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Troll slaying can be fun for the whole family.











There are so many aspects of gameplay to discuss for Gothic, it's hard to know where to start. Perhaps we should give a brief analysis of the different classes.

Warriors - Brawn over brains is their motto. No reason to look for a key when you can smash a door down, and finding ways around enemies is pointless… when you can instead spend time honing weapons skills and severing enemies' limbs.

Assassins - Most people here are probably familiar with the term, except that assassins in Gothic will not feature sniper rifles. Sadly, those weapons weren't invented yet. Instead, these characters will use their wits to manipulate situations for their own selfish needs, and they have no qualms about stabbing people (even lovable 3DGN writers) in the back.

Mages - An RPG isn't complete until magic wielding wizards are introduced into the mix, and Gothic won't disappoint. Mana regenerates quickly and automatically, though rare potions are available that can push your mana past the normal limit. Spell casting types can choose extremely destructive white magic or the more balanced road of grey magic. Either way can make a powerful character, but the white magic is centered more on deadly magics. Spells will include the usual types found in games, including the ability to morph into a bug in order to sneak past things and spy on orcs playing with their feet.

Psionics - The most intriguing of classes as far as I'm concerned, psionics use their minds to possess people and make them do their dirty work. It won't be possible to possess everyone, and there will be repercussions from trying to take over the mind of someone stronger (mentally, that is) than you. When possessing someone the camera follows the possessed being and lets you use it however you wish. If your own character should come under attack during this, you automatically switch back to him. Alex Brüggemann informed us that you can recharge this power through meditation. Tom Putzki's response was "Ooooommmmmmh, I'm a lotus blossom, ooooohhhhhm..."

Although I was afraid to ask, I do wonder if game designers use meditation to recharge their own mental awareness. From personal experience I can let you know 3DGN writers don't choose to participate in goofy mental exercises like meditation before writing; we use alcohol instead. We asked about how many weapons were going to be included in the game, and if Piranha Bytes could name some for us. Mario Röske answered, "Many! At the moment about 40 different weapons like Trollslayer, Deathbringer, Demonsword, manicure sets and so on!" Mario inadvertently just confirmed the rumor of a "manicure set of doom"; something Piranha Bytes has so far kept quiet. This dazzling weapon can clip, paint, and shine fingernails, instilling fear in the evilest of crime lords who wish to retain their manly image and overall ruggedness.

I really like the "what you see is what you get" (WYSIWYG) idea being implemented here. It's a hassle to go through a hundred different character statistics like in most RPGs and pick/alter each one to make the character you want. In Gothic, you just play the character you want, and the development of the character will be seen on screen, not through different menus. Sword swings become quicker and more accurate, magic spells increase in power, monkeys cower when your name is mentioned, etc. All of these effects are working towards keeping you focused on happenings in the game and not having to work your way through hordes of menus before you can cast your first spell.

Sticking with the WYSIWYG principle, the environment will be very realistic. When an enemy is killed, the weapon falls to the floor with a clash and can be picked up by you. An axe can break down a door or open a chest, and a torch will give light in a darkened hallway. Each NPC (Gothic should feature over 200 of them) will go about their daily activities. A man working in the mines will wake up each morning and get to work, something you can watch in action. Most RPGs feature a magical "shift" in which night becomes day and everyone is suddenly awake, but Gothic will stick with reality instead. You might even have to interrupt someone to get his or her attention.

NPC reactions also vary based on your physical appearance. What kind of armor and weapons you carry will be instantly seen by the way you look on screen, and you can use this to judge enemies also. Any friends you make will pretty much just follow you around and aid you when possible. A 15-foot troll might scare them away, but they're more than willing to pick on creatures their own size. You can make friends fairly easily in the game. If you take out a gang, the rival gang will appreciate it and for the most part trust you. Everything you do counts for something, so make sure your mother would approve.

back | Click here for more information on physical weapon oriented violence, as well as the visual qualities of Gothic's 3D world (dumb way of saying combat and graphics). (next page)