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Gothic 3?

Fino,fino nema sta.
 
interesatno je da i gothic3 i oblivion koriste speedtree tehnologiju, ali je u gothicu nekako sve to drugacije upakovano sa jos custom art drvecem i objektima, dok se kod bethedinog ceda tacno vidi sta su oni radili, a sta su proceduralni shaderi odradili (koje oni nisu pravili vec speedtree). Jedva cekam ovaj gothic, outdoors je toliko razlicit i mastovit da je jednostavno fenomenalan iako je graficki malo losiji od obliviona.
 
Ono sto je Gothic jos od prvog dela izdvajalo od drugih rpg-ova i nije bila grafika vec najbolji scripting engine vidjen u video igricama, svet dizajniran i izbalansiran do najsitnijih detalja (u Gothic 1 bih ovde dodao i AI protivnika, koji mi je u drugom delu delovao "zaglupljeniji" u odnosu na keca).
Takodje mi se svidja sto se u Gothicu oseti svako poboljsanje glavnog lika, za razliku od nekih drugih igrica koje volim, a u kojima se poboljsanje svodi na +1 to hit na 100000-stranoj kocki :-devil-: (zezam se, me like ad&d 2 :) ).
Secam se jos kad je Sid Meier u jednom govoru rekao kako je u igrici najvaznije da igrach oseti kako napreduje i da konstantno bude nagradjivan za svoj trud. E u tome su ljudi iz PB napravili pun pogodak ;)

p.s. a i sarkasticni komentari glavnog junaka kada se suochi sa zmajem samo doprinose atmosferi u igrici...:p
 
Gothic is going to kick some ASS!
 
znaci obavezan download...ko ne skine,*****ace se!
 
odlican, mada bi veci kvalitet bio dobrodosao ! U svakom slucaju vidi se da je sve u "tonu" tj da je lepo upakovano, nista ne odstupa, jedino mi je malo animacija likova "motkasta" ali to nije toliko bitno pored svega sto ima u igri !
 
Zadovoljan sam.Jos samo da izadje u septembru kako su i najavili...
 
a mogli bi bas i na leto da ga izdaju, makar sa bagovima :D Pred kraj godine se ocekuju neki naslovi na U3 engine-u koji ce pregaziti ovu grafiku....
 
pazi, slab sa imenima, ali evo ova npr. http://www.ggmania.com/?smsid=21512 (pogledaj trailer, shotovi ne prikazuju atmosferu kako treba, nije bas nesto bas bas ekstra ali cini mi se da ce biti odlicna igra)

mislim da ce biti jos nekih, ima ih u spisku igara za 2006, ali se tacni datumi izlazaka jos ne znaju, medjutim kao sto svi znamo pred novu godinu je uvek gusto na tom polju.
 
Ma idi bre gx-x....To je FPS,kako mislis on da pojede Gothic 3?Ja mislio sad ces mi nabrojati The Witcher ili nesto slicno.Naravno nisam mislio direkt na nju jer sasvim sam siguran da ne koristi engine o kom si govorio
 
, mislio sam uopsteno, ne mislim da ce imati konkurenciju u zanru, medjutim kako stvari idu smetace joj i fps-ovi sem ako ne planiraju da ga prodaju u kolicini u kojoj su g2 prodali, a to je malo. A nece tako biti verovatno, gledajuci ko sve kupuje i igra oblivion, danas je svasta moguce, pa sam zato rekao da ce je zaseniti (u ocima nekih drugih koji se ne loze na g3 kao mi ovde u ovom topiku)
 
@geikscrticaiks
Gothic nece niko u narednih par godina zaseniti, kao sto nisu ni do sada (keca i dvojku)!
 
:) eee kad moram da crtam - vidi, ljudi kupuju igre, izaci ce crysis, izaci ce oni komandosi, izaci ce titan, izaci ce jos brdo igara, g3 ce kupiti ljubitelji zanra ako izadje u isto vreme kao i vecina igara, tj pred bozicne praznike. Ostali ce kupiti crysis pre nego gothic3, na tom sam mislio pod "zaseniti". Kao igru iz tog zanra naravno da nece imati konkurenciju, to sam vec rekao, ja Gothic obozavam i sigurno ne bi pre kupio crysis. elem, poenta je bila ako se utrpa u dzak sa ostatkom, manje ce pirana zaraditi, pretpostavka...ali sve ovo nije ni bitno sada, ja sam samo rekao da bi voleo da izadje ranije, a ne kako je najavljen - na jesen.
 
Ih,pa da planiraju na leto valjda bi nas zatrpali sa mnogo vise informacija,slika,videa.....Nece to pre septembra(nemacka verzija).

U koliko primeraka je prodat Gothic 2?Zna li neko?
 
davno to bese, secam se samo neke price da su mnogo truda ulozili , a malo zita poznjeli...
 
Par novih stvarcica:

As you may know, a couple of months ago Loaded Inc was invited to Vienna for a presentation by the game developers Piranha Bites and 4head Studios. Our intrepid reporter had a rather ‘unique’ experience on the trip and if you haven’t already read about it you can do so here. The trip wasn’t just about the free food, promotional freebies and copious amounts of alcohol though; there was a genuine reason for being in Austria for those couple of days and that was to get a sneak preview at the latest in the Gothic series of games, Gothic 3.

The two previous Gothic games have had relatively poor sales figure in the UK, which is surprising as the titles did particularly well on the continent and building an army of avid fans in the process. The main focus of the games was on creating a complete, believable environment with a strong emphasis on character and NPC interaction. Way before the likes of Morrowind’s in-depth character interactions or Fable’s good and evil system, Gothic was pushing the boundaries and redefining how the whole role-playing genre was perceived by gamers. The variety of tasks players could perform (aside from the usual quest fulfilling, creature killing activities associated with RPGs) was unheard of before, such as the way a player could cook the raw meat that they had just taken from the wolf they had killed or even just relaxing and playing a musical instrument.

The latest instalment promises to include more of the same content that loyal fans are accustomed to as well as complete overhauls to both the graphics and control systems. The whole game engine has been built from the ground up this time round, which has allowed the game’s developers to take on board the criticism from previous outings and address them head on. The amount of detail apparent in even this early version of the game is astounding with visual effects to rival those seen in the latest Elder Scrolls title Oblivion. The fact that all game objects are supposedly hand-rendered and all settlements in the game will be crafted from scratch (i.e. no generic building templates) is even more astonishing.

Maybe one of the biggest differences from the previous two Gothic titles is the change in your environment. No longer are you confined to the prison island of Khorinis, your Nameless Hero now makes his way to the mainland where the orcs have managed to defeat the King’s army and enslave the humans. Three different areas of the mainland each have their own distinct themes with the harsh, cold Nord lands, lush, green Middle Realm and the unforgiving desert realm. Each promise to have their own cultures and customs, but still link together in some way so that they do not seem completely disjointed. So a pretty nice change in scenery then?

From the brief play through we were shown by the game’s lead programmer, we were instantly made aware of the sense of scale within the game. Starting off in a small, bustling settlement, the nameless hero was guided up a steep hill just outside the village where he was greeted by a vast and detailed view that stretched all around him when he reached the top. A lens flare effect appears on screen as the hero looks up in the sky and although not overly impressive in itself, the saturation effect mimicking the effect of being dazzled by the bright light of the sun definitely was.

Walking back into town, the presentation speaker then demonstrated the new and improved character interactions by simply leaving the controls alone and allowing the audience to watch the NPCs go about their business. Characters greeted each other and held conversations, guards monitored proceedings and periodically sharpened their blades on whetstones, orc oppressors stood watch menacingly and it all seemed very natural and in no way forced. Now I am unsure whether or not the scenes that unfolded at that time were scripted, but if they were not then they speak volumes about the level of detail the design team were able to achieve.

As already mentioned, the graphics and AI were not the only aspects to receive considerable redesign. The unique control system that Gothic is noted for was also on the receiving end of some major tweaking. Gone are the awkward controls that required you to hold the Ctrl key whilst attacking, picking up items or sorting your inventory and although some found this system to be innovative, most were frustrated at its clumsiness. The new control scheme has replaced this with a more generic control system that seasoned RPG players will be familiar with. There are still aspects of the new scheme that allow the player a higher level of control (such as the way in which a player clicks the attack button determines what sort of attack the Nameless Hero performs) so that players from both control camps are kept happy.

On top of all this we were also informed that the level cap, specialisations, perks and even the main HUD have be re-evaluated in order to present a more streamlined and efficient game. Players will be rewarded for trailing off the beaten path and completing optional side quests, thus gaining powerful and unique items; items that would otherwise be unavailable if the main quest was followed religiously. Gone are the days when you curse your poor foresight in regards to character traits too – you will now be given the opportunity to refund your skills points to be reused as you see fit. However, the developers did hint that this feature would not be as easy to utilise as simply talking to an NPC. It seems that a long and dangerous quest will be in order if you ever want to change your stats…

After a teasing glimpse of just what to expect when the game is released later this year, the main developer mentioned even more aspects of the gameplay that they want to address in later builds of the game before their final product is put out on the shelves. Talk of ‘gossiping’ AI and characters that bear grudges against your character and other NPCs was all very awe-inspiring, but we shall have to see how this is executed by the time the finished game is out for review.
 
Jonric: Is your technology completely in-house, or are you using any third-party application?


Kai Rosenkranz: We've also put great emphasis on the animation system. We're using a third-party component called EMotion for character and creature animation, and the result is stunning. All living beings move in a characteristic and smooth way in any given situation. That's really a giant leap forward when compared to the previous games.

If you are looking for the ultimate single-player RPG experience, you really don't have to look any farther than Gothic 3. It is unlike any other RPG you have experienced, so we are quite sure you will be pleasantly surprised!
Jonric: What would you like to tell us about your areas, the sound and music? And will the dialogue be professionally voice-acted?






Kai Rosenkranz: George Lucas once stated that the audio component makes up 50 percent of the total experience. He was talking about movies, but it applies for games in the same way. Thus, by using various techniques, we have created music and sound effects that live up to the other aspects of the game, to say the least. All the in-game dialogue will be voice acted using professional actors (though no Hollywood stars, alas).

The music was performed by a symphony orchestra and several respected artists such as Hollywood singer Lisbeth Scott (The Passion of the Christ, Kingdom Of Heaven, Munich) and the Japanese taiko band GOCOO (Matrix Reloaded / Revolutions). The soundtrack's stylistic diversity ranges from full orchestral arrangements to puristic ethno soli, with instruments from all around the globe.

Jonric: Where is Piranha Bytes, how large is your team, and did most of you work on the previous Gothic games?

Kai Rosenkranz: Most of the team has been together since the first Gothic game, and we are thoroughly dedicated to the brand. We are located in Essen, Germany, and currently employ 19 people - some of us even live in the office and I mean that literally. ;) Gothic 3 will be distributed by Aspyr Media in North America.

Jonric: since we like to finish in an open-ended manner, do you have any other thoughts you'd like to leave with us?

Kai Rosenkranz: If you are looking for the ultimate single-player RPG experience, you really don't have to look any farther than Gothic 3. It is unlike any other RPG you have experienced, so we are quite sure you will be pleasantly surprised!

Since Piranha Bytes' previous titles apparently achieved greater popularity in Europe than North America, quite a number of RPG fans there are eagerly awaiting the series' next installment. Consequently, it might be more accurate to say that gamers here will be surprised, simply because fewer are familiar with the property. And for the same reason, we thank Kai Rosenkranz for providing this informative of what we can expect when Gothic 3 ships later this year.
-- Richard Aihoshi - 'Jonric'
 
Prvi deo
May 12, 2006 - Long, hard years of defending itself against neighboring realms that coveted its productive farmlands and abundant resources had severely weakened the kingdom of Myrtana. The ranks of its armies were depleted, and citizens once accustomed to prosperity came to know poverty and hunger. As well, metal for weapons was in very short supply. Consequently, when Orcish incursions into outlying areas escalated into a full-blown war, the king was desperate to increase the production of ore. Prisoners, including those found guilty of minor or non-existent crimes, were sent to labor in the mines. However, quite a number found ways to escape. To prevent further defections, he had a dozen powerful mages fashion a special magical barrier that would allow living things to enter but not leave. They put it around the finest deposit, which was located on the island of Khorinis.


Slated to ship later this year, Gothic 3 will extend Piranha Bytes' widely acclaimed RPG series that began in 2001 with a nameless convict's arrival into these circumstances. This time, players will see the mainland, where the invading Orcs have enslaved the humans. A few remain free, so there are scattered pockets of resistance in the frozen north, the southern deserts and the forests of Midland. While it may seem obvious to join the rebels and lead them to victory, the storyline is apparently not so simple or linear since you can also decide to serve the interests of the usurper, with the fate of humanity said to rest on your choice. With the game being shown at this week's E3 trade show, it seemed like a highly appropriate time to learn more from Composer and Sound Designer Kai Rosenkranz.


--------------------------------------------------------------------------------

Jonric: To provide some perspective, what are the Gothic series' defining strengths? How does Gothic 3 connect to its predecessors, and when is your target North American ship date?

Kai Rosenkranz: The Gothic series has been a smashing success in Germany and Europe since its first installment. It has been in the top five of the most wanted games list for four consecutive years. One thing that has been a hallmark from the beginning of the series is the open world and freedom of play. The storyline does not force you down a linear path, yet is much more present than just a couple of quests strung together by a flimsy standard fantasy framework.

Another important part is the freedom of choice - you may follow the main quest (in different ways, as explained), but there is also a wealth of side quests and situations to explore in the living, breathing environment.
Another important aspect is the gritty realism of the world. The world of Gothic is much closer to reality - the way people talk, their motivations and surroundings, even down to the color palette we choose is all about creating a world that is a step away from the high fantasy fare that we see so often in the genre. Instead of elves, the forest is filled with giant lizards that are much less hospitable. ;) Thus, the usual duality of good and evil is also not quite so apparent - Gothic is a complex and distinct world with believable protagonists and goals.

Gothic 3 moves the story of our hero from his native island to the mainland, where the Orcs have overrun the human kingdom. You will see it on shelves before the end of the year.

Jonric: Turning to the particulars of the game, what style of RPG will it be, and what type of gameplay will it offer? What will differentiate it from other titles that might initially seem similar?


Kai Rosenkranz: The game has a strong action element, with combat that goes beyond just clicking your mouse button, and features a very elegant and fluid fighting mechanism.

The scope is much larger than the previous games, and we have added a number of improvements - apart from the stunning graphics and improved AI - that will make the world react to each action the player takes. This not only means that the city watch will try to arrest you if you steal from the merchant; you may also rise to lead whole settlements in revolt against the Orcish occupation or become a renowned gladiator or slave master. Your actions will have ramifications far beyond your immediate surroundings on a truly epic scale. This will, of course, mean that each and every game you play will be different and may end differently.

An important difference from many recent games comes about with the story and gameplay shift toward interacting with the world. You will need to find allies and supporters, not just in the sense of NPC henchman, but really on a wider scale. You may need to convince a barbarian tribe to help you storm the Orc camp, but for this, you must steal the totem of their rival tribe that will turn against you because of this. So, it is all about choices and consequences, which makes the game that much more alive.

Jonric: What kind of gamer do you regard as likely to enjoy Gothic 3, and what should they expect in terms of playing time and replayability?

Kai Rosenkranz: We think the game should appeal to all fans of fantasy games, so it was important for us to stay away from number crunching and complicated statistics to focus on the gameplay and storyline. Another important part is the freedom of choice - you may follow the main quest (in different ways, as explained), but there is also a wealth of side quests and situations to explore in the living, breathing environment.

The average gameplay time - if there is something like an average game - is somewhere in the region of 60 to 80 hours, but with the above-mentioned game mechanics, you may easily spend three times that if you choose to do so.
 
2.deo

Jonric: Without giving away information you want players to learn for themselves in the game, what's the gist of the story element?


Kai Rosenkranz: Sailing from his native island, the hero sets foot on the mainland shore and finds a world in turmoil - the human Middle Kingdom has been overrun by Orcs, who rule the population with an iron fist. You may choose to join the usurpers or the resistance, journey north to the free barbarian tribes to gather their support, or go south and be introduced into the mysteries of the slave trading assassins. The game will allow you to solve many quests on the way, gathering reputation with the many factions that you may want to join. In the end, you will be part of the great events that shape the future of the realm of men, and also discover more about your role in the prophecies of old...

we wanted to be able to maintain some of the features people enjoyed in the first two installments of the series; the enormous level of detail and the seamless gaming world are two perfect examples.
Jonric: What is the overall nature of the gameworld? Does it include many different regions to explore?

Kai Rosenkranz: The world consists of the Middle Kingdom, now ruled by the Orcs, the icy reaches of the Northern Tribes, and the deserts of the Nomads in the South. The Middle Kingdom consists of many settlements, and is relatively civilized. The regions to the north and south hold many ancient secrets that you may want to explore on your search for new spells, if your character wants to be more of a mage for example.

Jonric: Why does the Gothic series have a single playable character, and to what extent can his skills be customized during the game?

Kai Rosenkranz: For us, role-playing means imagining yourself in the role of the protagonist. Thus we have one character - our "nameless hero", whom you will be able to play. But after that, how to proceed is very open; you will be able to concentrate on various skills and perks that allow special attacks or nifty magic tricks - the decisions are entirely yours.

Your character will also develop based on how the world around him sees him, so development is much more than just gaining a set of skills for the player. We will have a mix of combat and non-combat skills, though combat obviously plays a large part in the game.

Jonric: What will the combat system be like, and what kinds of improvements are you implementing this time?

Kai Rosenkranz: We have improved the combat system to feel more natural and fluid - looking at it, combat should not feel like a series of slashes with a sword, but more like a moving, whirling fluid motion. This makes combat more dynamic and fun, but you still just need a mouse and two buttons to execute the various maneuvers we offer. Some of the more powerful attacks and special combat skills like dual-wielding swords are opened up through skills learned by the character.

Jonric: How important will weapons, armor and other items be? And will many have magical properties?

Kai Rosenkranz: Of course, we have a wealth of weapon and equipment, though we do not believe in just random hoards of loot that will have you switching equipment every two minutes. Items in the game are useful, and magic is not as common as in other games, so magic items are quite a find.

Jonric: What variety of enemies can players expect to face? What have you tried to achieve in designing them?

Kai Rosenkranz: Gothic has always been distinct with regards to monsters - the Orcs, for one, are not just your usual hack and slash variety; they are a complex warrior culture following their own code of ethics. The monsters in our world are also unusual, from the Horn Rammer, a sort of rhino, to the terrible Mine Crawler, a giant six-legged beast that may swallow your hero in one bite. The look of the Gothic monsters is quite distinct from what you see in other games.

Jonric: How would you describe the nature of the quest element in Gothic 3? Will there be very many side tasks?

Kai Rosenkranz: As mentioned previously, quests are important for two reasons; you may attain certain goals, and you always affect the world beyond that. On top of the quests, many situations occur or can be created by the player. You may choose to join the slave traders and collect slaves for them, but then your caravan may be attacked by the tribesmen of the slaves you hunted down. You may hunt some deer for food in the forest and stumble upon an Orc raiding party... there are a lot of possibilities. Yes, there are many side quests.

Jonric: What considerations factored into the technologies you decided to use? What are the main features of your game engine?

Kai Rosenkranz: After a long period of research, we decided to use a proprietary engine because it would offer the freedom we needed to realize our vision. Even though developing an engine and a game simultaneously is quite a challenge, we wanted to be able to maintain some of the features people enjoyed in the first two installments of the series; the enormous level of detail and the seamless gaming world are two perfect examples. The decision proved to be a sound one as our Genome engine not only looks top notch; it's also very flexible and a good starting point for future projects.

To cut a long story short, Genome offers all of the fancy features players expect nowadays from a state of the art title. It creates a lifelike world with high-resolution textures, normal maps, pixel shaders, shimmering water, dynamic lighting and shadows, and big-time visual effects - all without any loading zones. You can literally walk from the snowy mountains in the north to the vast desert in the south without any noticeable transition.
 
Poslednja izmena:
Odavno spomenuto da koristi speedtree tech, ali doradjeno da .... kevu!
 
GameSpot preview

E3 06: Gothic 3 Impressions
This dynamic and open-ended role-playing game should offer something for Oblivion fans who are looking for new worlds to conquer.
By Jason Ocampo, GameSpot
Posted May 12, 2006 12:47 pm PT
LOS ANGELES--If you find yourself having seen everything in The Elder Scrolls IV: Oblivion later this year, Aspyr Games and developer Piranha Bytes hope to have the answer in the form of Gothic 3, the latest chapter in the German-made role-playing series that shares many similar features to The Elder Scrolls games. Gothic 3 promises open-ended role-playing, along with realistic artificial intelligence and a dynamic world where all the characters have daily schedules. It also looks quite pretty, to boot.

Gothic 3 promises to be three times larger than its predecessor, and it promises a richly rendered world full of castles, forests, quaint towns, villages, and more. The game has all the eye candy that you'd expect, from high-dynamic range lighting to cool monsters. Everything was hand-crafted in the game, so there's very much an organic and realistic look to it all. Flies circle bodies on the ground; monsters work out by lifting big stones; and you can even whip out a chicken, put it on a stick, and barbeque it.

That's all well and good, but the role-playing looks to be pretty complex in the game, as well. As an example, we were told that you may find a village taken over by orcs. The human villagers will ask you to help them out, but you may end up siding with the orcs instead. If you wipe the orcs out of the village, the humans will come out of hiding and return to town.

The game promises an open class system, meaning that you'll be able to custom-create your character as you go. You earn learning points over the course of the game, and you can spend those points on trainers who will teach you a new skill. You may choose to become faster, stronger, or specialize in certain types of weapons. The more you specialize in a skill, the more powerful you'll be.

Being a fantasy role-playing game, you'll have all sorts of weapons and armor at your disposal. We saw a character running around with a wicked dual-wielding combination. Combat is a system, as the left mouse button executes one attack while the right button handles another. You don't click a few buttons and then watch the combat unfold; rather, you fight like it's an action game. If you don't like swords, you can specialize in other weapons or magical skills and bring down fiery spells and more on your opponents.

The production values seem impressive. We've already noted the nice graphical look, but Aspyr says there will be more than 200,000 words of spoken dialogue in the game. Put it all together, and you have another strong single-player role-playing game for the PC. Gothic 3 will ship this fall.

-GameSpot
 
***. nadam se da ce popraviti teksture na heroju i likovima do izlaska igre, ovo je maltene ne prihvatljivo...

edit: ovi skrinovi uopste nisu novi, ima ih u prethodnom linku, ali svaka cast na dobroj volji i trudu ;)
 
Poslednja izmena:
Ako nekog zanima:
Sirom Svabije se potpisuju peticije protiv StarForce copy-protection sistema koji bi trebalo da ide uz G3!
 
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