The Witcher 3: Wild Hunt - 10 Glaring Flaws That Immediately Cripple It
10. Geralt's Movement Feels Broken
The second Witcher game, Assassin's of Kings, elected to have Geralt essentially respond to wherever you were pushing the stick at any time, regardless of his current trajectory and the momentum that would come with it. Yes, it could look a little daft doing an about-face and turning around suddenly, but the key word was responsiveness - something that's sadly been lost in W3. Geralt now moves with a defined weight and priority of animation, meaning there's a second or two of him coming to a stop or enacting a turn before it actually happens. It obviously sounds like nitpicking, but when you can't rely on your own character to move through the world, adequately mount his horse or swim underwater without darting off in every other direction, it's infuriating. Such a simple thing sticks out ever more because we didn't even think CD Projekt would be changing up such a simple part of the game. Instead, by forcing The White Wolf to feel more like you're 'driving' him than controlling a character model, it's hampered the most basic feeling of movement in the process.