Some quick impressions on The Witcher 3 having completed the first region of White Orchid:
Firstly the game looks incredible (playing on PS4). Sure it's not quite what they revealed a few year back but it manages to take the incredible scenes from the Witcher 2 and keep that quality in an open world setting. From roaming through a forest to exploring ruins and small villages, it's consistently beautiful. Only downsides would be texture filtering (you can see sometimes see texture and shadow resolution changing as you move) and a bit of pop-in when loading cutscenes or galloping through the world on your horse. Lighting can also look a bit bland during stormy conditions but running through a forest during sunset or a full moon is breathtaking. Overall any weaknesses in presentation take little away from the "feel" of the world. Presently the major downside is the day-one patch which causes cutscenes to stutter and this was quite obvious.
Gameplay-wise, they've gone for an intermediate between The Witcher 1 and 2. Player movement, traversal and combat is much the same as the Witcher 2 however there's now a much better lock-on, short doge move and many more combat animations. Unlike the previous games rolling and striking combat, you can now perform short dodges around and between opponents and strike back quickly without noticing any jarring animations changes. It really improves the feel of the combat. As positioning has always been important in Witcher games, combat is now quicker and deadlier for both the player and enemies. More so than previous games, The Witcher 3 focuses on the player being prepared - choosing the right potions, bombs, traps and blade oils can result in a tough fight being over in seconds. It's a satisfying feeling to have the preparation pay off.
Leveling, crafting and alchemy is much closer to the original Witcher game with multiple upgrade paths for each combat skill, magic sign and potion-type. There's dozens more ingredients and crafting components but it's well organised and they no longer bog down your inventory like the Witcher 2. You can now happily collect everything and ignore them until alchemy/crafting opportunities. What seems complex is eventually simplified as once you complete potion and bomb recipes, meditating will automatically restock your batch if you have the base component (alcohol/saltpeter).
Leveling involves accumulating ability points which can go to upgrading combat, signs, alchemy and general perks (which I haven't tried yet). As you level you unlock slots to place these upgraded skills in (4 sets of 3 slots, each with with an associated mutagen slot). Different abilities are colour-coded to mutagen-types which can be placed together in a set to enhance skills of the same colour (combat - red, signs - blue etc.). I'm not sure if there's a level-cap but this means you should focus on a few skills from each tree rather than trying to be a jack-of-all-trades.
The best thing about the game so far is the way it creates and fills the open world. There's breathing room between objectives and exploration markers, not just an endless string of junk to tick off as you go. You'll explore river beds, swamps, canyons and mountain paths on the way to objectives or points of interest, possibly coming along unmarked encounters or treasures as you go. CDPR excels at making the world feel more real and alive than any other open-world game I've played to date. The open-world setting does mean more barely interactive NPCs filling some spaces but it does little to distract from the overall feeling.
The amount of customization in both the HUD and map is incredible allowing you to turn on or off just about everything you can think of allowing the player to tailor their experience. Effects like losing health, running out of breath and horse stamina is all represented in game by a visual or sound effect, so in theory you could disable your entire HUD and play that way if you're attentive.
I'm really enjoying it so far and if you've enjoyed the previous game/s, they've managed to capture the same strong narrative experience in an open world while upping the complexity of the gameplay mechanics.