Accursed Farms

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Gothic is the one German thing Poles will defend like their independence because it was one of the first games where adults in a prison camp talked like adults in a prison camp, so every 13yo boy felt cool playing it. Polish voice acting was outstanding of course, but more important is that it felt like a Witcher game before there were Witcher games.
Out of my grade school circle I'm the only one who played Morrowind instead.
Aren't you special, tell all about it on rpgcodex. Morriowind's animations make everyone there look like automatons.
 
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Kinda funny reading about a game I played and finished multiple times when I was like 13 or 14 without any guides somehow being to obtuse. But at that age you will spend allot more time with a single game and start figuring out stuff on your own.

I replayed Gothic a couple of years ago with the newest fan patch at the time an I don't recall a single crash to desktop or significant bug, maybe Ross was just unlucky.

Also did I miss it or did he not mention the In Extremo concert?
The song was always a highlight for me and a big contribution to the overall atmosphere of the game.
 
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Aren't you special, tell all about it on rpgcodex. Morriowind's animations make everyone there look like automatons.
But enough with the strawmen and projections. I never said anything about Morrowind being superior. :smug:
 
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They're not even comparable; Morrowind is not an rpg :smug:
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I enjoyed the new video. I haven't looked into Gothic games before this, but I agree with Ross that the world feels very immersive, despite the dated graphics (by modern standards). I actually prefer the "mowed golf course" look of the grassy areas and whatnot, it gives the world a certain charm and a comforting atmosphere. Kinda makes me wish that more games nowadays would go for a more simplified, stylized-yet-still-grounded-in-reality look, instead of going full artsy-fartsy or overblown realism for which I couldn't care less, especially when you need a powerhouse hardware to make the game look the way the devs intended.
 
Kinda funny reading about a game I played and finished multiple times when I was like 13 or 14 without any guides somehow being to obtuse. But at that age you will spend allot more time with a single game and start figuring out stuff on your own.
I mean, at that age we've got nothing but time, so we can power through the most dense gameplay loops and figure them out eventually, just by sheer repetition. Perhaps I am jaded towards that kind of gameplay style, since that's how games used to be and what I've grown up playing over the years, but now as an older dude, I can't see myself going through the same gameplay gauntlet, all over again.

Gettin' too old for that shit. But my 14-year-old self wouldn't have minded much.
 
I would love to have Ross do a Game Dungeon on Hitman WoA, especially since it triggers his Crewtism of single player always online games ruining a fun experience
 
Hitman series in general would make for a good Game Dungeon episode. First two games can be painfully unintuitive with guards finding nothing suspicious about a weird bald mofo with a barcode on his neck walking around in different clothes, but get sudden spider-sense powers for seemingly no reasons.
 
Good review, but bummed that he couldn't find a proper Christmas game. There has to be some religious games out there, even without snow, that UT clone review is still one of my favorites.
The ending segment makes me wish Ross would actually expand on his thoughts about Morrowind and Gothic in a separate Morrowind video, but he said that he wouldn't cover super popular games like this one. Shame, maybe he could talk about Morrowind by proxy by doing a video on Arena/Daggerfall, these are still relatively obscure.
 
I think he overplays the obtuseness of Gothic's systems.
I never had to loot every shack or save scum my way through.
There are enough quests in the old camp to level and earn your bread in the beginning.

Gothic was, and kinda still is, the hidden design bible in how to balance an open world without scaling.
The player intuitively learns what he can tackle and what to avoid and come back later.
The combat system is clunky, but has a decent progression in numbers and player skill.

The reason I prefer the sequel is the backtracking.
You have to go from camp to camp to swamp far too often before teleportation is unlocked.
 
Savescumming was expected from games of that time so it's a weird complaint, it's like complaining about keyboard-only interface in a game from the 80s. How exactly do you simulate a fantasy-Australia prison camp without instant-death situations you can casually walk into, talk yourself into or running out of lockpicks if you're not paying attention?

Contemporary reviews complained about how clumsy the interface was and that you needed a PC from outer space to run it without lagging, those were times when new revolutionary graphic cards were coming out each year or two and CPUs were doubling in Hz every two years or so. A dedicated gaming PC capable of running all games without some 3D graphics compromise would cost you a few monthly payments and would become obsolete in a few months.

The best thing about the sequel is the expansion, it's very obvious devs cut it out for time constraints.
 
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