I wondered when someone would bring up Oblivion - the combat in that's a joke, it's basically a spreadsheet with a highly transparent (but shiny!) front end. I find it hilarious that everyone seems so taken in with Oblivion's bumpmapped bullshit that they don't realise they're pretty much just playing Arena with a few tweaks. WoW's arguable, but the entire game pretty much revolved around fighting, so its combat had to be good.FF7 didn't even have combat to speak of, the materia system was basically the "stats" of FF7, and you just selected what you wanted to do from a list - wow, engaging. In fact, I consider FF7 to be amongst my favourite games of all time but the one thing I'd never laud about it is the combat.BILLG4: The combat system in The Witcher is realtime but works on a turn-based system, like NWN or BG. Basically the code works on a turn based system, but you watch and play the fight in realtime.What you do is click the mouse button on the target and Geralt starts attacking, when his first combo finishes he'll do a flourish with his sword and on easy and medium difficulty the mouse cursor lights up to show you to click again to perform the next combo (the sword trail flashes orange in hard difficulty, a bit more difficult to spot). Basically you have to time it right - It's a little tricky to get right every time but it's not hard to get the hang of it and the window's pretty big (somewhere in the region of half to a second). You can switch targets after each combo, and you can move Geralt around as well as dodge in any direction by double tapping the movement key or double clicking on the ground in isometric view. Signs add the next level to the combat - they have various effects ranging from damage to mezzes, protection, and even a sign which can turn an enemy into your ally.The skill in combat is more tactical in The Witcher - you have to know what your moves will do (knockback/down, blind, pain, stun, etc) to turn the fight to your own advantage, where to position yourself in a fight, which enemies to attack in what order and whether to spend time drinking a potion. Because you can pause during the combat at any time, you can use it as a panic button - if something unexpected happens, whack the spacebar and analyse your situation, devise some tactics, carry them out, and then pause again and repeat.The stances try and add a tactical level but in reality it's a pretty poor "rock-paper-scissors" system, where one stance is nigh unusable against certain foes.The controls are really simple, and it's a far cry from a twitch game, also, the easy mode makes the combat really easy (without altering anything else), if combat's not your cup of tea.You really shouldn't be getting this game for its combat anyway, it's a secondary thought to the main draw of the game - immersion and story.For an action or fighting game the combat in this game would be second rate. For an RPG it's second to none.