My own little review. am not exaggerating when I claim that, to me, "The Witcher" is the best role-playing game since the epic goodness that "Planescape Torment" was. The brainchild of the Polish game forge CD Projekt features first saw its first release in late 2007. In 2008, the Enhanced Edition once again boosted the "Aurora" engine's graphics' quality, tweaked some remaining bugs and completely revised the audio files and conversations. For those who had registered their games, this massive upgrade was free of charge, as was the Djinni Adventure Editor, which had been released early in 2008.The player takes over the role of Geralt of Rivia, a Witcher. The excerpts below are from a review about the first release, so many of the flaws mentioned in the link are no longer existant. "The world is dark and grimy in the way you'd expect actual medieval towns and landscapes to be. It's full of fear, disease, religious zealotry, and political maneuvering that results in pain for the powerless populace at large. In short, it's a window into our own world and tries to expose some of the issues that we deal with on a daily basis while still providing players the chance to control an interesting character and participate in an exciting adventure. Many of the issues are tackled in a mature fashion and I [...] couldn't help but be drawn into this flawed but hopeful world. While tensions always seem to be high between humans, elves, dwarves, and other races of fantasy, this Polish-born tale pushes those tensions into full blown racism. While most of the epithets are cast at the "non-humans" like the elves and dwarves, the main character Geralt is not immune to the slanderous speech of the human population. While Geralt was born human, he was mutated and trained to become something both more and less. While Witchers are granted enhanced reflexes and strength and trained to slay monsters, use basic magic, and brew helpful potions, the process of mutation sterilizes them and as many observe in the game, turns them cold to others. Most humans are wary of Geralt, some are downright hostile and the non-humans often have the same reactions because he's part human. From the moment Geralt leaves [...]his home castle Kaer Morhen, he's subjected to the fears and anger of a world looking for a reason to explode."I love games where the protagonists' actions have observable results in their game world. The choices one makes actually do mean something in this game, and steer the course of the narrative. There are three general outcomes for the main storyline and literally dozens of different outcomes in the different game chapters that form both, Geralt and his environment. "Environments are wonderful. The main city Vizima is lively and given a great amount of detail that makes it seem like a real place in this fantastic little world. The smaller towns are given nearly the same attention to detail and enough non-vital NPCs that they feel lived in. Wilderness areas are equally as easy to believe as real places."And that is simply the truth. With a decent graphics card the environment simply looks stunning, especially with the light effects to be found, for example, at noon time in "The Fields". Ambiance sounds are also really atmospheric and well placed and never seemed so intrusive that I would have found them to be boring after a while. The same counts for the music, which nicely adapts to the environments and situations. "The game only really has visual problems when it comes to models. Models are used over and over, even for some more important side characters."That is probably my only technicalcomplaint with the game. It truly is awefully repetitive in its constant character model recycling. The fat Vizima merchant you will meet right at the beginning of the "Outskirts" chapter? There are dozens of him, all with the exact same facial features and the same voice, and the same is true for nearly all other NPC models. The only reason this is not even more obvious is the fact that there is only one large settlement in the game - Vizima - and the rest consists of small hamlets and villages."The Witcher", as I enthusiastically claimed in my very first sentence, is an absolutely superb RPG. It has won the Game of the Year Award, has sold more than a million copies worldwide and has introduced a large audience to a mature setting and to the Polish author Andrzej Sapkowski, on whose works the game is based. And even though the game has a high replay value due to the almost countless small combinations one can change, as a product, as a franchise it seriously lacks the stamina to compete with other commercially successful products like Fallout 3 or TES Oblivion.Both, Fallout 3 and TES Oblivion are inferior to "The Witcher" for a variety of reasons (personal taste, of course, being one of them), but the most obvious is certainly the quality of the story (stories) that is (are) being told. However, Fallout 3 and TES Oblivion have been able to garner massive long-term consumer interest by supplying their fans with editors which allowed them to create an almost infinite amount of custom content, starting from simple objects to completely new territories full of settlements, NPCs and quests. One could have hoped that, using Bioware's "Aurora" engine, CD Projekt also would have adapted an editor as functional and wide-ranged as the one of Fallout 3 or TES Oblivion, or, for that matter, Neverwinter Nights (which used the "Aurora" engine).Sadly enough, that is not the case (and I say that as someone who at least likes to try his hand at modding from time to time). The Neverwinter Nights editor was easy enough to handle for even a non-native speaker to create his own areas and populate them and bring them to life. Custom content made your own creations even more beautiful or dreadful (just as you liked them), but most definately, lively and pittoresque."The Witcher's" Djinni Adventure Editor does not play in that league. It basically just allows for the creation of new or modified quests within the confines of the regions pre-established by the game. Neither does it allow the creation of custom characters by giving the option of combining elements from a set nor does it allow the export of pre-fabricated models found in the game to create own areas and territories. In fact, unless you are a true modeller, not just a modder, there is hardly a possibility to come up with any new areas at all!Maybe the name of the tool should have given it away: Djinni Adventure Editor.It is, as such, not a "true" editor like the ones we have come to know during the past half-decade of gaming, and the result has been a severely lower grade of long-term costumer attachment. Oblivion is still sold today, even though it is now almost 3 years old, and the major reason for that is that basically constantly new material, new quests, new lands and towns and villages are added by a dedicated modding comminity which has grown over the past years.The result? In TES Nexus' modding database there are more than 14,500 files for Oblivion, and even its 2002 predecessor Morrowind is featured with more than 1,500 files.And "The Witcher"?The only truly dedicated modder group, Red Flame Interactive, has ceased any further work. The official site features 7 (seven) adventures and 27 (twentyseven) in its general modding area. Compare those numbers, will you?14,500 vs 34That means that about 0.2% of the modding done for Oblivion is done for "The Witcher"! 0.2%! Hello?!? Dear CD Project, as I suspect you are working on the basics for the sequel to "The Witcher", please hear my words: give us a better editor, one that truly allows us to do something with the excellent game you have given us. Otherwise you will always just stay that mildly sucessful game from Poland while Bethesda and Bioware cash in the big bucks and stimulate the creativity of tens of thousands around the globe.And that would be a shame now, would it not?