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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 !
{/list]
Negative
{/list]
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.
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.
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.
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
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.
Please no
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:
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]
Achievements:
Design moaning:
- 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!
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:
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.