sorry I gotta be the one to tell everyone this but the controls are good and the combat is good

RPG encounter design doesn't get any better than this: no scaling, no magical handwave to explain why enemies suddenly hit the road and get replaced with other enemies once you hit a certain level, no bandits in glass armour; the world is constant and if you fuck around you're gonna get got by an orc or some kinda weird bird just like real life

it's the earthiest and most respectable method of approaching these things; the rare instance where the game doesn't treat the player character as an elevated actor with undue importance and insists they participate on even ground. you start off at the very bottom and are tasked with earning respect and trust gradually, shaping the way you're perceived, your station, and opening doors to people and opportunities you wouldn't have had otherwise

this emphasis on a more grounded world extends to most everything else as well. NPCs have routines and sub-routines; monsters sleep, eat, roam, and flee from predators if attacked; and objects with no mechanical value or purpose can be interacted with for cosmetic or roleplaying purposes. while many, many, many games prior had schedules and day/night variance, few if any operated on this level, and many of gothic's contemporaries wound up looking rigid and staid in comparison

if there's any stumbling here it's that the second half loses some steam after you choose a faction and get railroaded into more linear action oriented quests, but it's not enough to detract much from the overall experience because.........

the controls are good
the combat is good

Reviewed on Aug 17, 2023


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