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Company of Origin:
Xicat Interactive
Minimum System Requirements:
Win9x/Me/2K, P2 400, 128MB RAM,
700MB HD Space, 3D accelerator w/ 16MB VRAM, 4x CD-ROM
Test System:
Athlon 1.1GHz running Win98 SE, 512MB RAM, GeForce
2 GTS w/ 32MB RAM, SoundBlaster Live!, 8x DVD-ROM
Graphics and Sound:
Gothic sports a solid, if not mind-blowing, graphical engine. The
environments are massive, which helps explain the painful load times at the
beginning of each play, and the passage of time is portrayed quite nicely.
Over all this sits the ominously glowing dome that surrounds the entire
area, keeping you from escaping. It's a nice effect, even if the
environments are a little more polygonal than I would have liked. The same
can be said for the characters; they're not particularly well articulated,
but they get the job done. The game's sound is solid as well. The voice
acting is good, if occasionally a bit overdone; there's so much of it,
though, that you have to be impressed by the sheer quantity of speaking
roles in the game. The music is subdued and rather unmemorable, which is
better than loud and obnoxious any day of the week. And the sound effects
are solid, if well within the realms of Generic Fantasy Effects.
Gameplay:
Gothic sports one of the most
original fantasy settings that I've ever seen in an RPG, and the ability to
fully explore it. It also sports one of the most god-awful interfaces ever
invented, which detracts from the experience entirely too much for its own
good. Combined with a shallow combat system, the few major problems knock
the game down from the high stoop to which it aspires, especially for the
novice gamer who has never played this sort of thing before. The game
starts off weird, and just keeps going from there. In the kingdom of
Mertana, there exists a sort of prison surrounding a number of mines.
Unfortunately for the King, the prisoners revolted a while back and took
control of the place, so now there is an uneasy agreement between the two
sides; the King provides goods, and the prisoners provide the ore that the
King needs. The prisoners inside the mine area have divided into three
camps, each with their own agendas and ways of life. Into this tense
situation your character is thrown, with a letter to be delivered to a group
of mages. These mages are the ones who created the barrier to begin with,
and are trapped inside.
>From there, it gets even more interesting. Gothic doesn't really
bind you to any one course; you can make friends and enemies with just about
anyone in the game, but you have to reap the consequences that you sow by
your actions. It makes for a delightfully different experience, considering
the static nature of most RPGs nowadays. Character advancement in the
game is fairly standard, reminiscent of the Ultima Underworld games.
You gain experience by killing enemies and the like, and you can have people
train you in different skills that come in handy in the world. This way
your character develops the way you want them to, rather than the way
the designers geared it. The game is big enough that you can play it just
about any way that you like, which is nice.
Difficulty:
Unfortunately, for a first time player being dropped into the world
of Gothic may be entirely too overwhelming. There is no 'training'
period, where you're given time to get the hang of the game as a whole.
You're simply thrown whole-hog into the situation, with only a few clues as
to what you need to do. It's easy to undertake tasks that are entirely too
difficult for your character at the beginning of the game, so you have to be
extremely careful and pick and choose what you do. Going into the Old Camp
the first time can be entirely overwhelming, considering the number of
people to talk to and things to do; the game branches like crazy, and
newbies may find themselves rapidly lost. Those who are old hats to the
genre, on the other hand, will find themselves pleasantly surprised by the
number of choices that they can do, from simple to challenging.
Game Mechanics:
All right. The number-one problem with
Gothic is its completely counter-intuitive interface. Instead of
using a number of different keys for different actions, you use the 'Use'
button in combination with particular directions to pick up items, swing in
combat, trade, and the like. While it's certainly a savings in terms of
keyboard space used, it's also extremely obtuse and counterintuitive. It
may be well suited to a console system, since the number of buttons that are
otherwise used are minimal, but that's no excuse to saddle PC gamers with
such a binding control scheme. Once you get past that travesty, though, the
game's mechanics are quite solid. Character advancement is entertaining, I
didn't encounter any major scripting bugs (although I'm sure that in a game
this large there's one or two hiding about), and you can get used to
the controls. The game does have an inordinately long load time for a PC
game, but as I mentioned before it's probably because of the huge
environments. With a steep difficulty curve and obfuscated control
scheme, Gothic will appeal only to the hardcore gamer who doesn't
mind toughing their way through the first few hours of a game to get to the
more interesting parts. With a revamp of the controls and a gentler
introduction into the world of Mertana, this would be one of the best RPG
experiences I've had on the PC in a while. As it is, it's still quite
solid, even if one can only recommend it to veteran RPGers. Those who this
term applies to, take note; Gothic is a fascinating world to explore.
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