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  • Amnesia is typically a cliché and droll plot device that's still overused to this day. However, The Witcher 1's use of Geralt's amnesia is heralded as Fridge Brilliance. The game is a narrative-sequel to an obscure novel franchise that had already spanned several in-world years. Not only is Geralt's amnesia a way of putting the player in his shoes, it's also cleverly taken advantage of by other in-game characters who are effectively tricking Geralt & the player, thus further placing the player in his shoes.
  • Geralt very seldom ever uses signs in the books, while the games expand on them and make them a tool you can depend on in every fight. While this could just be chalked up to Pragmatic Adaptation and Rule of Fun, there is a justifiable logic to it. If "RPG logic" were to be applied to Geralt as he is portrayed in the books, then it would be safe to say that he put most of his training (or "skill points" as we would call them in a game) into his swordsmanship with maybe a little dabbling in alchemy. Hence, we have a Geralt who's a Master Swordsman and whose signs are too weak to be of any use against the enemies he typically fights against. However, because he spent the bulk of the first two games with amnesia, he had time to effectively redefine his style, which explains how and why he can be more of a Magic Knight in them.
  • In a fight, Geralt seems to have just as much trouble fighting a bunch of people as he does monsters, despite all Witchers proclaiming to have faster reflexes and are much more durable and strong. Of course he has trouble fighting people, Witchers are monster hunters, their style of swordplay was designed to confuse fast monsters who tend to circle prey in packs, giving them no angle of attack against a Witcher, you notice Geralt fights with a lot of spins and exaggerated thrusts, against a feral monster who has no mind for full-on tactics it works well, but against people? It leaves a ton of blind spots.

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