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Gothic 3?

GameSpy has posted a new preview of Gothic 3, the upcoming RPG sequel Piranha Bytes. Here's an excerpt:
According to Piranha Bytes, the faction system has caused the development team to seriously reconsider the way it organized the game's quest structure. Unlike previous versions of the game, no one's off-limits in Gothic III. Vital quest NPCs can and will be killed in the course of the game; kill enough members of a faction and all members, and eventually entire cities, may become implacably hostile to the player. My demonstrator reassured me, however, that the player would never be completely stymied. It is fully possible for a player to murder every NPC in the world and still finish the game -- although they stress that this is way more difficult than it sounds.

At this point, our few reservations about the game rest in the combat system and the translations. The version we were shown has an elaborate system in which players can use combinations of mouse buttons and special keyboard commands to perform specific moves and combinations. Unfortunately, while it's impossible to judge the system without extensive playtesting, the few minutes we had with it felt a bit mushy and random. There's also the issue of the game's voices and translations. Gothic III is heavy with spoken parts, and the version we were shown had both poor text translations and German voiceovers, either of which could badly damage this game. Aspyr took pains to assure us that it's taking enormous case with this process and have just recently completed rerecording all of the game's dialogue.

Opet isto :S
 
kombat sistem je solidan, u najmanju ruku originalan, fala bogu da kad je vec akcioni rpg ta akcija bude nesto vise od clickclickclick
 
Naravno, što manje razumljiv combat sistem to veća originalnost, ozbiljnost, kvalitet...
 
filipenko je napisao(la):
Naravno, što manje razumljiv combat sistem to veća originalnost, ozbiljnost, kvalitet...


U Morrowind-u ti je bilo lakse?
 
goran.rs je napisao(la):
U Morrowind-u ti je bilo lakse?
Pa naravno da je bilo. Zar nisu svi pljuvali Morrowind upravo zbog lakog izvođenja borbe? WSAD sistem, 3 načina idarca (chop, slash hack) za melee, range je range i to je to. Udrarci se zadaju jednim levim klikom. Dok je ovde borba prava mini igra, moraju da se pritiskaju po 2-3 dugmića kao u Nightmare Creatures-u, noćna mora sa zagubljivanjem u komandama, dešava se da nekoga te isti tip stvorenja koje si 10 koraka ranije oprao od života ubije kao od šale dok ne provališ tačno kako radi sistem. Neuporedivo više dolazi do izražaja snalaženje sa kontrolama od, recimo, opreme, u prvih nekoliko sati igranja dok se čovek ne navikne.
 
Auu,covece pa ti ga pretera.Ni blizu nije tako tesko.
 
Ni ne kažem da je teško, već da je tupavo i iritirajuće :) Kada sam igrao Gothic 2 posle par neprijatelja sam sejvirao i izlazio iznerviran sistemom borbe...
 
Gothic III Updated Look
Piranha Bytes gives us another look at a game that could give Oblivion a run for its money.
by IGN Staff

August 2, 2006 - Piranha Bytes has managed to create a wonderful series with Gothic. The first game entered the scene as an unknown and impressed with it's willingness to push for open gameplay where players made their own history inside the overarching story. The sequel pushed that boundary further with a large environment, artificial intelligence that was reactive to player behavior, an improved combat system, and grand story. With the third game in the series, PB is hoping to bring the same kind of positive progression to the gameplay with new combat features, improved user interface, and even more open-ended options.

Gothic III will put players back in the role of the Unnamed Hero from the first two titles, only this time, he's heading back to the mainland of Myrtanna now that he's off the prison isle and finding that the human empire has been attacked and largely enslaved by the larger and more powerful orcs. Pockets of resistance are scattered around the midlands of Myrtanna including captured paladins that can be freed to help insight rebellion. The orcs also will pursue interests in the other human lands of arid Varant to the south and frosty Nordmar in the north. If the adventure is as huge as the land it's staged in, players should be in for a healthy helping of RPG gaming.

Of particular interest to us is the amount of care Piranha Bytes is taking with developing the storyline past simple fantasy notions of saving the world from a great evil. While Mr. Noname, will push his way into the realm to confront the orc hordes currently occupying and enslaving humanity, players won't have to guide the hero on the obvious path of defeating and destroying the invaders. In fact, choices will be presented that not only supply the chance to help the orcs, but they'll be presented in a way that will make the idea sound like the right and just one. While there are plenty of games offering moral choices, there aren't a lot offering ambiguous ones such as this that could challenge the way players perceive the game world in general. What looks evil at one point may actually look good towards the middle of the game.

One of the challenges for players to even get to the point of coming to the conclusion that the orcs might present a good option is to be noticed by the large humanoids at all. At the beginning of the adventure, the orcs will want nothing to do with the main character. Seen as merely one of the many new slaves, players will need to prove themselves in combat arenas to gain the respect necessary to grow closer and more useful to the invaders. Thankfully, the combat system in Gothic III looks more complete than we've seen in the previous games.

The combat system in Gothic I and II were both fairly difficult to pick up. While fairly deep with combo moves that highly skilled players could use, beginners found the learning curve incredibly steep. The new system has some key additions that should help with that. First is the soft lock. When moving around enemies, the character will lock onto the enemy target in front of them and circle around while keeping attention focused on that one enemy. As it stands right now, the lock will switch between enemies fairly easily allowing for the ability to fight multiple targets at the same time. We're hoping that Piranha Bytes decides to add the option for players to use a hard lock as well so that holding down a modifier key will keep one enemy locked no matter what which should make pulling difficult combos off a bit easier.

Combos are a big part of Gothic III's combat. When equipped with certain types of weapons, different combos are available using the left and right mouse buttons. The right mouse button is for quicker attacks (or blocking when using a shield) while the left mouse is for power attacks. Hitting the buttons in different orders, holding them down, or hitting them together will trigger different strings of attacks.

New combat moves will have to be obtained from trainers spread across the landscape, some of which are difficult to find. Once learned, players can access the moves at any time, but it does add a certain incentive for players to explore the wide world.

Players might also find combat easier thanks to the new quick use bar at the bottom of the user interface. While the UI isn't complete, it is representative of the design goal. While Gothic II allowed players to assign hotkeys to weapons this newest addition will allow players to see what those hotkey assignments are without having to switch to the inventory screen in the middle of a fight. The ten slots can be filled with anything from weapons and items to spells providing a wide array of readily available options. Those that like a clean screen will be able to remove the interface entirely with a simple keystroke.

Among the new stuff features added since the E3 demo were a couple of spells, the most interesting of which was a transformation spell. Once obtained, the spell can be cast to transform the main character into whatever is centered in the view screen whether that be a chicken (the chickens are deadly!) or a troll. The creature can then be used to infiltrate or attack enemy positions. Wading into an enemy camp as a troll should eventually be pretty fun. For now, the newly implemented spell isn't tuned to allow players to attack quite yet.

After showing off a bit more of the heavily forested Myrtanna area where players will begin their adventure, we were transported to the distant land of Varant. This desert area is the home of some impressive ruins, camps, caves, and at least one large city. The city we were shown included a large city center building in which the local robber baron named Gonzales lives. As with much of the game, accessing certain areas of cities will take a bit of doing. Not only does Gonzales demand quite a bit of tribute, but he'll also require some errands to be run before an audience is granted.

Completing quests will be a very large portion of the game. Nearly every non-player character in the game will have something to say and many of those will have errands to run and quests to complete. Piranha Bytes employed near 30 voice actors to flesh out the roles of the characters in Gothic III as well so we won't have to hear the same four or five voices coming from different faces constantly. At this point in development the game has been translated into English but voice-overs have not been inserted into the game.

In many ways Gothic III looks like it has an opportunity to surpass Oblivion which was released earlier this year. There's a great deal of open-ended gameplay and non-essential dungeons to explore but the story campaign looks to be quite a bit more interesting. We'll have to get a chance to sit down and play the game for an extended period before passing judgment, but we're certainly pleased by how the game is progressing. Look for more info to come down the pipe in the future and expect Gothic III to come out in North America sometime around November.
 
Lepo, lepo :)
Al' mi jedino nije jasno sto su minecrawlere izbacili iz pecina/rudnika na livade?
 
Ogladneli su! Veca teritorija zadovoljava veci apetit!
A bice i u pecinama (oni najjaci)! :)
 
When equipped with certain types of weapons, different combos are available using the left and right mouse buttons. The right mouse button is for quicker attacks (or blocking when using a shield) while the left mouse is for power attacks. Hitting the buttons in different orders, holding them down, or hitting them together will trigger different strings of attacks.

Hmm, ovo me pomalo brine. Nekako mi zvuci da ce borbe da budu nalik onih u Diablu tj. click...click...click...click...click...die. Nadam se da nisam u pravu poshto imam averziju prema igrama u kojim moram da kliknem preko 200 puta u minutu. To me jednostavno fizicki smara. :crash:

Inace, kad sam prvi put probao Gothic1 trebalo mi je par sati igranja da potpuno ovladam kontrolama ali posle tog inicijalnog perioda privikavanja nikada vishe nisam imao problema sa njima, iako uglavnom igram turn-based igre. :D Shtavishe, cinilo mi se da je sistem prilicno intuitivan kad chovek jednom udje u shemu. E sad, to sto developeri planiraju da sav fokus prebace na misha mi nikako ne odgovara.

Po meni bi bilo mnogo bolje reshenje da su ubacili native gamepad support. Svojevremeno sam probao Gothic2 na Logitech Rumblepad2 i bio je potpuno igriv. Da su josh iskoristili analog stick-ove za recimo odredjivanje jachine zamaha macem ili zapinjanja tetive luka bilo bi perfektno. Ima li uopshte nekih vesti o podrsci za gamepad-ove u G3? :trust:
 
I dalje mi se ne dopadaju ideje borbenog sistema. Ponovo podseća na prosečnu arkadu tipa Blade Of Darkness. Naročito sa softlockom. Šta ako se treba boriti protiv mase neprijatelja?
Inače, svaka čast za tehnikalije, kapa dole :)
 
Ma verujte, ako ne Piranama, onda meni, sve ce biti fenomenalno! :)
 
Preview @shacknews.com
Part 1
Gothic 3 Preview
-- August 3, 2006 by: Chris Remo 2006 has been a pretty good year for fans of sprawling, nonlinear RPGs. In March, Bethesda shipped The Elder Scrolls IV: Oblivion (X360, PC), the latest and greatest in its long running open-world series, and late this fall, German developer Piranha Bytes will finish up the third entry in its own RPG franchise, Gothic. The original Gothic was released in 2001 as Piranha Byte's debut game, and was followed by Gothic II in 2003. Both games were well received by gamers and critics, mainly for the huge range of possibilities offered by the open ended gameplay. With Gothic 3, Piranha Bytes plans to deliver its biggest game yet, while attempting to improve various interface and combat complaints that have been leveraged against the first two games in the series. I recently had the chance to take a look at an in-progress version of the game to see how it's shaping up, courtesy of publisher Aspyr Media's Eric Duncan and Chance Copeland.

Gothic 3's plotline is a direct continuation of the events in Gothic II. The series' archetypal heroic protagonist finds himself off of the prison island of Khorinis from the first two games, and onto the mainland of Myrtanna. Vast Orc forces from the Northern lands have swept down into the Midland and enslaved much of human civilization. Some humans operate as mercenaries performing the Orcs' dirty work, while other rebel humans ally themselves with the beseiged human king, holed up in the former capital city. In addition to the humans and Orcs of the Midland and the Northern territories, Southern Myrtanna is home to peaceful Varrant nomadic race as well as a brutal race of slave traders who kidnap humans and sell them to the Orcs. Aspyr's Eric Duncan was quick to point out that the Orcs of the Gothic world are not the irrational and dumb-witted orcs common in many fantasy settings. Rather, they are calculating and methodical--"more like Klingons," Duncan pointed out. This distinction becomes more important as the player completes quests and explores the world, as apparently not everything is as it seems in Myrtanna. The Orcs have their own motivations and histories that explain why they have chosen this particular path, and depending on how the player chooses to play the game, more and more of this backstory will come to light.

This is a crucial part of Gothic 3, and it gets to the root of the game's basic concept. The player does not create a character, assign attributes, or choose a class at the beginning of the game, a crucial distinction between this game and other similar games such as The Elder Scrolls. Here, the human hero is a defined character with a particular history and his own set of baggage that comes along with living in this conflict-ridden world. The roleplaying aspect comes not from creating a character, per se, but by exploring how a particular character will interact with and influence the existing properties of the world. So, from the start of the game, the world perceives you in a certain way. Orcs have little respect for you, and human rebels will try to bring you over to their side. However, these attitudes can always be challenged, depending on how you choose to achieve your objectives, or even what objectives you choose to achieve.

For example, you might gain the trust of a particular Orc leader of a particular enslaved human town. This leader explains to you that for some time now he has been trying to hunt down a group of human rebels. He has been unable to keep tabs on them, but you may be able to help. He suspects that a human paladin knows of the whereabouts of this band of rebels, and if you can convince the paladin of your friendship as a fellow human, you may be able to report back to the Orc leader and stamp out the pesky rebels for good. Performing this task will raise your esteem in the eyes of the Orcs and allow you access to areas or training you may not have otherwise been able to attain. Alternatively, you may choose to betray the Orc leader and secretly confer with the enslaved human residents of the town, having learned of the paladin's location. They may help you organize a rebellion and retake the town from the Orcs. From that point on, the town would actually become a human-controlled settlement, and your respect among human rebels will rise--of course, it also becomse significantly more dangerous to hang around major Orc-controlled areas. Of course, the game is not restricted to these two paths. Players may wish to become more of a mercenary free agent, helping either humans or Orcs--or, perhaps, other as yet unrevealed factions--depending on the needs of the moment. "There is no good versus evil," explained Duncan; it's all a matter of perspective. Some potential missions are a bit more straightforward. In order to get into a large and well-protected Orc castle, the player may look to curry favor with the guard leaders. After a bit of asking around, you find a human brewer also looking to raise his status with the Orcs. Helping him distribute beer to the guards proves beneficial to both of you, and helps you get inside the castle.

Like its alignment system, Gothic 3's class system is very nonlinear. Over the course of the game, the player never chooses a defined class or role. Rather, the player chooses skills and abilities by learning them from trainers located throughout the world. As the player gains levels, "learning points" are awarded, and these can be spent at trainers in order to level up acquired skills or learn new skills. Since the character is the same character that has already survived two Gothic adventures, some skills are granted at the beginning of the game, but in the interest of character development, the player is still essentially "starting over" in most respects. The alignment system ties into the skill system to a fairly high degree. Lower level skills are easily attainable and common to trainers throughout the world. However, the more unique and high level the skill, the more difficult it will be to find. This is not always a geographical issue. Sometimes, you may know exactly which trainer possesses the skills you desire, but if you are on bad terms with that trainer's factions, he may refuse to teach you. Other trainers have more obvious barriers. For example, Orcs respect strength above all else, so they are more likely to take a chance with a human who has put a lot of points into warrior-oriented skills, or they may require you to show off your talents in an arena fight before they deem you worthy of tutelage.

Skills fall fairly in line with what one would expect from this sort of game. There are a variety of combat skills pertaining to different types of weapons and fighting styles, offensive and defensive spells, production skills such as alchemy and crafting, and so on. Unfortunatey, Aspyr has not yet revealed the skill roster in any great detail, though it seems to be broad. Many objects in the world require player skills in order to be used effectively. For example, a player may come upon a grindstone for sharpening blades, which will be significantly more helpful if equipped with weapon crafting knowledge. Players can learn to use weapons such as swords, axes, polearms, bows, and others, and can acquire styles such as dual-weapon fighting. Spells range from small fireballs and personal healing spells to huge area of effect spells, such as a tentatively named "rain of fire" that calls down a column of flame from the heavens, showering the vicinity with burning meteors and turning the sky blood red.

Gothic's combat system has been a frequent point of criticism for the series, and with the third entry Piranha Bytes has attempted to make the fighting more streamlined and intuitive. Now, the game uses a two mouse button system with a soft target lock. When fighting multiple enemies, the game will automatically target the one over which your cursor tends to hover, and to attack with the currently equipped weapon or spell you simply click the left mouse button. Melee weapons have context-sensitive attacks assigned to both the left and right mouse buttons. For example, swords have a vertical slash assigned to the left button and a quick horizontal swipe assigned to the right. There are also various other options. Holding the left mouse button winds up for a strong vertical attack, while holding the right mouse button blocks. Blocking then clicking the left mouse button performs a slow but particularly powerful blow. Other weapons have different systems, though most them seem relatively similar. The setups for longer weapons such as staves take advantage of those weapons' crowd-control potential by having large sweeping strokes for the powerful attacks, and so on. From what I can tell, most spells and bows do not have these multiple attacks, as their functions tend to be more specialized. Combat, as well as the rest of the game, can be played either in first or third person, depending on player preference. It's tough to get a sense for how the combat holds up over time based on a relatively short preview session, what with the game's emphasis on unique skill development. Right now it seems like the streamlined point and click aspects may make it too simplistic. Hopefully later hands on impressions will provide a more thorough understanding.
 
Part 2

One interesting aspect of combat is that if you are fighting sentient beings rather than monsters, you must be very deliberate in order to actually cause a death. After winning a battle with an Orc or a human, your opponent will be renderedunconscious. To actually complete the kill, you must execute a finishing move, complete with special animation. The reason for this extra step is that, because of the open-ended allegience system, you'll always want to be sure that you want the reputation that comes along with killing whoever it is you're killing. Offing another human in front of some Orcs is likely to have no more effect than the Orcs having a laugh at the other human's expense, but killing an Orc leader is liable to put your life in serious danger. Of course, if you're trying to aid the human resistance, killing that same human slave won't help either. Causing death can be very useful, depending on who you want to impress, but it can also be very dangerous, so the game's designers want to make sure you've committed to the ramifications before following through.

The world of Myrtanna is quite large, which befits this sort of game. Piranha Bytes pegs it at about 7.5 square miles overall, which consists of a range of environments including deserts, forests, plains, snow-capped mountains, and more. "It's not quite Oblivion," admits Duncan in reference to the total area of the game world, but he also pointed out that the independent studio operates with only about twenty developers--the biggest it's ever been. At a certain point, the player will learn a teleportation spell in order to actually traverse the world in a reasonable amount of time, a necessary amenity given the game's lack of mounts. Aspyr promises that there will be no loading times anywhere in the game, with the likely exception of when the program is launched.

When I saw the game, no English voice acting was present, though the team apparently just finished the recording sessions a matter of days ago. Gothic and Gothic II took some flak in the past for less than pristine localization, so this time around the localization team has gone over the script with a fine tooth comb and hired some top shelf voiceover talent. Accomplished animation and video game voice actor Crispin Freeman voices the hero, and film and TV actor Ron Canada plays an unspecified role.

The Gothic 3 build I previewed definitely needed some work in the presentation department, with fluctuating framerates, some missing NPC AI, and so on. Still, the overall world and game systems seem very much on track. If Piranha Bytes can deliver on their ambitious goals, the company is likely to please existing Gothic fans as well as attract a substantial portion of the substantially growing open-world RPG audience.

Asypr Media currently plans to ship Piranha Bytes' Gothic 3 for PC in late fall 2006.
 
Gothic 3 Updated Impressions
Get Ready for Another Big, Open-Ended Role-Playing Experience

This upcoming role-playing game promises a rich, open-ended fantasy world for you to explore on your own.
By Jason Ocampo, GameSpot

The single-player role-playing game for the PC was seemingly in hibernation thanks to the popularity of its online cousins, as exemplified by World of Warcraft. That changed earlier this year, when The Elder Scrolls IV: Oblivion shipped and became a gigantic success. With the single-player RPG genre suddenly alive and vibrant, that's good news for games such as Gothic 3. It'd be inaccurate to call Gothic 3 an Oblivion clone, though. After all, it's the next chapter in a five-year-old series. Still, it's hard to not compare the two games.

Gothic 3 continues the adventures of the unnamed hero of the Gothic series.

It's probably easier to describe how the two games differ. In Gothic 3, you won't create your own hero or avatar like you do in Oblivion. Instead, as the latest game in the Gothic series, you'll continue the story of the "unnamed hero" of the franchise. And no, you don't need to have played the previous Gothic games to understand what's going on, as Gothic 3 will ease you into its vast, open-ended world.

In Gothic 3, the human lands have been overrun and occupied by orcs, which puts your character in an interesting situation. That's because Gothic 3 won't have a linear plot, and your job won't be to liberate the human lands. That's not to say that you couldn't, but the game is going for a grittier, nonlinear experience. You'll be able to chart your own course and make friends and enemies of all the factions, so perhaps you might want to help the orcs rather than the humans. The game will have three different end paths, and how you arrive at each of the possible endings will be up to you.

Your unnamed hero will start with a blank slate, and you'll be able to customize his skills and abilities as you progress through the game. For instance, you start with no spells, so you'll be able to build your casting abilities from scratch. There are approximately 50 spells in the game, ranging from fireball spells to transformation spells to teleportation spells. You may start with basic fighting abilities, but you'll be able to train with teachers to learn new skills, such as archery and two-handed swordfighting. Or you can train to be more of a thief, able to pick locks (lock-picking is a minigame) and skulk around.

The visuals are beautiful, and the world that you can explore is huge.

This nonlinear gameplay will be aided by the fact that the world in Gothic 3 is going for the same sort of wide-open feeling of Oblivion. The game's world is split into three realms, with a total of about seven-and-a-half square miles of territory to explore. That's not quite as large as Oblivion's world, but from what we've seen, Gothic 3's world is much more alive and detailed. There seems to be a better sense of atmosphere, as well. For example, it can be kind of grim to walk into an orc-occupied human town and see the bodies of human resistors strung up on poles by the side of the road. Rest assured, there are plenty of less morbid things to gawk at, too.

The towns and villages that you come across are populated by hundreds of characters, and the reactive artificial intelligence will make them behave much more realistically than those in Oblivion, according to the developers. Characters will react to everything going on around them, and if you behave belligerently (such as running around with your sword drawn), they'll recoil from speaking with you. Each character will also have a daily schedule, but rather than the highly scripted nature of Oblivion, the characters in Gothic 3 have more general instructions. So, if they have free time, they'll look for something to do, rather than do the same thing at each time day after day.

You'll also be able to recruit traveling companions from this population. Fans of the Gothic series will know of the unnamed hero's four companions in earlier games, and they all make a return in Gothic 3, however you'll have to hunt them down in their civilian lives and get them to rejoin your cause. You'll also be able to recruit other companions, as well as mercenaries to fight alongside you.

Whatever you do in the game will impact your overall reputation, and this is important since there are so many factions that will take that into account. If you want to help the orcs, for example, you'll have to battle in the arena, starting small and then working your way up to the big coliseum battles. Prove you're good enough to survive those, and the orcs will respect you. On the other hand, help out the humans, and you'll find yourself on the bad side of the orcs. All the choices that you make will have an impact on the ending. In fact, when you do complete the game, you'll be presented with a montage of all your decisions, which will help explain how you arrived at your particular ending.

We were told by one of the developers that "rushing" through the game would require approximately 40 hours of gameplay, and if you take into account the sides that you can take in each encounter and quest, that amounts to a hefty amount of replayability. With its open-ended gameplay and strong similarities to Oblivion, it's clear that publisher Aspyr hopes that Gothic 3 is the next big single-player RPG for the PC. The game reminds us quite a bit of Oblivion, and of last year's Fable, as well. Gothic 3 doesn't seem to be going for the epic, apocalyptic story of Oblivion, though. Instead, it seems like it's going for a more immersive and intimate experience in a fantasy world. Gothic 3 is scheduled to ship later this year.
 
Eto da zveknem i ovde update!
JoWood objavio da je 13.october zvanicni datum izlaska nama dragog Gothica, iako na gothic3.com i dalje stoji samo oct 2006!
 
Aje!
 
Bice ovo opasno. U rangu Obliviona, ako ne i bolje.
 
A baš je teško biti bolji od Obliviona (osim u grafičkom pogledu) :)
 
voodoo_nbgd je napisao(la):
A baš je teško biti bolji od Obliviona (osim u grafičkom pogledu) :)
To kažeš ti koji nijedan RPG u životu nisi odigrao :D
 
Eh,stvarno preterujete za Oblivion.Igra je odlicna,nema potrebe da je poredimo sa Gothic-om.Ili moze-u jednoj sam vec mnogo uzivao a u drugoj cu jos vise!:banana:
 
Poslednja izmena:
gothic kao rpg ce da pownuje hdr igru samo tako :)
 
Gothic 3 vs Oblivion

Pogledajte ovo :

http://www.gamespot.com/pc/rpg/gothic3/show_msgs.html?topic_id=m-1-28074044


Meni licno se The Eder Srolls serijal nikada nije previse svidjao.. Gothic je mnogo igriviji. Jednostavno uvuce coveka u igru.. U TES su mi uvek smetale humanoidne rase - izgledaju zapravo odvratno: macja glava a telo coveka i sve to spakovano u maltene odelo sa kravatom..Uzas..Pokusavao sam zaista da dam sansu TES (imam sve naslove) ali zaista nisam mogao da izdvojim vise od 15-ak sati igranja... Cak mi je i vizuelno Gothic 2 bio dopadljiviji od prezahtevnog Morrowinda.
 
Poslednja izmena:
Samo se teše...
 
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