I Played Gothic 1 For The First Time in 2024 (Review)

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Gothic 1 is a role-playing game developed by the  German-based Piranha Bytes, released in 2001. Over   the years, it’s become a cult classic among RPG  fans, especially in Eastern Europe. The game was   quite ahead of its time and served as a massive  point of inspiration for the Witcher series by   CD Projekt Red. Since The Witcher games are some  of my favourite RPGs of all time, I was curious   to see if I could still get something worthwhile  out of this 23-year-old game. And after 25 hours   of gameplay, I bring you my 2024 review of  Gothic from a first-time player perspective. Since the game is from 2001, we need to download  some fan made patches to get the game to run on   modern hardware. This used to be quite a bit  of a hassle but in 2022 the game received   Steam Workshop support and now it only takes  a couple of clicks to get the game running.  I tried to stay as close to the vanilla game  as possible to get the authentic experience.   The only additional mod I downloaded was a  DirectX 11 upgrade which enhances performance   and the graphics. And with that out of the way,  let’s delve into the backstory of the Gothic.  The Kingdom of Myrtana is at war with the Orcs.  King Rhobar II requires magical ore from the   mines of the Isle of Khoronis to forge weapons  for his troops. Regardless of the severity of   their crimes, criminals are forced to mine this  ore. To ensure the prisoners cannot escape,   the king enlisted the most powerful mages of  the empire – six from the Circle of Fire and   six from the Circle of Water – to create a magical  barrier around the mine. But something disturbed   the ritual and the barrier grew way larger  than expected: the mages were also trapped.   In the chaos, the prisoners mount an uprising,  overpowering and killing all the guards. Khoronis   falls under the control of the convicts,  and while humans can enter the barrier,   they are unable to leave. With no alternative,  the king is forced to negotiate with the   convicts as he still requires the ore for his war  efforts. He strikes a deal with the prisoners:   they continue to provide him with ore, and  in return, he promises to send supplies from   the outside world, including materials, food,  alcohol, and even women. You play as the Nameless   Hero and you’re sentenced to the Valley of Mines.  We don't know if you committed a crime or not but   to the king everybody’s fair game. Before being  thrown through the barrier, you receive a letter   from a fire mage, tasking you with delivering it  to the High Magician of Fire, who is located in   the Old Camp, one of the three factions in the  game. After that, down into the water we go. These cutscenes are a little bit funnier than  I expected. I think it adds to the charm of the game to be honest. This is where we meet Diego, and when I listened to his voice, it sounded very familiar to me. It reminded me of a certain character from The Witcher series.   After a quick Google search, my suspicion was  confirmed: Diego is voiced by William Roberts,   who also voiced Vesemir in The Witcher games.  Diego, much like Vesemir did for Geralt, plays a mentor-like role. After providing us with  some pointers, the open world is ours to explore.  If you can get used to the controls that is.  You see, the game has a very unusual control   scheme. It features a dedicated action key  that doesn't do anything on its own. Instead,   you have to press a second key simultaneously  to perform the desired action. For example,   to open a chest, you have to walk up to the chest,  hold the action key, and press forward to open it.   The same goes for opening doors, talking to NPC’s,  trading etcetera. This took a while to adjust to,   but after some time, it became quite intuitive.  The same wasn’t true for the combat system for me;   it almost made me quit the game entirely. For  combat, you have to unsheathe your weapon using   the spacebar or whatever key you’ve bound for  it. To swing your weapon, you have to hold the   action button and press W A S or D to swing in that  direction, which locks you into place while doing   so. I was so used to modern combat systems where  you can freely move between swings that I kept   trying to play the game that way. Additionally,  strafing from left to right has a unique key as   well; I bound them to Q and E. However, if you use  these too much, you’ll lose track of your enemy   and become vulnerable to attacks, resulting in  me dying a lot. Although it took me way longer to   get used to the combat system, eventually it also  clicked and I started having a lot more fun. Okay,   let's return to where we left off. After  exploring for a bit, the first landmark we   see is the old camp in the centre of the map. As  I made my way toward it, I got pranked by one of   the guards stationed at the bridge. It sets the tone nicely for the way people treat newcomers in   the colony. This became especially clear when I  refused to pay one of the guards for protection.   Not long after, I get approached by a  character named ‘Grim’ who asks me to   retrieve an amulet. Turns out it was a trap. He  lured me out of the camp, only to mug me. Yeah, you really start this game as an absolute  nobody. It’s a nice change of pace from   the usual ‘chosen one’ trope we see in a lot of  our media. To get a little stronger, I thought   it would be a good idea to challenge someone in  the arena. How hard could a one-on-one fight be?  Okay, I guess I've got to be the errand boy for  the first couple of hours. There are multiple   NPCs in the old camp that will give you quests  that involve very little fighting. Completing   these quests will reward you with experience  and some ore, which is this game’s currency.  What I absolutely love about this game  is the sense of progression you feel,   both in your character's stats and skills, as well  as in exploration. Let’s start with the stats and   skills. There are two ways to earn experience:  one is by completing quests and the other is   by killing enemies. When you level up, you get  10 skill points. Fairly straightforward so far,   right? What’s cool about Gothic is that  you can’t just spend these points whenever,   like in most RPGs. In Gothic, you need to find  someone who's willing to train you. It’s a   really elegant solution to an otherwise very gamey  system. There are three base stats you can spend   these points on: strength, dexterity and mana.  Strength increases your damage with melee weapons,   dexterity enhances your proficiency with ranged  weapons, and mana allows you to cast more powerful   spells. In addition to that, there are also  more specific combat skills you can train,   such as one-handed, two-handed, bows, crossbows,  and different tiers of magic. And yet again,   Piranha Bytes do something I haven’t seen  before. When you start using a one-handed weapon,   your character doesn’t know what to do with it. He  will hold the weapon in both hands very clumsily.   But after training your one-handed skill, your  character will learn the right technique and will   actually hold the weapon correctly. If you train  that skill once more, you’ll become a master,   which allows you to perform combos that are  very effective at stun locking an enemy. The   jump in proficiency is again visualized in the  animations, such a cool touch. The final couple   of skills are Sneaking, Pickpocket, Acrobatics and  Animal trophies. I haven’t done much sneaking or   pickpocketing so I can’t really comment on that. I  did make sure to get all the hunting skills early   on so I could sell the animal trophies for ore,  which I desperately needed. A little later I also   put some points into Acrobatics which allowed me  to jump further. This came in clutch when one of   the quests required me to get hold of a certain  artifact that was out of reach. The game tells   you to use the telekinesis spell but I didn’t  have enough mana for it, a bit of an oversight if   you ask me. You aren't supposed to jump that gap  but by using all my Call of Duty 2 strafe jumping   knowledge and the help of the acrobatics  skill I was able to make the jump anyways.   I mainly used bows as a backup weapon or to snipe  higher-level enemies from a distance. However,   as the game progressed, I found myself relying  on them less and less. Magic, on the other hand,   is hard to come by in the early game, so  I primarily focused on a melee build. Yet,   in the late game, there are plenty of cool  spells to try out. For example, I transformed   into a meat bug to pass under this closed gate  — really cool stuff. The final part of character   progression is armour. It is very hard to find  early on and is absolutely necessary to take on   anything stronger than a scavenger or a mole rat.  Once you get a good set of armour your character   instantly feels more powerful. The primary method  of acquiring armour is by joining one of the three   factions. Let me tell you what they’re all about. The first faction you encounter is the Old Camp,   which is the wealthiest among the three.  This is because of their trade deal with the   King and their control over the old mine, the  primary source of ore in the colony. The camp   is structured with an outer ring and a central  castle. The Old Camp maintains a strict hierarchy.   At the bottom are the diggers, who form the bulk  of the workforce and live in wooden shacks in   the outer ring. Above them are the shadows, they  consist of more notable figures such as traders,   scouts, thieves, and assassins, also residing  in the outer ring. Next up are the guards,   the backbone of the camp's main army. Clad in  armour taken from the royal guards killed during   the revolt, they now live within the castle walls.  Highly trained and formidable, they often exploit   and abuse lower-ranking camp members. After that,  we have the fire mages, who also reside within the   castle walls. They advise the camp’s leader  and provide magical abilities. And finally,   we have the ore barons, the highest-ranking group  within the Old Camp, led by a man named Gomez.   They were the instigators of the revolt and the  ones who established the trade deal with the King.  The second faction, known as the New Camp, formed  when a group of people broke away from the Old   Camp due to their discontent with Gomez's  leadership. They left to establish their own   community, settling in the far west of the colony.  Later, they stumbled upon another ore mine located   a bit to the south. Among the members of the New  Camp were a couple of water mages who discovered   a method to destroy the barrier. They believed  that a substantial source of magical power could   shatter it. Following this discovery, the group  has been accumulating all the ore extracted from   the Free Mine, aiming to use it to destroy the  barrier in the future. Such a big amount of ore   attracted a lot of thieves and bandits to the  camp, so the water magicians made a deal with   a man named Lee and his mercenaries to keep  the peace. Unlike the old camp, the New Camp   lacks a strict hierarchy, yet exploitation still  persists. The rogues put newcomers to work in the   rice fields located in front of the camp to ensure  a steady food supply. Then there are the diggers,   they’re treated a lot more fairly here in  comparison to the old camp. The rogues,   mercenaries and water mages leave  each other alone for the most part.  The third and final faction is the Sect Camp,  led by Y'berion. He received a vision from an   entity known as the Sleeper, which led him  to an old temple located in the swamp. Here,   he and his followers pray to their newfound deity  for liberation. To commune with the Sleeper,   they cultivate and use a drug called swampweed.  Additionally, they rely on selling this drug to   the other two camps as their primary source of  income. Yeah, this faction is literally getting   stoned all day in the swamp. Their ranks consist  of novices, the lowest class within the camp,   who primarily handle the camp's workload while  also praying to the Sleeper and training to ascend   to the ranks of templars or gurus. Templars,  the camp's elite warriors, are tasked with   guarding the camp and the Old Mine. There, they  provide swampweed and protection to the diggers   and guards in exchange for the minecrawlers'  glands needed for certain potions. And finally,   there are the gurus, who serve as the spiritual  and magical masters of the camp, possessing the   ability to communicate most easily with their god. Overall, I really like the way the different   factions are executed, they all feel  unique and believable. Personally,   I joined the Old Camp in my playthrough. However,  it's disappointing that after chapter 1, there are   barely any faction-specific quests, so in the  long run, your choice doesn’t really matter. Alright, let's revisit my point about progression.  My first point was about the stats and skills,   and the second crucial aspect is the world and  exploration. From the moment you start the game,   the open world is fully explorable. However,  strategically placed enemies populate the map,   blocking most of the routes. These enemies have  a static power level and do not respawn when   killed. You can probably see where I’m going  with this. At first, there's only a limited   amount of exploration possible because basically  everything kills you in one hit. But after you   level up a bit and acquire some armour, those  wolves that once blocked your path are now easy   to defeat. Slowly but surely, you can extend the  range of exploration in this very organic way.   This type of design also prevents over-levelling,  as it's impossible to farm mobs for experience.   You might think the world will feel lifeless after  a while, but the developers thought of a solution:   every new chapter will introduce new enemies to  the map. These enemies spawn at logical locations;   for instance, wolves spawn in the forest,  and molerats spawn in caves. Remembering   areas where you've encountered mobs will come  in handy in later quests as well. For example,   in one quest where I needed to kill a shadow  beast, I recalled its habitat from a previous   session and knew exactly where to go. That  felt super rewarding because it was knowledge   I naturally acquired through gameplay, rather  than through a quest marker. One quality-of-life   feature I really enjoyed was the absence of an  equip load mechanic. In most games, I find it to   be a nuisance that doesn’t add anything to the  gameplay. I also really like the barrier as an   in-universe boundary for the player space. When  you have a barrier that can be explained by the   story, there's no need for invisible walls or  massive mountains. The final comment I want to   make about the exploration aspect of the game is  the awesome use of verticality and hidden areas.   The game is filled with climbable ledges, caves,  and hidden rooms, which are just the cherry on top   of an already super rewarding part of the game. Next up is my absolute favourite part of the   whole experience, it’s atmosphere and immersion. I want to start off by mentioning the awesome  soundtrack by Kai Rosenkranz. You've been listening to it throughout this entire review,   and I must say, the track you're currently hearing  is my absolute favourite among all the songs. The   tracks, in general, strike a perfect balance  between atmospheric and epic, excellent stuff.   Then there’s the weather system; it's really quite  basic, but it adds a ton of ambiance to the game.   I’ve seen fog, rain, and even some lightning on  occasion. What I love about the game is that the   world doesn’t revolve around you. Animals will  hunt and sleep depending on the time of day,   whether you’re there or not. The same applies  to NPCs—they go to bed, have some breakfast,   wash themselves, go to work and much more. It  really makes you feel like you are part of an   ecosystem. As a player, you also take part in  many of these activities, which truly immerses   you into the world. This feeling is enhanced by  the fact that there are barely any HUD elements   on screen at all times. At most, you'll only see  an NPC's name and health bar, along with your own   health bar, that’s it. This minimalism extends  to the map and the absence of quest markers.   The map you carry is very basic, leaving you to  fill in the gaps yourself. Similarly, quests are   presented with only a short description in your  journal, without giant exclamation marks telling   you where to go. It's actually really refreshing  in this day and age. Oh, and one more thing I want   to mention before moving on is how NPCs react  to your behaviour. If you draw your sword,   they become anxious, and if you knock somebody  out, they will try and avoid further conflict   in the future. Details like that are just perfect. So far, I've been really positive about this game,   but Gothic was a cult classic for a  reason. To appreciate everything I've   spent the last 16 minutes talking about,  you'll have to put up with a lot of bugs,   jank, and questionable design. There will be NPCs  randomly standing on tables, NPCs getting stuck,   and lots of backtracking. While nothing  game-breaking, it can be quite annoying.   Sometimes, the game can even be unintentionally  funny. For example, the voice acting—it's all   over the place. Some of the voice talent does a  great job, while others are so bad it’s hilarious.  One minor annoyance for me was how loud  the harpy enemies are. Everything's fine,   and then suddenly, your ears start bleeding. There are two more things I want to mention before   I move on to my verdict of the game. Firstly,  the inventory system is just really clunky;   in the late game, you'll be sifting through heaps  of items to find what you need. Combined with the   unusual control scheme, it's quite a mess. And finally, I think the story isn’t as   strong as the game’s setting and factions.  The early game is amazing but once you get   about halfway into the game the story becomes  very linear and quite bland. It boils down to   a lot of backtracking and fetch quests with the  occasional dungeon. It's not bad by any means,   but it does bog down the experience. And that brings me to the main question   of this video: Does Gothic hold up in 2024? For  me, it’s a resounding yes. It was fantastic to   check out a game from 2001 and see where CDPR  took their inspiration from. It’s remarkable   how this small team of German developers managed  to innovate so much in a single game. While the   game isn't perfect by any means, beneath a hefty  amount of jank lies a title that was ambitious and   daring – and that’s always worth celebrating in  my book. I can understand why this game is beloved   by such a hardcore fanbase, and it’s wonderful to  see it still being supported to this day. I’m now   officially a fan of Gothic and my fingers are  crossed with you all for the upcoming remake! And that wraps up the video, I hope you  enjoyed this one. What did you think of   this slightly different format? Let me  know in the comments down below. Liking   the video and subscribing to my channel would  tremendously support me and ensure you don't   miss any future uploads. All right that’s it  from me, I’ll catch you in the next one, peace!
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Channel: GameTalesHQ
Views: 17,867
Rating: undefined out of 5
Keywords: Gothic, Gothic 1, Gothic1, piranha bytes, Gothic: Classic, Gothic Remake, RPG, Old school, Role playing game, Role Playing, Nameless Hero, kai rosenkranz, Sleeper, Review, Retrospective, Retrospective review, German based, Polish, The Witcher, Vesemir, Witcher Trilogy, Action RPG, THQ, Remake, Elex
Id: lJCxHx9JnRQ
Channel Id: undefined
Length: 18min 51sec (1131 seconds)
Published: Sun Apr 14 2024
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