hmm. this seems like a good place to vent. really this is more of a rant, but i recently bought The Witcher 2 for the 360 and have only had one major issue.
i was playing yesterday and was attempting a side quest. there is a dialogue option towards the end of said quest that results in imminent failure, although with no real warning. unfortunately, i thought nothing of it and saved afterwards, then did some other quest stuff. well, by the time i felt like finishing the unfair sidequest, it was impossible for me to load a save from before the point when i screwed up.
i was basically punished for playing the game properly, too. the quest is one of those "whodunnit" type of situation. so i could either side with the quest giver, or side with the other person who may or may not be the true victim. the player is rewarded for not questioning things, and punished for trying to get all the facts.
it was really surprising too, since the rest of the game has been stellar in this regard. there are plenty of "whodunnit" quests in the game that reward the player for trying to learn everything they can.
and the dialogue options made it look as though the one i selected would be inconsequential. if you're unfamiliar with the game, there are yellow dialogue options that progress the gameplay, and white dialogue options which are solely for players to press if they wish to get the full experience, and also to gather more information to help themselves. this time, however, the white dialogue option i chose was an automatic failure button... well, automatic isnt the right word, considering i would only learn of my unavoidable failure later on. it's really just baffling how this part of the game was designed so poorly, considering how excellent the rest of the game is.
for those of you who have played the game (extended edition, im not sure if this side quest is in the original game; i know they added a significant amount of gameplay in the EE), i am ranting about the "Little Sisters" side quest. it's the one with the guy in the Kaedweni camp who is being haunted by spirits.
and for comparison, the haunted hospital side quest in the previous chapter is very very similar but is done just right. the dialogue options in that mission dont screw you over, and you learn of any failures immediately. you can also decide whether or not you want to side with the good or the bad NPC's in that mission, which is how it should be. quests should only fail if you dont complete them. either that, or you should be reverted back to the last save in the event of a failure.
basically, that is what im getting at here. if your game is open-ended and has a lot of options, dont screw over the player for making certain options that would normally result in a rewarding result. dont contradict the rest of the game...