Gothic Playable Teaser

Gothic Playable Teaser

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Zyddie Dec 13, 2019 @ 12:59pm
Feedback/Suggestions.
Hey everyone.

As we discussed this on discord I thought we could have a civil topic here on the forums where we will read and go through your feedback/suggestions of the playable teaser that we made.

Don´t just write "this sucks" give us in-depth and feedback that is useful, so if you believe something is not in line with the gothic style give us a reason and explain why you think so.

I want this discussion to be civil and respectful towards both us as devs and you guys as members of the community, so I will delete any rude posts or posts that give zero feedback as above example.

It is important for us to hear what you think/feel about this teaser and what you think we could make better.

//Zyddie.
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Showing 451-465 of 1,500 comments
Originally posted by Morguliusz:
What Gothic is and why it has become cult?
Is it because the world was candy-colored?
Is it because the music sucked?
Is it because the characters were written on the ass?
I think it was quite the opposite. You don't have to be a genius to know it, and we can see that you don't care about getting it to fans of previous parts, so why this feedback? To say obvious things?
Can you imagine if Game of Thrones were so colorful and sugary? No? I think the same about Gothic.
I could add that the For Honor combat system will not work in Gothic. It's better to make it look like Skyrim, for example.
You can extend the story, you can tell something different, change the ending slightly, but to change the story completely, which has become iconic and add crap explosions like Michael Bay does. Well, that's not right.

This is how it should look like
https://i.imgur.com/UwcH3Je.jpg


Hey I don't know how you got that pic there but it's fantastic,

that's exactly how I wish games would look nowadays but instead they're all trying to look all 'realistic' and 'cool' and modern etc that instead they all look like creepy uncanny-valley garbage.

Excellent job on that pic fantastic !

SHADe Dec 14, 2019 @ 3:32pm 
My Feedback as fan:
I got 2 versions of my feedback : TLDR and detail description
TLDR:
Positive
  • Nice graphic
  • Good looking , large locations
  • FIXED LEDDERS!
  • Intresting combat system, i had much more fun from fights
  • Much improvment of UI [love these marks, finally i can find my hunted victim <3 ]
  • Innovative way to hunting/sneaking in future through decoying monsters
    {/list]
    Negative
    • I expecting much darker ambient, personal for me it's a little too bright and colourful
    • Climate of the game is too light and serious.
    • The difficulty is too casual.
    • I'm not totally against change/adding some quests/story/npc/locations in game. But some iconic phares like "Welcome in Colony" shouldn't be skipped/replaced.
    • We could see our protagonist at middle on the screen and the health/mana bar could be visible. That's not a negative but there should be option to launch it.
    • Face of our "RookieGuy" could be a little fixed ( e.g. beard and moustache looks like mess.
      {/list]
      Detail description::
      When i saw on polish YTber material from "New Gothic" i was overhyped. When i heard i can play too ( have trilogy on my steam account) i couldn't wait for the end of downloading. I launched the game, and i heard beautyful remixed main theme from 1st Gothic. But then... I launched the game. The intro looks wonderful,until prolog when our hero were exuled... And THEN... 1st time i saw, that something has missed. That's was personal hurt when i didn't see that funny scene where we had readed our indiciment and pushed into colony and after Bully welcomed us with the slaps on our face and monumental words "Welcome to Colony!". But let's the game begin. I loved these night when we falled. That was ultra climatic. Dark,Fire and growing feeling of anxiety. These snappers had wounderfull model, that looks dangerous and little awfully. That was briliant. But that feelings were prevented by pushed tutorial. I'd love if there will be option to "disable" this toutorial and be leaved to ourself to learn the mechanics. Then Diego saved our ass (XD) and saw the day. That was uncomfortable feeling in case the warm of ambient and brightness ( i leaved default confing). Diego had too official gesticulation in my opinion. After short interview and talk, I went to explore the world. I choose to went down the stairs to temple of Beliar, which looks absoluetly great. Locations were much bigger, so for the exploration player that's big plus (ofc i get this plus too :D). Graphic was truly awesome( i didn't take the graphics bugs or drops frames into note). 1ST TIME IN GOTHIC LEDDERS WERE OKAY! (XD hope to be in new camp mine too :D ). I hadn't problem with the new npc (YES CAYDEN THAT"S YOU!) but at the moment the storyline lost something that had the old gothic - amazing climte. I played many modified versions of Gothic like polish mod "Gothic:Dark Mysteries" and there were much improved storyline with new npc too so that isn't so big problem,anymore I'm intrested to see for e.g. Old Mine Camp too. But we need to keep the unique climate from 2001. When I got opportunity to fight i were so suprised cause these system works nice and wasn't so "woody" as default. I truly respect the mechanics with rotten flesh, that can be wonderful for hunting. Inventory system was convinent to use too. At the moment to perfection missing ( for me) mainly everyman character of our protagonist and much darker and heavier ambient. Music could be improvmed to be much more "heavy". At the end i leaved one of the less problems - I repair face of our goy.
peyj Dec 14, 2019 @ 3:40pm 
A lot of nay-sayers in this thread. I would say take the criticism seriously, but not literally. You will have to appeal to a wider audience not just the original Gothic niche. This does seem like a real remake and not just a HD-release, so it's good to take some artistic liberties!

That being said, things I liked:
- Dense world layout, making good use of vertical space with paths winding back in circles.
- Nice little quest line with multiple outcomes, encouraging level exploration (finding the stash!, healing plant etc.). Good diversity of quest outcomes (all the different sword, different characters being alive/dead/pleased with you etc.)
- Gamepad support. I actually think gamepads are more suited for this type of game, so I'm glad it works well
- Bloodwyns dialoge and voice acting was very good
- Just a general success at making a up-to-date game. Graphics, controls, animations etc.
- Really nice inventory screen

Things that could be improved:
- Level geometry isn't really respected, there are lots of "invisible walls" and you can only climb pre-defined ledges. I really like the way you could freely climb and jump on level geometry in Gothic. And it's always a nice alternative quest solution (like climbing over the city wall in Gothic 2) I also really want to be able to go into the water.
- Diegos dialog in the beginning seemed over-acted. I think you could turn it down a notch and keep it shorter.
- I would prefer more dialog choices. I liked that you could see the text at the bottom of the screen. But two choices often feels like not much, I like the more traditional rpg dialog choice lists.
- Combat works but isn't really very innovative. It's unfortunately mostly about reacting with the correct stance, which isn't very challenging. I would probably prefer something more Dark-Souls-esque where you actually have to pay attention to enemy animations, not GUI elements. Or try to see if the current system would work without the GUI overlays.
Cryomancer Dec 14, 2019 @ 3:47pm 
Who tough that For Honor combat is good for a Gothic game?

For Honor = You fight mostly 1x1 rarely 2x1 humanoid enemies.
Gothic = You fight packs of wolves, large beasts, 2.5m tall orcs, multiple humans at once(...(

They should at least made a Mount & Blade combat.

I an not joking. Starting enemies taking minutes to go down is so awful. I can't imagine fighting packs of wild animals.

---------------------------------

Did the devs TESTED the UI with mouse & keyboard(most common input for Gothic fans) and vs packs of enemies????

A single shot of a crossbow from a mid player level should be enough to kill most wild animals, i don't wanna spend 30 minutes fighting a pack of enemies.
Originally posted by Mrkew:
This is not Gothic. Stop using Gothic's name for something like this.

Exactly,

you will fail,

multiple other game titles have 'tried' this (using a franchise name to 'push' a 'modern remake',

and they have failed HARD)

Contra : Rogue Corps - overwhelmingly negative (even though I personally really like the game!!)

Underworld Ascendant - overwhelmingly negative (mostly kickstarter cash-grab that ended up nothing like what 'promised', but point is the 'new' players don't like either).

Examples are legion,

you're going to be on a sinking ship if you try to push 'this' type of game (as in the teaser) using the 'Gothic' name and to the 'Gothic' crowd.

You will be destroyed as a matter of principle,

and justifiably so, since using the name implies a 'homage to the legacy',

which this demo doesn't do at all.

NetSpyder Dec 14, 2019 @ 3:48pm 
after playing through the teaser, i figured i'd offer my thoughts. i'm sure they've been voiced before, but the more the merrier, right?

the good: controls are straightforward and easy to learn; there are more "things that need doing" in the prologue than the original

the less good:
- please keep the original intro, and lose the hand-holding: this gives the hero a purpose, even if it can't be completed until later. the original intro sets the tone right off the bat -- the first thing you get is punched in the face. Diego is too friendly, the hero should just be grateful that Diego stopped him. the player should be made to find their own way to the camp -- or not, if they choose -- or die trying. following an npc is boring.
- don't tell the player how to feel or what to think: "worst. prison. ever." as an example. this disconnects the player from the character. one of the great things about gothic was that you were the main character, not looking in through a keyhole at him
- the barrier was always visible, and darkened the landscape a bit. colors should be less vibrant
- combat... first of all, parries never worked against animals in any gothic game... you're going to block that charging wolf with your 'bitty' dagger? yeah, right. if you were ambushed by a pack of wolves in the original, even well into the game, you died. even a single wolf could kill a veteran, if caught unawares. when fighting people, i never got the feeling that i was severely overmatched in the teaser because i was able to block any of their incoming attacks, and took no damage save for stamina. the stamina system makes combat tedious - it's more blocking and waiting to have enough stamina to attack again than strategy or skill-based.

please add mouse controls for inventory and dialog

there might be more later
Last edited by NetSpyder; Dec 14, 2019 @ 3:51pm
J-Kopf Dec 14, 2019 @ 3:49pm 
I guess most of the points have already been mentioned by someone, but either way:

Praise:
-Blood and gore! I like the grown up look. I hope you will stick with the courage to make this an 18+ game.
-The slow tactical combat system is nice. I think it will need some fine tuning though. I had a lot of trouble with hitting the air. Combining the attack action with a step towards the enemy might fix this.
-The decission to spare someones life or perform a coup de grace is very fitting for a gothic experience.
-I like that there are already secrets and easy to overlook passages/climb opportunities.
-i like that this is a reinvention and not a remake. It is still possible to recognize the old area, but there is a lot added on.
-The chit chat between the hero and Diego, while walking.
-Charackters remarks towards solving the puzzles are helpful (Belia Sign, Sign on the tree...)

Critic:
-Opening Scene, There is no need for action and explosions. I would like the old cheesy gag with the messanger and a clean hit to the face.
-Railroaded Intro. No need for a torch in a burning area.
-Lockpicking should come with a minigame to open the lock. It should only consume lockpicks with a failed attempt.
-The weapon development is ok. broken sword, burnt sword, rusted sword, longsword. But the development is a little too fast. Where is the good old club, the knive etc. each weapon giving a small bonus to the damage. Also it should be possible to take the weapon from fallen enemies.
-walking speed too slow, running speed too fast.
-characters remarks in the intro are not fitting to the atmosphere

I am looking forward to the development of this game.

Last edited by J-Kopf; Dec 14, 2019 @ 3:56pm
VectorX Dec 14, 2019 @ 3:53pm 
Originally posted by dante_pl™:
Introduction of survival options:

- need for food
- need to drink
- need for sleep

You can probably limit that if we don't sleep, we'll just have a little less endurance, and if we don't regularly eat a little less strength (symbolic statistics)


+ walking to the blacksmith in need of repairing equipment

Please no
Mats Dec 14, 2019 @ 3:54pm 
Hello DevTeam,

Issues founded during about 2 hours of exploring the demo below ;) Generally, I had lots of fun playing PT and I'm waiting for the final product, as a good Prisone... Gothic-grown player. Good luck, May the grace of Adanos be with You.

||| Gothic v 1.0.5265 Playable Teaser |||

Urgent:

Other:
  • Progression of "Some Meat as a Debt" mission is incorrectly displayed if the Rookie dies just after completing it. | screenshot, Polish version (Imgur)[i.imgur.com]
  • Seen once: The Rookie can be killed by the elevator during ride to the Tower over a col
  • The Rookie is not holding items in his hands - especially visible at the very beginning with the scroll and torches.
  • Occasionally, the player can have control over the Rookie during dialogues. The character will attempt to crouch, but he will teleporting up and down. I found it during dialogue with Orry, who got nystagmus looking at me. No video and no 100% repro, but you will find it when spamming the crouching button during dialogue.
  • Quest items are marked as related to missions before the appropriate quest starts (i.e. rotten meat for "Some Meat as a Debt").
  • A lot of small issues with physics and lightning
  • A lot of small clipping issues
  • Some screens in the Rookie's inventory have fonts that are not using required diacritical signs (i.e. Important Information in Polish version of Glossary has ? instead of Ż)

Performance
[specification: IntelCore i5-7300HQ 2.50GHz, RAM 16GB, Intel(R) HD Graphics 630 (somehow, I was unable to launch the game on second GPU in my laptop, GTX 1050]
  • Average: 20-27 FPS (according to Steam's counter)
  • Significant FPS drops during cutscenes
  • Game very often hangs for 1-2 seconds during combat
  • Long loading screens with ambient sounds audible 5-7 seconds

Achievements:
  • "The Hardest Prey" has the incorrect description in Polish. The achievement requires to kill the Snapper, but the achievement's description says "Zabij 1 Scierwojada" (kill 1 scavenger).
  • "Expanding Treasury" could not be achieved after collecting 28 ores (requires 15).
  • "Hangover" could not be achieved after collecting 17 empty bottles (required 10).

Design moaning:
  • The Rookie starts with a set of hunting skills. The original Nameless Hero has to learn them after arriving to The Colony. (I hope that the Rookie gained extra skills for Demo purposes only)
  • The Player has to control Combat Stance, Parry and Dash with their thumb at the same time on Gamepad (maybe that's uncomfortable because of my lack of skill; i'll test it on keyboard soon)
  • UI looks too much like child of Skyrim and The Witcher 2/3 (especially tutorials and loading screens are so much Witcher2)
  • Please, say NO to a diamond dialogue system - it's too poor for narrative RPG games
  • Unskippable dialogues are not fun
  • Character's face in menus is redundant
  • The Rookie looks like former Italian football player Francesco Totti
Last edited by Mats; Dec 14, 2019 @ 3:58pm
Zuh Dec 14, 2019 @ 3:59pm 
First impression:

- Main character talks too much!
- Linear, action intro is unnecessary.
- Arrow stuck in the barrel- If its there I should be able to pick it up!
Last edited by Zuh; Dec 14, 2019 @ 4:01pm
Squanto Dec 14, 2019 @ 4:01pm 
So far I really like the combat system. It's like For Honor's combat system and that's good! On the other side of things, I don't like the amount of dialogue the player character says, and I also think the pacing of the voice acting could be sped up a lot. There are some weird pauses in...................the middle of sentences that doesn't feel right. Other than that, I think this is off to a great start!
Gireshion Dec 14, 2019 @ 4:05pm 
I dont feel vibe of gothic in this teaser. Vibe of skyrim, risen maybe kingdom come but not gothic. Game interface its really skyrimish on the first look i thought that was made by bethesda.
Atmosphere isnt look dark enought and the main character probably lose his balls and brain. Scavenger looks awfully they doesnt has tail or hands. But the not the all things goes bad you got potencial in this.

pluses:
+inextremo on lute
+graphics (look decent but not perfect)
+battle theme
+remixed orginal soundtrack at the ending
+animation is smoth
+new locations
+new quest lines
+cooking
+crushing meatbugs
+conesquences system
+elevator and lighthouse
+wolfs

minuses:
-pissing
-pissing when the protagonist humming soundtrack of the orginal game (that was offending)
-locking on the enemies
-battle system (there is no way that system could be pleasant versus mages or as mage, delete locking system and auto block and that will be better also for honor system of attacking)
-bloodwyn is black (wtf?)
-why bullit is snaper now?
-cringy,dumb and annoying protagonist (really rewrite this charater)
-diego (in the gothic 1 diego for us was like good uncle not douchebag like this one, also its too theatrical and dialogs with him doesnt fit)
-athmosfere
-opening seqence
-intro
-interface
-equipment look (also mouse doesnt work there)
-heavy guards armor look (the head of monster on chest is too flat)
-invisible walls
-not skipable conversations
-camera is bugging often when we fighting
- saving doesnt work properly (only checkpoints saving game)
-scavenger look
-faces look bad
-not free climbing
-slow cutsceens
-poorly chose of dialogue options
-shortcut circle (you making this game for pc players not console)
-controls (tab need opens inventory and etc.)
-too easy
-orc in cutscene

mixed:
*you leave the original story behind too much
*where is goblin on the hill? :c
*where are molerats? :c
*why scavengers are stronger than wolfs?
*no new content in old mine
*no handcuffs :c

Do not only listen this feedback there are so many mods that could give you ideas. Thank you for trying c:

J3W3L Dec 14, 2019 @ 4:05pm 
Quentin's Bandits should get new armors.
MATEJZAO Dec 14, 2019 @ 4:08pm 
I liked this teaser very much. Few things that struck my attention were:
Combat with animals, so I am swinging short range but no hitting, is my character so clumsy?
Diego is very dramatic, maybe it is a morning speech, he must think a lot between words...
I died in a lift, loaded and some items were respawned, I always take all loot. Surely a bug.
Invisible walls for the river, is it just because of teaser or is our hero not gonna be able to swim?
We go with easy lockpicking, players abused the old system, will they enjoy collecting lockpicks?
Why is there so much fog, I do not mind at some spots or at night, but it is too bright, do not like it
Are we getting one save and auto save per profile? Probably not, but could be an option in future
What about ramping up the difficulty? Fighting snapper at start was not so deadly as it should be.
Graphics are very nice, but does not feel Gothicy, grim or dark atmosphere. Not scared at all.

Dialogue system showing what our character is gonna say is great even that one ending it.
New Diego location, bigger areas, good for exploration, impressive environments.
New wolf attacks, great. Recipe procedures, that is neat. Inventory, wow.
Corginator Dec 14, 2019 @ 4:08pm 
@Dev team: Please have an option to disable mouse acceleration. Right now the camera sensitive even at 0 is still too fast due to the acceleration. It can cause dizzy easily
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