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I disagree with your take. I am happy they are taking this path, with the only exception that I wish creature art direction stayed closer to the original designs which had character - goblins, orcs, demons now look too generic fantasy for my taste. But overall, I really like what I see. I want this game to evolve, become bigger, better, overcome the technical limitations from 20 years ago.
If you are so stuck on the original game, maybe just go and replay the original game with a retexture mod and DX11 reshader?
A remake rebuilds the game from the ground up with new assets and code while trying to stick as close to the original as possible. Great examples of this would be Diablo Resurrected, Crash Bandicoot N'Sane trilogy or Destroy all Humans: Reprobed which are all build from the ground up with completely new models, animations and level geometry but stick so close to the original that speedruners have been able to seemlessly switch from the orignal over to these remakes.
And finally there's the reboot. In this case you reimagine the game sticking only losely to the originals level design, combat/movement, artidrection and story. The Gothic "Remake" clearly falls in that category.
I replayed the Unreal Engine 5 fan remaster of the original twice in the last month alone. I will also play Archolos once it releases the next patch. These games don't go anywhere which is great. Because the Gothic "Remake" looks more like it's own thing than a replacement of the original like a true remake should be.
I'm fine with that as long as the game itself is good and manages to deliver an athmospheric and immersive world that feels alive. But I'm prepared to not feel the same sort of nostaligia I feel when booting up a game like say the Re: 4 remake.
There is a talk I think Mike Hoge once held about it, and he mentions that ~80% of the content, as in quest lines, dialogue and the lot were added in the last 4 months of development. That would raise so many red flags today, and the only thing saving it from being a ♥♥♥♥ game is that it's so ♥♥♥♥♥♥♥ atmospheric, amazing, and groundbreaking in everything that does exist.
I know. It's only not ♥♥♥♥ because it's good. I'll recieve the noble prize later.
My point is that for such a development hell game, a remake only makes sense. Beyond fixing compatibility issues and bugs, remasters are pointless cash grabs anyway. Just play the original.
I also just realized I'm replying to the wrong guy since I essentially just agreed with you. Whatever.
Not true. Elden Ring was widely popular, despite having none of the quality of life features found in most RPGs (no markers, no directions, no quest log).
The only reason why the vast public like Skyrim or Assassin's Creed clones is because this is 90% of what RPG games on the marked consist in. This is the only thing they have known, the only thing they have seen, but it doesn't mean this cannot change. Once they see something immersive, atmospheric, they might grow to appreciate it.
For Gothic Remake to really succeed it needs to nail down the big weaknesses of the original: 1) clunky controls and 2) combat system. Yeah yeah I know, the combat system in the OG was fun and "once you learn it, it's great", but I bet you none of us found it enjoyable when we first played the OG game - we just put up with it and eventually got used to it because at the time video games were not that evolved to begin with. But nowadays, it needs to be fun and feel good from the start. If the devs are smart, this can be achieved even without giving the player all the abilities and fancy moves right from the beginning.
But what I don't understand is why they felt the need to stray so far from the original even in the areas that did work. Why would you turn the troll canyon into a fantasy aztec temple? Just build a similar looking basin with state of the art rocks and vegetation instead of some south american temple with nazgul figures in front of it. A remake is about recreating, not re-interpreting.
Again, I'm not saying that what they've shown so far is bad or anything. I think that the game looks mostly good. Not fantastic but definitely competently made. And I'm eager to explore this world that Alkemia has created. The fact, that some of the guys who formerly worked on Archolos are involved in this projects makes me think the game might still be an immersive, from zero to hero experience similar to the original.
But right now the game simply doesn't feel like Gothic to me. Maybe it will once I get to play it. But I'm preparing for an experience that takes almost as mayny liberties as the playble teaser did back in 2019.
T-Moor explicitly said there will not be quest markers nor a character creator. Until we have evidence of the contrary, the best we can do is trust that this is true.
And by the way - a character creator or at least character customization is not as bad as you make it out to be, but that's a different discussion.
Obviously a Remaster can't possibly derivate from its original game, since it still uses the same game files. A Remake on the other hand would have the potential to do that, but decides to not do so and try to stay close to the original. BUT neither of them is not allowed to make new content. Even a Remaster can add lots of new content, there really isn't any clear limitation.
Now, the difference to a Reboot is that it throws away everything the original once had and make a completely new story. A Reboot pretends that the original work never existed and tries to tell a similar story in a similar world, but without caring about anything that happened in the original game, as those would just be shackles that would limit them for making their Reboot.
So, the conclusion is that the Gothic Remake is a very clear Remake. It's built from scratch and tries to tell the same story as the original game, with the same locations and the same NPC's that also give out the same quests. Adding new quests on top of that won't change that.
Btw, the Playable Teaser was indeed a pitch to see if the community would be interested in a Reboot. But since the feedback has been a very clear no they decided to stick to a very faithful Remake.
Now as far as Alkimia's Gothic is concerned you might have a point if the remake "only" deviates as drastically as it does from the original in terms of visuals. The old camp and the new camp seem to be the only locations people can easily recognize without being told that they are looking at a Gothic remake. But I have a feeling that the changes will be equally drastic in other areas of the game as well.
They have already said they will add additional content, rewrite dialogues and that Innos, Adanas and Beliar will only play a drastically diminished role in the game(s). Which is kind of a big deal given that the sleeper is closely connected to beliar in the original trilogy. They also said that 50% of the soundtrack will be written from scratch and the rest of the soundtrack will be newly recorded re-arrangements. We also know that cimbat, movement and levelgeometry have seen significant changes too Simply put. There's not a sinngle aspect of the original game they haven't trouched upon.
Compare that to a proper remake like Diablo: Resurrected or Destroy All Humans; Reprobed and the difference should be quite obvious. Alkimia's Gothic won't be as "rebooty" as the playable teaser but end up feeling more like a reboot than a remake when all is said and done.
Just relax dude. Honestly. Wait until the game comes out, then draw conclusions. At such a late point in the project, they won’t change their mind/direction anyway no matter what you say. Based on the latest gameplay shown at Gamestar I think it has a high chance to be a really great game. The devs seem to be all fans of the original and to know the right balance / understanding about how much to innovate and how much to keep similar. Let them cook.