digby69: OK I accept that, but in W1 Bruxa's & Alps were a lot more solid looking than wraiths, noon wraiths & moon wraiths. They were more of your typical (stoker) vampire, thats all I'm saying.
I think this all stems from the lack of monsters is W2 compared to W1. EG. in flotsam forrest/swamp you only get 3 reocuring monsters (+ varients).
Yup. Which makes the scenario much more believable and realistic (as far as a fantasy setting is realistic). Each of those monsters has a different nieche in the surrounding enviroment, and their presence is more that of local wildlife, not varied random encounter monsters for adventurers to kill.
Remember that in this setting witchers were the only ones doing monster extermination, and as the numbers of beasts became lower, so rarer and more isolated became the hunters. All three places you visit are exceptional and the massive amounts of monsters is somehow explained: the edge of civilisation, where going beyond the pale means enering a forest untouched by man, the cursed battlefield and ancient ruins of an extinct magick using species.
While TW1's monsters were fun and varied, they felt very gamey to me. Not to mention that Bruxae mentioned in the books were rare and powerful creatures to which more than a subquest/spawning place could be dedicated. Honestly, there were more monsters than people in places where it made no sense.
TW2 is an improvement in that sense, that it makes a witcher's job feel more than just monster slaying and bringing random body parts to various questgivers. You learn how to fight a beast, and how to get rid of each. Lifting the curse from a battlefield was a brilliant plot point, in line with the concept of witchers as they were intended, showing you the difference between Geralt and the Snake School Witchers (great name for an punk band BTW)
Also the reduction of monster numbers was clearly connected with the reduction of sidequests, and the point of that was not laziness or lack of ideas or funding on CDPR's part - since you have less sidequests as you advance with the plot it's to avoid derailing the plot with sidequests, a common and acceptable thing in cRPGs but very often immersion breaking and hilariously gamey.
Sorry for the rabling. I know the monster design is a question of personal preference, and de gustibus non disputandum est. I personally haven't even met the bruxa in this game which makes me enjoy the fact that there is one even more - it's a rare supernatural occurence and I'll look for it the next time I play :-)