Greetings travellers, my name is Vertigo, I make videos about the Gothic series and also upload some ambient tracks from time to time. Have a seat and enjoy yourself!
Does the vegetation, you know grass, etc. react to player character movement or touching it or passing through it like bushes or stuff like that. Is it more like rdr2 or Starfield where it's totally static?
The climbing is a more complicated thing I guess. The Remake is way more vertical, the rocks and cliffs are more realistic, steeper and higher. I think that's also a thing / limitation of Unreal 5 Engine. I don't think that we can climb everywhere like in the past. But I could be wrong and they put those vertical climbing rocks in those places where we know them. Who knows? But what we know, that they add a new climbing skills which lets us climb specific walls and let us reach new areas
slightly off-topic, but I hope (more than ever since I watched your themes-video) that they ditch as much of 2 and 3 as possible. The world got much more generic there. They could even change the ending of 1 and beginning of 2 a little: keep the Sleeper half-asleep and around as a more mysterious entity. One can dream ;)
The freedom of being able to go and climb pretty much anywhere is part of why I would have preferred a more stylized, blocky design over realism (and I prefer it aesthetically). It's much simpler to fill the world (even where most players aren't expected to reach) using simple shapes than it is to make everything look realistic. It's also clearer for communicating mechanics without having it stand out like a sore thumb immediately. Can you climb here? Can you interact with this container? Is there an item? ... That clarity, imho, is a big reason for the strong immersion created by the original. You can see all information you need in the environment without trial and error or external (UI) help, which makes it feel like you're interacting with the world directly instead of an intermediary UI/ game layer. That being said, I think the graphics and world design we've seen so far are well done.
Climbing in modern games is much more complex than it used to be in old games because the geometry is much more complex now. I can garuantee you that free climbing won't be a thing at this point in developement since it would require a significant restructuring of the leveldesign.
For me personally, Gothic (+ Risen 1) has been always about the journey "from zero ho hero" and I hope they will make it that way. The steep difficulty curve and the satisfaction of increasing your combat capabilities bit by bit (increasing the number of possible enemies you can defeat and places you can now explore) will always be perfect.
nice technical dive, I'm happy you confirmed the scavenger OG sound, that was something that bothered me a lot... I was afraid this would scale to other monsters as well... OG Gothic has a very specific soundscape that was preserved for over 20 years, its hard to imagine the same place without it's original sound
This remake needs to be heavily critiqued so when they'll do it's sequel, they'll make things fixed even better. Gothic 2 has elemental dragons. The potential for epicness is there. And it's happening at the same location as in Gothic 1 so one world is already created. Adding Khorinis and Jarkenrar would be a challenge.
I was waiting for your video on it. From what i saw I'm sold on the game, even though i was quite a bit skeptical before seeing it in action. Anyway, i agree with some concerns of yours too, but i don't think we have dealbreaker issue yet. The thing that has been bothering me the most though, which i hope to get more opinions on this to see if i'm crazy, is that even though the models, animations and all that look great to me.... all these guys we saw look kinda weak? I mean, other than Diego who looks like an oldschool biker, nobody else gave me a tough guy vibe, let alone had an intimidating presence so far. They all look too much like normal guys, and some even soft. I'm yet to see anyone be somewhat muscular too. For a prison colony i expected a bit more. I mean, as someone who delt with criminals and prisoners at work, and who also practiced martial arts for years, you can kinda get a certain vibe when you meet tough guys or simply hardened people. Yet, i got none of this from these characters, which wasn't the case with the original games. Sure, you could expect some of this from rookies and low level guys, but even the higher ranked guys just look and talk too much like the average joe you meet at the supermarket.
Apparently there will be Polish and German dub in this game and I dearly hope Polish VAs of Bezi (nickname of Nameless Hero in Poland as he is called Bezimienny in our language), Diego and Xardas will make a return. For us there is just no Gothic without them. They are integral to those characters for us. And it is very nice to hear that mythology will be given more nuance. That will definitely fit better with this world that is meant to be more nuanced and realistic.
10:08 The camera in TW3 was centered but yeah I get your pont. It would be better to have the character a little slided off to the left and not that much (just like that 15:32 - I mean here it's slightly on the right, but imagine it slightly put on the left). But above all the 360° camera rotation forces you to use the lock-on system kinda like Dark Souls. In my humble opinion it would be better to have the camera locked behind the character's head and have him turn around as you turn around, so that you don't have to press WASD to direct your attacks or use the lock-on to focus your attacks on a target, to make sure that you can ALWAYS turn around to check your surroundings, and to make sure you can easly change target without having to press any buttons.
Hey @Vertigo. Thanks for info. You know, you motivate me to finish one very old project. A 14-15 years old project! Once, in one of your older videos we were discussing armours. How we imagined them. You see, me and my brother we as kids, fantacized about how we would imagine armours of certain fractions. Yes, sure we demonstrated our "insane" creative skills in Widows painting program, but hey! Its enough for Imagination :-D ! Im about to dig it up from old backup DVD. I remember having like 4 factions left to finish - Nomads, Hasshisshin, Orc and Evil serving people snd so on. You know... Non European, non generic things were harder for us to make. But I am about to dig it up! And finish it. Day by day, hour by hour... And then I will send it to my brother as a funny nod to our childhood game. Hell, I might send this "marvelous" artistic achievement in Windows painting to you even :-D ! Just dont laugh your butt off :-D . Our goal, if I remember, was to make gear more believable, based in reality, even though still keep a fantasy aspect in it. I remember quite often, even as kids, we were uphored by nonsensical designs. You know... We are Czechs, we grew up with gus and swords and medieval castless all arround and guys with armours doing sword play, so even as kids, we had deason idea how stuff works. Im glad Gothic is still alive!
Hey brother! That sounds similar to my childhood but instead of drawing I wrote little short stories. It's fascinating how this game affected so many people. If you have some material to share, hand it over!
Danke sehr für diese eindrücke von Gameplay. Ich habe genau diselbe meinung mit allen dingen die du aufgezählt hattest. Eines was mich noch störte sind diese Weisen umrandungen bei gegenständen und die Icons oder das man F drücken soll fürs aufheben, finde ich tatsächlich auch ein No Go, stört die immersion und hoffentlich ist es ausschaltbar.
So is there character creation now? This video has shown me 3 different versions of the Nameless Hero. The one we see in the Teaser Trailer, the one from the original and now this dark-haired beardless one. Or are we just going to be the dark-haired beardless one now?
The playable teaser is a thing of the past and the design is no longer a thing. The hero in the Gameplay trailer from the THQ showcase is more or less the final version. The dude in the demo from Gamescom is NOT the nameless hero but Nyras, one of the novices of the sect camp.
@@vertigo7082 if the running attacks are really gone i guess we can no longer do something thats been in both gothic 1 and 2 by evading the attack and then hitting them
I'd really like to pin this comment but unfortunately that pin is already used. However, I really want to thank you for your input, I am sure I will do better in the future on the basis of this very detailed criticism.