Gothic | Piranha Bytes / Egmont Interactive / Xicat Interactive | 2001 | |
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This nice German developed RPG adventure is set against the backdrop of a
landscape savaged by war, the King of the human territories must find enough ore to
forge weapons for his army to use in defence against the Orc Hordes. The King's mines
are set in a large magical sphere and are worked by prisoners captured from across
the kingdom. And it is into this sphere that you are thrown, charged with the task
of delivering a letter – a letter that might just mark the turning point in the war
against the Orcs. The Gothic world is constantly changing and evolving: events will
occur that can alter the relationships between several groups of characters. NPCs
are fully rounded with their own daily habits and relationships: they get up, work,
go to bed, chat with each other and so on. More significantly, monsters cooperate
with each other and are able to figure things out; they have individual perception.
Some can be lured with food or noise, some will run away from bright light. Some can
only hear or detect movement. Each character has the ability, with the correct
training, to improve particular skills as the game progresses: training with the
master of the sword, for example, will result in a character displaying noticeably
more skilled swordsmanship. It is so much more satisfying to witness the effect of
the skills you have learnt when they are visible in your character as oppose to a
meaningless number rating, improving say, from 8 to 10. These 'optical' improvements
are for the whole range of skills included in Gothic. The two different classes of
magic (which are absolutely independent from each other) work along the same lines.
See also: #Gothic Sequel (cancelled) |
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