I Don’t Care It's Clunky. Gothic Remake Is Looking Great!

As a seasoned gamer with a penchant for the grand and the fantastical, I must confess that Gothic had somehow eluded my grasp in the past. A few fleeting moments spent in its world, followed by a brief dalliance with Risen and then a hasty return to the familiar embrace of Baldur’s Gate – these were my meager encounters with this beloved saga. But alas, fate has a peculiar sense of humor, and it seems I am about to embark on a journey through the world of Gothic, thanks to the upcoming remake.


In my case, the widespread affection for Gothic games in Poland seems to have eluded me somehow, despite the fact that I played the first game as a child and even dabbled with the second one. I finished one of the Risen games too, but eventually drifted away from them and returned to Baldur’s Gate instead. These are my lapses in gaming loyalty.

At Gamescom, I was fortunate enough to cross paths with Javier Untoria and Kai Rosenkrantz, the masterminds behind the forthcoming Gothic Remake. They gave me a sneak peek into their world of preparation, and let me tell you, I’m practically bursting with excitement at the prospect of experiencing their work when it’s finally unveiled! It’s hard to put into words, but trust me, when this game drops, I’ll be one happy camper.

First impression? Give me the axe

As a long-time gamer with years of experience under my belt, I must say that I was intrigued by the Gothic Remake fragment shown at gamescom. However, upon closer inspection, it seemed that certain elements of the gameplay were not quite as they should be. Characters appeared in locations where they didn’t belong, and the roads and landscapes seemed slightly off. I understand that developers often showcase new mechanics during gaming events, but these discrepancies took me out of the immersive experience a bit. Nonetheless, I am excited to see how the full version of the game turns out, as Gothic has always held a special place in my heart and I have high hopes for this remake.

Initially, I found myself puzzled, as it seems to echo the style of Gothic, but with modern, appealing graphics. You’ll particularly observe this in the animations, where running or fighting feels reminiscent of the original Gothic, complete with its lingering aches. However, the scenery is a different story – it’s stunning, sometimes even breathtaking. The depiction of distance on the horizon, when viewed from a cliff overlooking the camp and surrounding estates, resembles that seen in contemporary games. The vegetation, rocks, buildings – all appear either good or very good. Even the underwater world, typically rendered half-heartedly in many games, looks appealing and there are things to discover beneath the surface.

Regarding the characters and visuals, they might not be state-of-the-art – despite running on Unreal Engine 5 – as I found the graphics in Space Marine 2 to be no more impressive. Similarly, the enemies resemble scavengers who seem to have been borrowed from an early version of No Man’s Sky, giving a sense that you’re playing a game developed by Piranha Bytes.

As a long-time fan of Gothic games, I’ve always been captivated by their unique blend of immersion and exploration. Having spent countless hours lost within their dark and mysterious worlds, I can confidently say that the sensation they evoke is unlike any other gaming experience.

THQ Nordic

Why do we need statistics, when we can see everything clearly

The first fight with the rats (which you surely remember from the original) made me realize how much the Gothic series differs from contemporary RPG games. Because this fight looked awful. The nameless hero held a one-handed sword with both hands while trying to hit the aggressive rat, and I was wondering how on earth players would put up with this for several or dozens of hours. The crudeness of the animations does have its purpose, though. Well, try to grab a real sword and slash with it. I know – we imagine that we move with grace and charm, like the Butcher of Blaviken, but the truth is that if someone looked at us from the side…

It’s similar in Gothic – only when our hero gains experience, his moveset undergoes change, gets developed, improved. I’m dead serious. Notice that not only does the Nameless hero correctly holds the sword with one hand (freeing the other), but he also does different attacks – they are faster, smoother and simply look better on the screen. This is one of the tiny, gameplay details that this game is packed with, which means that… that you basically don’t have to look at the statistics screen to understand that you are good with a sword – because you will see everything clearly. This is a rare, almost unheard of way of constructing games in contemporary gaming industry.

By the way, I must say, the statistics are indeed present and well-organized, seamlessly integrated into the game without interrupting immersion. The interface, in essence, is unobtrusive, appearing only when required or during interaction. For instance, when running with a bow, there’s no need for an arrows counter to appear – you can easily keep track of your ammunition because they protrude from your quiver. However, do bear in mind that activating the equipment screen doesn’t pause the game, so if you’re not careful, you could still meet an untimely end.

THQ Nordic

As I roam around in this game, I’ve noticed that these little details make it feel like a living, breathing world just like the original. Characters here have their own routines – you won’t always find them where you left them last. They work, rest, chat, or stroll about their environment. What’s cool is, if you spot an NPC on the move, you can approach them and ask where they’re heading. It’s like having your own personal guide! So let’s say I’m off to grab a beer with Diego – he’s probably headed that way too. Let’s follow him and see where this leads us!

Those who dislike structures constructed by a particular company known for creating tall buildings on expansive landscapes will undoubtedly appreciate that climbing doesn’t involve searching for edges marked white or yellow, or remnants left in abandoned ruins. Instead, climbing in this context is governed by mechanics, not pre-written scripts, allowing you to climb wherever you find a relatively straight edge. With some determination, you can even scale mountains, similar to the game Skyrim, but without the horse.

Old king, but in satins

To address concerns from traditionalists, I inquired about the fidelity of the Gothic Remake compared to the original version. They confirmed that we’ll readily identify not just iconic locations such as the Old Camp, but also roads, trails, and paths, as well as caves, bridges, and huts. The developers have made necessary adjustments and undoubtedly included several of their own secrets too.

As time goes on, this game is shedding its rough edges, yet it maintains that classic, unpolished feel. If no issues arise, we’re in for a stunning and potentially exceptional Gothic experience – one that might just be the best we’ll ever play. However, it still retains its original clunkiness, but with a touch of refinement added to it.

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2024-08-22 19:32