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Gothic 3?

Part 2 intervjua sa KaiRom

5. The skills have been replaced with "huge amount" of mini-talents that we can use to form our own talents, whatever that means. How does that work? Can you give us some examples? Also, why mini-talents instead of more traditional skills? What's the advantage?

As gets obvious in the answers above, freedom of action is one of the key-features in all the Gothic games. Yet, concerning the skills, the only freedom the game player had so far was to pick a handful of them and make their numerical value rise to 100% (or higher). The freedom in Gothic 3 goes far beyond that point. In order to achieve a greater diversity, we have introduced the mini-talents, so-called perks. Instead of watching a number rise with each invested learning point, the player can actually decide upon what exactly he wants to learn. One-handed sword fighting is the basic perk he needs to be able to carry a sword without killing himself by mistake. This talent can then be upgraded with perks like quick attack, extra-damage against Orcs, power attack, two swords at once, pierce attack, agile movement, etc.! The chosen combination of perks forms the individual fighting style. As you can see, it all boils down to the term freedom. Funny enough, freedom is not a pervasive element in the game's postwar story.

6. In the first game you were one of the prisoners, in the second game your role drifted more toward being "The Chosen One", how would the third game handle it? Should I expect to save the world all by my lonely self or is the influence of my character on the gameworld less important this time?

Actually, the drift towards the chosen One started in Gothic 1 when the nameless hero became "He who defeated the sleeper", an honour which was left to the One according to Orcish prophecies. Apart from some dialogue lines and a dramatic showdown, we didn't quite pick that theme up again in Gothic 2. We liked the idea that the hero's supernatural qualities are subtle story elements that never really break through to the surface. The game player has as slight notion that there's something big-time going on while he's dealing with rather secular things such as a kingdom shattered by way. In Gothic 3, the focus is on the latter. Even though the nameless hero is a central character which in the end makes the story roll on, the world lives (or dies, rather) without him and even without any noticeable presence of the Gods.

In every respect Gothic 3 is not a one-man-show. Finding fellow combatants and forming temporary parties is a gameplay element we put more emphasis on, mainly because we wanted to feature the friends of the nameless hero.

8. It's been mentioned that Gothic 3 is very non-linear. Considering the story-driven nature of the first two games, how does that concept work in Gothic 3?

Blending the story-driven nature of the series with a non-linear gameplay is a challenge indeed. Our first attempts in Gothic 1 & 2 already provided three different paths with special quests for each character class. In Gothic 3, we're taking this to the next level. The nameless hero can tackle most of the quests out of sequence and the world reacts to it, but still the game has a certain logical chronology. Figuratively speaking, in theory the game player can walk straight to the big red button which ends the game. Question is, where is this button? To find it, the hero needs one of the magic red-button-seeking-gizmos. To get a gizmo, he has to talk to someone who... and so on. This leads to a natural sequence of events, admittedly a linear development of the story, but it won't seem artificial for the player after all. Apart from this central thread, there are many side-stories and smaller quests which are absolutely non-linear.

9. Tell us about factions. It's been mentioned that you can join more than one faction, and that you can leave a faction. Can you explain how that works? Also, why did you decide to move away from the "join one faction and stick with it" model? Any Orcish factions/clans?

We have increased the degree of freedom in most aspects of the game. To create a coherent gameplay, the guild-concept needed a little more freedom, too. The general idea is to turn limits into options. In the predecessors, joining a guild meant being forced into only one third of the game. So in fact one would have to play the game at least three times to get the big picture. In Gothic 3, the hero can pick out the plum jobs and sympathize with more than one guild, or with none. Whether or not a guild offers him a quest does no longer depend on his affiliation to the guild, but on its attitude towards the player.

10. It seems to me that many features are being tweaked and improved. What about dialogues? Is there any room for diplomatic skills in the Gothic world?

Diplomacy is always an option if violence failed. No, just kidding. Other RPGs add new dialogue options such as "I don't want to kill you. I'll give you 100 gold pieces if you kill yourself instead (smile convincingly)" on condition that your charisma value is above 50 percent and you have learned the talkativeness skill. We don't have something like that, we just add the diplomatic dialogue options right from the beginning. The nameless hero has an innate sense of diplomacy, so to speak.

11. When diplomacy fails, combat prevails. Any changes to the combat system? Is there any reason, other than cosmetic, to choose an axe instead of a sword, for example?

Yes, the combat system has been redesigned. We wanted it to be easily accessible and versatile at the same time, and judging by the first reactions from test players, it turned out well. Since the new interface somewhat differs from Gothic 2, we were worried about if we had in a way neglected the strong points of the original combat system. Fortunately, our test players reinforced our confidence in the new design with statements like "To hell with Gothic 2, this rocks!"

Axe and sword have always been different in terms of the damage they cause and the possibility to parry a strike. In Gothic 3 there is another significant difference: You can fight with two swords simultaneously, but you can't do that with two axes. On the other hand an axe has some fancy moves like a sweeping attack against encircling enemies.

12. Any chance of seeing multiple quests solutions? What's Piranha Bytes' position on that design element?

Did I mention we have put great emphasis on the freedom of action? ;) Of course, this applies for quests in particular. All that matters is the result, and if all the necessary conditions are fulfilled, the quest will be considered successful regardless of how it has been achieved.
There you go, folks.
 
EvilAvatar.com Preview

The Gothic 3 demo at E3 is a very tentative look at what the final game promises to fulfill. It's a demo in every sense of the word, meaning it's not a game yet. The player character, Nameless Hero, is still work in progress, hence a burlier placeholder model. The menu and interface are placefolders. The PR screenshots released prior to E3, I've learned, feature the same placefolder assets.

So what's NOT placefolder?

The controls have been overhauled. The default controls no longer have you hold down on the left mouse button and attack with WASD. The left mouse button does the left-hand attack, and the right mouse button the right. Rune magic makes a return and it's simpler than ever to use - just left click or left hold. Gothic faithful need not worry though, the original control scheme is available as an option.

The graphic engine is new too. Since Gothic and Gothic 2 both use the same graphic engine, there's an understandable departure from the traditional Gothic look and feel. I've been assured that once the game is in playable form, this issue would resolve itself. Aside from that, the game itself is colorful, though much of the character animations are still brewing down in Germany.

The issue of balance comes up: Gothic games are notorious for a difficult early game and a pushover end game - as with all freeform RPGs. Oblivion's solution to this problem has been controversial, and regretably, Gothic 3 plans to adopt similar means of balance. The placement of the creatures are static, but their attributes scale to the individual character slates. As for the all-important "how" or how they plan to scale to the player character remains to be seen.

Gothic has a reputation as games for hardcore roleplaying fans. The choices are prone to unknown consequences, they're final, and they elicit visible reactions from the gameworld minutes or hours down the line. NPCs are not keen on easily forgiving player transgressions - they remember forever! Also, quest givers are powerful, but still very much flesh and blood; killing one would result in being hunted down or shunned by other NPCs, but the dead stays dead.

Another important factor in setting Gothic apart from every other RPG, let alone freeform RPGs, is that it's from Europe. The names developers over there come up with are just that much more interesting and authentic than what the North American Tolkienian copycats would think of (Start with the letter A, end with S, fill in the middle and we got ourselves a name for a fantasy world!). Serpentus, Fajith, names you wouldn't know how to properly pronounce lend a strange sense of tangibility to the atmosphere and lore of the game.

It's easy to see that many questions go on unanswered by the E3 demo, things that we'd all like to see carried over from previous Gothic games. I plan to do a follow up to the E3 demo with an interview soon.

Graphics: 5
Controls: 4
Replayability: 5
Creativity/Originality: 4.5

A sto se tice scalability-a iz Obliviona, kazuju
Scalability does worry me as well. When I ran into the elite orc in Gothic 2, when I was around level 4 - and it killed me in one blow - I stayed away from that area for a while. It was such a feeling of accomplishment when I was able to fight him and win. I don't mind that there are areas that I can go and completely kick ass because I am higher level. Even the end game the first time was a challenge because I didn't level myself up all the way like I should have. But if they scale it up like they did in Oblivion, I will be highly disappointed. One thing about Piranha Byte though - they do know how to make things fun, and they will do it right, and so on the issue of scalability, I will have to wait and see.
 
Uf, samo da ne naprave taj scalability kao u Oblivionu, to se ni meni ne svidja.Nadam se da znaju sta rade...
 
Ma daj opusti se! Oblivion ne moze da parira u pojedinim stvarima ni G1, pa ti vidi kako ce ga "oprati" G3! Mislim, zna se, tamo smem, tamo ne smem i kraj!
A ne ko u Blajvu u pocetku nigde zivuljke (tu i tamo pojedini vuk), a sa nivoom raste broj kojekakvih kreatura koje srecemo po livadama (i pritom ih prangijamo kako stignemo)!

Mislim zamisli onda u G3, level 1 trcis sumom i nailazis na orc bebe koje oce da te zakolju, level 35 dolazi orc "zzbzGlavnaFacauSvomeSelu" shaman sa 10na5. svega i Fireballovima koji bi i sunce sprzili!
 
Gamespy preview
To hear the guys from Aspyr tell it, the Gothic series pioneered many of the elements that modern RPGs simply couldn't live without, such as "persistent" worlds, reactive AI, and open-ended character advancement. We'll give them this much: the games have always been fun. Gothic 3, naturally, is the latest iteration of the series, and from the looks of it, the astonishingly-small 19 man at Piranha Bytes are on their way to outdoing themselves.

Gothic 3 takes place in Myrtana, the mainland continent in the game's world. It's a land that's besieged by Orcs hailing from the northlands, enslaving the human population, and all but laying waste to their civilization. Though it's tempting to demonize such an aggressive outside force, the Aspyr representative who conducted the demo assured me that, should players actively seek such information, they might just find that the Orcs have a reason for doing what they're doing. 7.5 square miles of virtual terrain will comprise the world, and numerous features, including expansive wilderness areas, populated settlements, and (of course) plenty of dungeons.

The team at Piranha Bytes aims to hand over a good deal of control over how the game develops to the player, and nowhere was that more evident than in how allegiances will be handled. Players will be able to align themselves with the subjugated humans or the conquering Orcs, or they can choose to remain neutral in regards to the struggle. Those who adopt this sort of mercenary stance will likely have more of the game open to them longer, as they'll likely curry more or less equal amounts of favor with both factions.

Indeed, monitoring your reputation appears to be one of the game's dominant mechanics. Depending on your actions, your standing with the various factions in the game will change. Anger a certain faction enough, and you'll no longer be welcome in their settlements. If you find yourself in the doghouse with a given group, you can always attempt to repair your reputation by providing various services, but there is a point of no return; give a faction enough dirt, and the representatives who would be giving you quests will forever hurl axes at you instead.

Gothic 3's advancement system adopts a similarly open-ended philosophy. Every time your hero advances in level, you'll have a set number of learning points to allocate to his skills or attributes -- the same points used for each. If you want to use that big bad sword you just found, you'd better hope that both your strength and sword-fighting skills are up to par. The purpose for this, evidently, was balance. The team at Piranha Bytes wants to ensure that players don't min/max their way into obscenely powerful gear at very early levels (something those who've seen fit to exploit the life out of Elder Scrolls IV: Oblivion's advancement system may identify with).

One of the more impressive elements of the game to see in action is its reactive AI system. All the enemies in the game have set allegiances, and if you do things to upset them, they're often more than happy to run you through. One example: during our demo, the player approached a group of mercenaries who had set up a makeshift combat arena in town. After battling it out for a few rounds, the Aspyr rep behind the reigns decided to attempt a coup de grâce on his unconscious opponent. He botched that, in the process inadvertently injuring a spectator. Needless to say, the mercenary wasn't pleased. He and his cohorts drew sword, and proceeded to brutally murder the player. Another cool example (though admittedly more muted), was a formation of armed Orcs who would draw their weapons and glare at the player when he unsheathed his sword near them; we were assured that, had we remained on the ready long enough, we would eventually have been attacked.

Gothic 3 will enjoy a fully revamped combat system over its predecessor, although from what we saw, this was easily the most questionable area of our demo. Players will use the right and left mouse buttons to string attacks together into combos, and the WASD keys to control the direction they're facing. It sounds like it would fine in theory, but in-game, it seemed to lack any sense of heft or impact. The animations simply weren't convincing, and the attacks never seemed to connect.

Of course, there is still plenty of time before the game ships this fall to improve things. The Gothic series has a pretty intense following, and barring my quibbles with the state of the combat system, the game is looking pretty sharp, with more impressive little details than you'd think a 19-person team capable of. Expect more coverage of Gothic 3 as soon as we get a chance to spend more time with it.
 
Potpisano, a da li ce imati efekta, vidjecemo :)
 
nece imati efekta ni na njih, a ni na reloaded :D
 
Potpisite da ne bude da nismo probali!
Ali ja mislim da ce izaci bez SFa, jer koliko znam ni Pirane nisu bas zadovoljne istim! Tako da.....videcemo!
 
Evo, potpisah i ja! :guitar:
Valjda ce zaobici tu Starforce zastitu.

@Stanmar: verovatno si u pravu sto se tice onog levelovanja, ako bude na taj fazon kao sto si rekao (btw, gde si to procitao?)

Predjoh u Oblivionu kvestove svih guildova (i main) pre par dana i sad mi vise nije toliko zanimljivo...Poceh ponovo da pikam Gothic (1. deo) kao placenik (presao sam samo kao clan starog kampa)...

Al' ce G3 da bidne nesto fantasticno! Ubedjen sam!
 
Poslednja izmena:
@Shobe
Bravo za G1 Again!

@Svi
Ajde da pokrenemo akciju Oblivion UNINSTALL!!!! :)
 
GameBanshee preview

Gothic III

Pirahna Bytes’ third installment in the Gothic series taught me a tough E3 lesson: don’t schedule too many appointments. I had already attended a dozen demonstrations by the afternoon of the second day, which left me practically sprinting to my scheduled Gothic III demonstration so that I could, in turn, make it to my Dungeon Siege II: Broken World appointment. I was late, unfortunately, so Aspyr had already begun the Gothic III demo for my particular time slot when I arrived. I didn’t miss a whole lot, and I was able to ask a few questions, so it didn’t turn out to be as disappointing as I thought it would. Regardless, next year I’ll definitely be limiting my schedule to only a few appointments per day. Anyway, on to what I did see.

The first thing you notice when you’re staring at Gothic III in action is just how believable the environment looks. Sure, the excellent graphics add to the realism, but everything from the surrounding mountains to the diverse buildings shows a great amount of detail. Aspyr producer Blaine Christine tells me that this is because the team has hand-crafted every area in the game, all the way down to the foliage. Absolutely nothing is tiled, which is an impressive feat for a relatively small development team working on such a large game world. In fact, the continent where Gothic III takes place spans over 75 square kilometers, making it three times the size of the island we ventured on in Gothic II. The continent has also been broken out into three distinct regions, including a cold Viking-like mountainous area (Nordmar), a lush coastal area, and a dry desert region on the south side of the land mass. Players will obviously need efficient means of traveling across such a large area, so the team is implementing "journey stones" that allow the player to teleport from one location to another.

Shortly after I sat down, the demo moved into the courtyard of a large fortification where several NPCs were bustling about. These NPCs weren’t just wandering aimlessly, either. They were carrying on conversations, sharpening weapons, and generally keeping themselves busy. The AI seems very similar to that of Oblivion, but from what I saw, it even looks more realistic. How many NPCs in Oblivion sharpen their weapons? None. They just move from place to place on a time schedule, and that’s not what I witnessed here. In addition to the AI advances, Blaine demonstrated how many interactive options will be made available to the player. If you want to pick up the large stone lying on a nearby slab and do some weight-lifting with it, you can. If you want to walk over to the set of bongos and give them a whirl, you can. If you want to cook some food at the village’s cooking fire, you can. You certainly aren’t required to take advantage of these small details, but it’s nice to see that the team is going to such great lengths to make the world interactive.

The character advancement system is still just as open-ended as the one we worked with in Gothic II. When your character increases in level, you’re provided with learning points that can be allocated to either your attributes or skills. However, Blaine also mentioned that there will be some sort of perk system that characters can take advantage of when they visit a trainer, though he didn’t share a whole lot of details about how the system will work. He did mention that characters could gain access to over 40 different spells, though, after which he demonstrated a devastating spell called “Rain of Fire.” When the incantation was finished, clouds began to roll in and the sky turned blood red as a number of fiery meteors bombarded the whole area.

Once the dust settled, the demo was officially over. While I didn’t get to see a whole lot, I can say that everything that I did see was very impressive. Aspyr and Pirahna Bytes plan on releasing Gothic III this fall, and, according to Blaine, the game will be released in both the U.S. and Europe simultaneously. After all the waiting we did for an English version of Gothic II and its expansion pack, I certainly hope he’s right.
 
Jos jedan preview za Gothic3

23-May-2006 Adventuring with Piranha Bytes' intriguing riposte to The Elder Scrolls IV: Oblivion

The chance to go to beautiful Vienna and grab a first look at Gothic 3 was as exciting as defibrillation with a full English breakfast. Vienna: a city so steeped in the arts and so filled with opulent beauty that you can barely catch a bus without writing a lovely Waltz. Gothic 3: the latest game in an unfeasibly popular (on the continent at least) series of free-form role-players. Being released in the wake of The Elder Scrolls IV: Oblivion, however, can Gothic hold even a +1 candle of flickering to Bethesda's might?

Publisher JoWooD thinks so, and in its exuberance, it laced our Viennese surroundings with an array of medieval gubbins and period what-nots. There was swordplay from a pair of hulking beasts and a man who couldn't seem to stop playing the hurdy-gurdy, all while we tried to eat lunch without screaming at him. It genuinely felt like being in the third floor of a 18th century Viennese building in medieval times, only with more free lasagne.

Perhaps I should tell you about Gothic 3. It's an epic, third-person RPG from German developer Piranha Bytes. You could be forgiven for having missed the first two games, despite a reserved but hot clap in the UK. People went dappy for the depth of gameplay and attention to detail, but were forced to acknowledge the alienating interface and slow pace of the early game. On the other hand, even those who hated it acknowledged that there was a damn good game hiding in (and especially behind) the first dozen hours. Everyone also agreed that the whole affair was very, very German.

ORC HANDLES
The plots of Gothic and Gothic II didn't stray too far from the traditional goblin-land plot directory. What impressed wasn't the storyline, so much as the depth and openness of gameplay. You could have many side missions on the go, and there was rarely a quest with only one method of completion.

To take a basic example, when you were asked to prove you'd killed an orc, you could go for the grinding, level-up tactic and waste good hours getting strong enough to take on the beast; or you could nick a weapon from an orc statue and lie. It saved the messy process of confronting an orc in the pub, when there's orc ladies around and that.

Like the prophecy in Oblivion, the main plot of Gothic 3 is the big thing in the background that you can put your head down and aim towards, or ignore for as long as you like. You play the same character as before, but you've escaped the island of the first two games to a mainland dominated by orcs. Beyond the manifold missions dealing with that, there's hundreds of side quests if you love to explore, and Piranha has tried to make sure they're not simply the letter-ferrying quests of yore.

BETWEEN EU AND ME
The Gothic series is absolutely huge in Europe, especially Germany. Despite that, Piranha Bytes is proud of its small team - it has grown to only 19 members. They live and breathe the worlds they create (the core members have worked on the Gothic series for nine years), and are hailed as erratic, obsessive heroes who hand-place every bush in every forest, and are loved by a public whose gaming tastes are, perhaps, simply more patient than our own.

Gothic 3 producer Michael Paeck says that the small team allows them all to feel a sense of craftsmanship: "With teams of 200 or more, with someone making the objects, and someone somewhere else making the textures, there isn't a sense that any one person has created something."

The different demands of the European public are illustrated perfectly in the Q&A after the presentation. No "how does this game extend the themes of Gothic II?" or "how does this fit into a rapidly expanding RPG market?" here. Instead, a man with a semi-matted ponytail asks: "Can you set fire to things and people?" His methodical delivery makes it clear he wants to set fire to things and people, one after the other. "Yes, there are fire spells," answers the developer. "No! I mean with a torch!" comes a brittle reply. With this hunger for realism, he presumably wants to be able to piss the fire out too, so long as he's consumed enough liquids in-game.

THE DIVINE NEIN
With Gothic 3, however, the developers are making great efforts to fix the aspects of the game that dogged sales in the UK and US, without disgruntling the existing fans. These frustrations included the length of time spent before you got to any real action or character development. Spending a dozen hours to get anywhere interesting was off-putting to anyone with a job or without an alcohol problem. 'Those slow, frustrating hours of difficult strength-building and frequent death are a small price to pay for the sense of immersion,' say the fans. 'I just got murdered by a sheep, for Christ's sake,' reply the impatient.

That's not even mentioning the fact that you were forced to squirm through the first ten minutes of, erm, unpoetically translated dialogue. In Gothic 3 the long exposition has gone, more effort has been put into the localisation, and thankfully, you don't start the game as an unjustifiably feeble demon killer. Your reputation and magic have gone, but this is all explained in plot terms far more sophisticated than 'you got hit on the head and your skills fell off'. Be assured, though, that you won't spend your first hours kicking ant hills and running away.

ISN'T IT CUTE?
Even if you loved Gothic II, meanwhile, you had to concede that the interface was special - special in a way that only a forgiving mother with a strong stomach could love. On top of that, the combat system was ill-at-ease on a PC. The game was originally developed for the PS2, and barely changed when the development moved over to PC. Piranha Bytes holds hands up to this, and promises that its latest oeuvre's interface will be quicker to use and more intuitive, with more traditional short-cuts.

"The combat is mouse and timing-based, so you learn the actions of your enemies," continues Paeck, explaining that the statistic calculations are complemented (or sabotaged) by the your own nimble hands.

Yet another issue with the earlier games was the trial-and-error frustration of hunting. Easy kills would share a paddock with monsters who could tear your arms off, and there often weren't many clues to what you could handle. You'd be regularly and randomly killed for a large part of your earlier levels. Now, creatures of similar power will lurk in similar areas, allowing you to plan excursions away from the paths.

In a sense, Piranha Bytes is fortunate; the complaints that might have stopped the other games taking off over here have nothing to do with the core gameplay that made them so popular in Europe, so it can address them without angering the men with semi-matted ponytails, fire or no fire.

NO, REALLY
Orcs and magic aside, Gothic 3 is going for that grand sense of realism - like the clouds that blend and coagulate before rain has been called in, while needless levels of research have gone into the buildings and village structures. Realism, though. It's a tricksy lady. While Oblivion allows you to find quests by overhearing conversations - a trick as simple as it is genius, tricking you into suspending your disbelief and giving you a crafty tingle - Gothic 3 is going for a similar pervasive level of 'touches' that encourage you to give up the cynic.

For example, there's a physics engine, but it's ambient. The developer doesn't want you walking around town firing barrels into the air, because that would require an aghast reaction á la Black & White from all witnesses to make it seem realistic. Instead, when we attacked a blacksmith at work, he let go of the sword he was sharpening and it dropped to the floor in a completely believable way. It was a tiny, tiny touch, but it was understated enough to get under your skin. True to say, however, that when we sorted out our differences, the blacksmith picked his sword up and resumed work two metres away from the sharpening wheel. "That will be fixed for the final version," Paeck confirms

AND REST
Games reviewers, having been forced to play through to the great bits, have given the Gothic series higher scores than the sales figures reflect.

Considering Gothic 3, as far as we can see, has a bigger world, a deeper plot, dinosaurs and that cool thing with the weather that people seem to be doing at the moment (Just Cause is at it, too), there's no reason it shouldn't do even better. And far more importantly than that, with the more accessible interface and combat methods, the wonderful British public might even decide to buy it, too.

The other games were unarguably good; hopefully Piranha Bytes is edging towards greatness - albeit greatness not quite complemented by a dated graphics engine. That is, unless Oblivion hasn't raised the bar to 'unreasonably brilliant' and killed RPGs forever.

Jon 'Logg' Blyth
 
Preview @gamersinfo.net

The Gothic series first launched in 2001, and while the series met with great success in Europe, it struggled to find an audience in the United States. This dark fantasy world is like the rest of the series being developed by German developer Pluto 13’s Piranha Bytes studio and published by Texas based Aspyr Media. The game is an appealing mix of modern graphics and unique environments.
I have to admit a lack of familiarity with the Gothic Series, but from what Blaine Christine from Aspyr tells me the series is responsible for some of the elements we all have come to know and love in most modern RPG games, from reactive AI to open ended character development, the Gothic Series has seen it all. In addition to its previous achievements, this new chapter will introduce a new graphics engine that will take Gothic to the next level. While many of the game's graphics are still being worked on you can clearly see that a lot of love has gone in to the game and it should look spectacular.

From what I can see the newest chapter in the series will be no exception. With beautiful graphics and a reported seven miles of space to explore the game should satisfy even the most hardened RPG fan. Like the rest of the series, the game takes place on Myrtana, a land besieged by the forces of the Orc Hoards of the North. While these forces have ruined and enslaved much of the human population, a few remain who challenge their might. Now I was informed by Blaine that if a player so desired he could befriend the Orc’s and learn the reasons for their murderous rampage.

The game is planned to be fairly open ended with one main rather extensive quest and many side quests to keep the player occupied. At the time of E3 it was not clear what the quests will entail or how much actual game play the game will contain. The game's advancement system, like its play style, is open ended with characters that have many customized options. Players will not be saddled with a set class, but will be able to use experience gains to skill up a variety of skills allowing complete customization. It’s not clear at this time if any recourse will be available to players to correct any mistakes.

This brings us to the most intriguing, and perhaps unique, part of the series, something rarely seen outside MMO games. All the player’s actions have a consequence, and the NPCs remember everything! So remember that shop you rob may comeback to haunt you down the road. There are many factions in the game which the player can curry favor, the two most dominant being the Orc and Human factions. Depending on their stance the player can set to free the human race and destroy the Orc horde, betray humanity and side with the Orcs, or even play something in between and try and cultivate standing on both sides. All are equal options in Gothic III and all have some consequence for the player.

As I mentioned earlier, Blaine said that the game, while achieving a lot of success in abroad, has met a wall here in the US. To combat this Gothic III has been reworked to help the game appeal more to the American market then the previous incarnations of the game. To this end the controls have been reworked and the player will be able to attack using the left and right mouse keys. The hope is this will allow for a more comfortable combat system. I am also told that the game's magic system will make a return, though, in a much more simplified form. The spell effects that we were shown, however, were spectacular and quite flashy.

With open ended gameplay, intriguing combat, and, most of all, a dynamic faction system, Gothic III looks like it could finally take American audiences by storm. I recommend if your looking for a new RPG this fall to check out Gothic III. I know I will.
 
Preview@RPG Vault

Gothic 3 E3 View
Piranha Bytes' game in which you can resist or collaborate after the land of Myrtana is invaded and captured by Orcs

May 26, 2006 - Expected later this year, Gothic 3 is a new episode in German-based developer Piranha Bytes' series that we've been watching since the first game came to our attention in 1998. Among the property's key characteristics, one is that the story doesn't force you to follow a linear path. Another is the gritty, more realistic nature of the world, in which morality issues can be depicted in shades of gray rather than simple black and white.


Commendations
This time around, the action shifts from the island of Khorinis to the mainland of Myrtana, which will allow for a much larger and more varied world ranging from tundra to desert, forests, hills, etc. The story element is intriguing; unlike most games, you aren't required to save humanity from the enslavement of the Orc invaders. While there are scattered bands of resistance fighters you can choose to join, another option is to work for the usurpers, and a third is to tread a path in between. Play should be fairly open-ended, with the various factions reacting differently according to your past deeds. A revamped combat system should soften the learning curve. The visuals appear competitive, with plenty of detail.

Reservations
Sales and critical reception of the previous Gothic releases indicate they better met the tastes of European gamers than the North American audience. How well this seeming gap will be bridged by, for example, making combat more accessible, remains to be seen. To date, the new title also seems both more visible and more highly anticipated in the former market.

Considerations
Only 19 people, Piranha Bytes has shown itself to be a very capable RPG developer. Based on what we saw at E3 this year plus our overall knowledge of Gothic 3, there's ample reason to expect it will be a worthy addition to the series.
 
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If you ask hardcore RPGers, you’ll hear an endless list of great things about Gothic. So it’s no surprise that Gothic 3 is a highly anticipated game among fans of the genre. The game promises to offer a non-linear, open-ended adventure with an enthralling story and a detailed simulation of environment and human behavior. Just RPG was fortunate enough to sit down with Aspyr at E3 and get a closer look at the game.


In the previous installments of the series, gamers saved their home island, Khorinis, from the forces of evil. We’re now traveling to the mainland where orcs have invaded and are enslaving the human kingdom. The few free humans that remain live in constant fear of the orcs and hide out in the frozen lands of the north or the scorching southern desert. There’s also a handful of rebels hiding in the mountainous forests of Midland, plotting against the orcish invaders. As the player, you can choose to join the rebellion, serve the overlords, or simply watch your own back. What you do will tip the balance of power between the orcs and humans and will decide the outcome of the war!


Only so many storyline details were revealed at E3, in order to avoid spoilers. Besides, each playthrough will be a distinct experience, so Gothic 3 really has no clear-cut story. The game is definitely not linear – each game will be different and unique with the gamer playing a huge role in how the story unfolds.


Gothic 3 features a massive, free-roaming world much larger than the previous games in the series. After all, you’re on the mainland now rather than an island. The game also promises no loading in this huge world once you’ve entered the game. The world is simply gorgeous, with an extreme amount of detail put into everything, from the characters to the environment. I’m really anxious to see this world come to life in the final product.


We were told that the story line would be deep and engrossing, allowing players to really drive the outcome. The world will be alive, filled with NPCs to interact with and pick up quests from. Each of these interactions will determine how others react to you and influence not only the story, but also the gameplay. Another feature that Aspyr discussed is the advanced human behavior AI in the game.


In a brief demonstration, we were shown the player killing an individual right in front of two onlookers. Once delivering the killing blow, the onlookers drew their swords and attacked. However, those that didn’t see anything were none the wiser to what had just happened. A nearby orc guarding the entrance that had his back turned remained in place the whole time.


We were also told how word can travel quickly throughout the land, so your actions in one place can affect you for the remainder of the game. NPCs are smart, and are going to remember your actions, so think before you act! How quickly word spreads and how everyone reacts is going to depend on the scale of your actions. Killing a lowly orc soldier might make some people angry, but killing an orc chief might result in some big trouble. In other words, the AI will not only remember your deeds, but spread word of them throughout the land.


A class-free character development system means that players can choose to train their character with a wide variety of military and magical powers. You will have over 50 powerful magic spells and hundreds of weapons at your disposal, and over 50 monsters and dozens of human enemies to use them against in a specially designed, easy-to-learn combat system. Gothic 3 also promises countless side-quests to keep gamers occupied outside of the main story, and plenty of opportunity for exploration in this fantastic world.

If you’re a fan of the series, then you’ve probably had your eye on this game for a while. If you’re not familiar with the previous two Gothic games, then you’ll be glad to know that I was told Gothic 3 would be a game that could be played and enjoyed by both veterans and newcomers.
 
Stanmar je napisao(la):
@Shobe
Bravo za G1 Again!

Hvala, trudim se :)

Samo jedno pitanjce u vezi keca: sta dobijam (osim odela za prodati eventualno :) ) ako postanem Water Mage? Jel' ima nekih dodatnih misija?
 
nista...time samo preskaces ceremoniju proglasenja u WM,ako si bio ranije u old ili sect camp-u
 
@Shobe
Ne moras prodavati odelo! Ako ti treba kes, skoknes do dobrog starog Wolfa (uvek pun k'o brod), umlatis ga i sve mu uzmes! :)
 
Stanmar je napisao(la):
@Shobe
Ne moras prodavati odelo! Ako ti treba kes, skoknes do dobrog starog Wolfa (uvek pun k'o brod), umlatis ga i sve mu uzmes! :)
"Pa ja sam fin gospodin covek!" :d

Hmm..to mi nikad nije palo napamet, zao mi ga, on mi je jadan od omiljenih likova, pogotovo u G2...Nemam srca :)
Sad bi Zika iz "Sumnjivog lica" re'ko:
"E, pa tako ti je to! Kad imas srce... ne mozes da imas gace." :D
 
Ja sam njega i Cavalorna, kasnije Scorpia (posle raida na Free Mine) stalno lemao! Napunis se kesa za jako kratko vreme i pritom uvek imas najbolji bow i crossbow DZABA! :)
 
Interesantno!
 
fino fino,nema sta...
 
Aaaaaaa:exploder: Prestanite da pricate o Gothicu 3!Uzludecu od ocekivanja
ove sjajne igre:S:Hvala stanmare i accupase(izvini ako sam pogresno napisao
tvoj nick).Posle ovog snimka pocecu da igram Gothic 2,inace moj prvi put:p
 
@dok
Igraj! Mozda ti je prvi put, ali svakako nece biti poslednji! :)
 
pocni od keca,da udjes bolje u pricu...nakon toga ce da sledi: Dobar dan,ja sam dok i ja sam gotikoholicar :d
 
Poslednja izmena:
Evo ja skoro nista nisam igrao jos od Obliviona (znaci ni HL2-Epi1, HeroesV, Condemned, GR:AW...)
Cekam da izadje igra koja ce zadovoljiti moje apetite a pogadjate na sta mislim. :)
Gothic1 - presao jedanput
Gothic2 - presao 3X :)
Gothic3 - ... :D
poz
 
Milan82bh je napisao(la):
Evo ja skoro nista nisam igrao jos od Obliviona (znaci ni HL2-Epi1, HeroesV, Condemned, GR:AW...)
Cekam da izadje igra koja ce zadovoljiti moje apetite a pogadjate na sta mislim. :)
Gothic1 - presao jedanput
Gothic2 - presao 3X :)
Gothic3 - ... :D
poz
@Milan82bh:
Svaka cast, k'o ja! (i to sve u roku od mesec i po dana) Evo, sad zavrsavam 1. deo po drugi put :)

@dok:
Navali, neces se pokajati! :type:
 
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