As a longtime gothic fan, the vibe is spot on
THQ Nordic has given us a proper look at the gameplay from the Gothic 1 Remake, which has been in development since February 2020.
Game Development So Far
Without knowing all the details, I assume the new team started fresh, using Unreal Engine 5, as opposed to the initial remake attempt (Gothic Playable Teaser), that was launched on Steam in December 2019. I admit, I haven’t played the teaser because I had mixed feelings from the start. Something didn’t feel right with the game, like an uncanny valley situation.
The game looked fine as an action RPG with quips and everything, but it did not had any ‘gothic vibe’ in it. And I wasn’t the only one with that feeling. Even the Elex games were more on track with the ‘gothic vibe.’
PS: RIP Pyranha Bytes, the OG developer of Gothic games.
Developer Alkimia Interactive describes the remake as a “faithful recreation,” and honestly, I have to agree. It does seem like fan feedback was taken seriously.
First Look: The Open World
The Good: vibrant, atmospheric, aesthetic. Great use of lightning overall.
I do appreciate the serious tone of the world, even if there will be some sarcastic jokes here and there. After all, there’s not much to laugh about in a magic-gated penal colony. The overall atmosphere should reflect the harsh and unforgiving nature of the setting, and here, nitty gritty does make a lot of sense.

The not-so-good: graphics. This isn’t a problem for me, honestly, because I care more about how the lighting is utilized, the story, and the gameplay over the graphics. However, it could be a ‘no-go’ for current-gen gamers who might value graphical fidelity more.

The mage incantation, this feels like a fan service done right.

The Old Camp
Amazing overall, nothing to complain about. Just seeing the scenery, how faithfully the area was restored with great attention to detail, gives me high hopes for this release.

This takes me back in time; how 20 years have passed in the blink of an eye.
Side note for the young people out there: enjoy games while you can, because soon enough, you’ll get older and have less and less time to devote to this absolute beast of a hobby.

The Characters

My only wish from the start was to hear more about the NPCs’ daily routines. The original games stood out for their unique atmosphere, largely because each NPC had a distinct routine that reflected their role and place in the game world. What made it even more fascinating was how these routines would shift in response to world events or quests. I’m really looking forward to seeing how this aspect is handled in the remake, as it was a key element that made the original so immersive.

The voice actor for Diego in Gothic 1 was also the voice actor for Vesemir in the Witcher 3. I can only hope the same voice is in the remake, but It may be a too long of a stretch.
At least as far as I understand, the same composer will take care of the game’s soundtrack, so hats off for Kai Rosenkranz!

This is honestly unexpected. While I understand this doesn’t apply to all NPCs, the main ones look so impressive, with detailed expressions and everything. It’s a great surprise, and it’s officially made me want to pre-order the game.

The Action
I came in with low expectations for the action gameplay, especially given the ‘janky’ nature of these AA games. But it really hits all the right spots. The action looks fluid, and just like in the old games, there’s a tough learning curve that makes mastering the mechanics rewarding.
In the original game before unlocking several upgrades, you can see this in how the nameless hero starts off wielding a one-handed sword with both hands, attacking in a somewhat awkward manner. But as you learn from a swordsman and improve your one-handed skill level, you wield the sword more confidently, striking faster and harder.

It’s nice to see that this progression aspect is present here, especially when watching the hero take on the starting area mobs.

The best thing about the replayability of the games was the ability to specialize in multiple weapon types. While this might not be groundbreaking for RPG veterans, there was something unique about how it was implemented in the Gothic series. For instance, a mage build offered a completely different experience, with a distinct path and NPC interactions that were particularly notable in the second game. Some NPC’s were SIMP’s when seing you as a mage, or treated you different when being a mercenary.
Overall the mage build felt entirely different, especially as spells became exponentially more powerful as you progressed through chapters.
On the other hand, bow and arrow gameplay, though typically more challenging, was my favorite. It allowed for a true hunter roleplay experience: skinning beasts and making money off trophies.
One or two-handed gameplay was never my top choice, though I still gave it a dozen tries. However, if the game offers spells or bows and arrows, those usually end up being my preferred playstyle.

I’m 33 now, which in Gothic time means I’m practically a veteran shadowbeast hunter, just with a bit more back pain, and a lot more dad jokes!

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