For those asking questions or comments, I will try to answer or fill in some information you may be lacking about the full game.First, as has been mentioned, the demo has a number of the fixes from the 1.2 patch(which has not been released yet). This is probably why the loading times are so much faster and why things don't crash(note that crash problems for me were minimal with release anyway). The copy protection should NOT significantly increase loading/saving times with the release version once the 1.2 patch is released.Now, the prolog and chapter 1 are NOT the full versions. You get a bit of a taste of the game, but you don't see EVERYTHING. From what people have mentioned, alchemy also is not really there, and is a big part of the game for many people. Now, about the combat system, which some people don't seem to understand. A witcher has two types of swords that he can use for witcher combat styles, steel(which you are dealing with in the demo), and silver. There are other types of weapons that can be used, but they play a very minor role, and for many are ignored.So, here is how the combat system works. Note that the cursor does NOT change on hard difficulty, but I will get into that in a bit. Combat in The Witcher focuses on what are called combat sequences. As you advance from sequence 1, to 2, to 3, and up, each sequence will do more damage than the lower sequences. They become even more powerful as your skills improve. So, you click to initiate an attack sequence. When the sequence is done, the cursor(if over an enemy) will turn into a flaming sword, indicating you should click again. If you miss the flaming sword time, you attack again, but with sequence 1.Now, in addition to combat sequences, you have three different attack "modes". One is a strong attack, with overhand and two handed attacks which work well against slower "strong" enemies as well as armored opponents. One is a fast attack for those with a high agility(they dodge and avoid your strong attacks). You also have a third, the group attack, which involves spinning around to hit all enemies in range. This is the best approach when you are dealing with three or more enemies at once.As you level up, you earn points to spend to improve your abilities. You can put points into things like strength(which also boosts your vitality/hit points), dexterity, stamina(which helps your endurance), intelligence, or you can put points into signs(magic) that you know. You can also put points into your combat abilities. As you boost your steel or silver combat abilities, you will see that you have some improvements that will boost the damage you do, as well as how many attacks you get as a part of a combat sequence. So, there are advancements in strong steel that will make strong attacks do more damage as well as some that increase how many attacks are in different sequences. The same applies to fast steel, or group steel. For the demo, putting points into silver sword styles would be a waste, though in the long-term you would be able to take advantage of these.For hard difficulty in the full game, you do not get the cursor changes to indicate when to click to advance the combat sequences. This means you need to really watch the combat going on so you know when to click again.That is it for stuff that looks to apply to the demo. In the full game, you will be doing a bit of alchemy. Alchemy is pretty simple, but at the same time, can require that you spend some effort getting components. There are three types of items you can make with Alchemy in the game. Potions, greases(temporary improvements to your swords), and finally, bombs. Each of these types of items requires a base component(alcohol for potions as an example), plus between 3 and 5 additional ingredients. When you get many items in the game, inspecting the item will show what the primary and secondary components of that item are. Swallow is a Vitriol, two rebis, and one Aether item, plus an alcohol base that is high enough in quality. Swallow is a heal-over-time potion, so you can drink these BEFORE going into a fight. Blizzard potions come in handy since they help you to avoid being hit for those big fights(but the effect plays like the whole world slows down, which can be really annoying since it may throw off your fight timings for swinging your sword, so some practice comes in handy with this one).The storyline flows a LOT better without pieces being cut out of the prolog and chapter 1, so don't let the demo get you down when it comes to that. Also, don't expect MAJOR stuff from decisions made in the prolog and chapter 1. They are there, but the real decisions you will face pick up in importance once you hit chapter 2.