, but overall it is a nice touch.
Dialogues.
So far they seem to be more superfluous and less witty written than in W2, but as I said, I’m not that far in the game. They don’t insult your intelligence but there is some amount of unnecessary exposition and summarizing what your conclusions should be in some conversations. But I treat White Orchard as a really long tutorial so I hope it will improve from now on.
Overall polish (he he).
It’s ok, but ther are some bugs, which, - while not gamebraking, eventually are detrimental to the gameplay (missing objects in animations, NPC spawning when approaching locations at time of the day changes, mid-air spawning when fast travelling, characters clipping through objects and so on).
Quest design.
So far it’s okay, I hope that handholding form the prologue area will stop and allow the player to progress himself through the quests stages more. Generally it retains W2 level of writing, which was pretty good in my book. There are some fed-ex quests, but nothing in the vein of “bring 5 wolf skins”.
Other than that the moral ambiguity that you expect from witcher games still exists and is generally satisfying. So far I have not reach any far reaching consequences of my actions, but I hope they will be as pronounced as in previous installments of the series.
Voice acting.
So far it's decent and every dialogue is full voiced. Geralt in English version sounds like a grate
The good (finally):
Graphics.
Downgrade (which is not a downgrade, but change of renderer, as we were explained today) aside, it looks very well. Sure, there are some low res textured, foliage being the biggest culprit; but the environments are crafted really well, and react superbly to weather and lighting changes. Road surface gets wet during the storm and reflects sunshine appearing shortly after, sunsets and sunrises are a beauty to behold, especially with intricate shadowplay on the verges of the forests. There is no shortage of scenic locations, as the devs surely realize where the game shines. Small complain goes to epileptic trees (which still look great).
The characters, their clothes and armament, their facial animations can be complimented as well. Aside from few clipping issues in cut-scenes the work done in this department is top notch.
Atmosphere.
As long as you expect relatively mature grimdark atmosphere, you will rarely be disappointed.
And by mature I don’t mean that there are tits and blood spatters with finishing moves. It’s just that the world creates oppressive atmosphere with always at least two viewpoints to every action and a circle of misery for common folk. For example in the White Orchard are, you slowly learn, that villagers managed to get free from their standard evil feudal lord, who in turn burnt their village. Then you learn that his rage was most likely provoked by one woman shit-talking his son. But you can also learn that his son was in fact gay, and that turned the lord into heavy drinking and neglecting his people, which caused the whole chain of events.
Another good bid you encounter is when you first travel to the Inn at the Crossroads (don’t know the it’s English name) shortly after arriving to Velen. You are greeted by man hiding their women and children or sending them away and other signs of some approaching menace. Then you enter the Inn, listen to some frightened folk and finally some armed men arrive, which you immediately recognize as evil wannabe bad-asses from their irregular armament which is a sign of bandits in any RPG and excessive cursing, so you know that they are bad people. But overall it serves as a nice introduction to the rules and social dynamics of the land you are visiting.
At times this overall negativity can make you outright laugh as being naïve and heavy handed and dark-fantasy typical; but I cannot help but generally applaud for creating mostly consistent and good atmosphere.
Music and sounds.
No complaints here, I think the soundtrack suits the game perfectly and complements what game tries to achieve perfectly (slavic tones and whatnot). But as techincal side may be objectiviely measured, whether you like or not this type of music is a matter of personal preference (I recommend reducing music volume to 90% or less, or it might get on your nerves as too obtrusive).
World.
I have no big complaints here. The villages are sprinkled with standard, run of the mill NPCs (trader, blacksmith, some questgiver or two) with schedules based on time of day so there is some life illusion. I personally like that travelling distances are not that short and you don't encounter NPCs or trashmobs behind every corner and tree. The "treasures" are mundane and in most encounters you will face some group of common enemy type (wolfs in forests, drowners at swamps, ghuls near battlefields or cemeteries etc.). In my opinion this resembles the low key world of the books, but YMMV on this one, so for some players it can be a rather large downside. I prefered more structure W2, but semi-open world in W3 has it's own merits. Also, do yourself a favour and turn off marks on map.