Gothic - A cautionary Tale or "A message to Alkimia"
Summary
TLDRIn this passionate critique, the speaker reflects on the journey of the Gothic remake by Alchemia, comparing its current progress to the original Gothic games. The analysis delves into the shift from the dark, grounded aesthetic of Gothic 1 to the more conventional fantasy elements in Gothic 2 and 3. The speaker expresses concern over potential compromises in maintaining the franchise’s unique atmosphere and deep themes, emphasizing the importance of staying true to the original vision. Ultimately, the speaker urges Alchemia to respect the core elements that made Gothic special while pushing for innovation.
Takeaways
- 😀 The Gothic remake is drawing significant attention, with fans noting the evolution from the initial playable tease to the more polished Naius demo released at Gamescom.
- 😀 The artistic shift in the Gothic franchise is notable, especially the change in aesthetic from Gothic 1 to Gothic 2, with the latter adopting a more realistic and vibrant world outside the colony's barrier.
- 😀 Gothic's identity was grounded in dark fantasy and realism, with monsters resembling real-world animals and societies built on believable hierarchies, contrasting typical high-fantasy tropes.
- 😀 Gothic's occult themes, such as strange magic, mind-opening substances, and otherworldly entities, were central to its identity, setting it apart from other RPGs of its time.
- 😀 The narrative of Gothic 1 had an organic flow, with characters and plot developments feeling natural. In contrast, Gothic 3’s narrative was criticized for being a chaotic fetch quest that lacked the depth of its predecessors.
- 😀 Gothic 2's change in tone and setting introduced more civilized environments, but this shift came at the cost of the grittier, darker aspects that defined the original.
- 😀 Gothic 3's large, homogeneous world and impersonal NPC interactions were seen as a significant flaw. The map's lack of variation led to exploration becoming more of a chore than an adventure.
- 😀 The orcs in Gothic 3 were redesigned in a way that made them less threatening, more human-like, and even comedic at times, undermining their original role as alien and feral creatures.
- 😀 The narrative choices in Gothic 3, such as allowing the player to join the orcs, were seen as detrimental to the original setup of the story, where the player fought against them in previous games.
- 😀 The removal of the guild system in Gothic 3, which had allowed for meaningful faction progression and immersion, was replaced by a reputation system that felt shallow and disconnected from the player’s actions.
- 😀 The call to action for the Gothic remake by Alchemia is to respect the franchise's roots, maintaining the dark fantasy atmosphere and world-building, while avoiding the overly colorful and accessible approach seen in Gothic 3.
Q & A
What is the main concern expressed about the Gothic remake by Alchemia?
-The primary concern is that the remake may deviate too far from the original Gothic's core identity. The speaker is particularly worried about the potential shift in tone and aesthetics, moving away from the dark, grounded fantasy of the original to something more mainstream and bright, similar to Gothic 3's approach.
Why does the speaker emphasize the importance of the Gothic 1's tone and world-building?
-The speaker highlights Gothic 1's dark and gritty atmosphere as one of its defining features, noting how the game stood out by being grounded in realism, with monsters acting like real animals and the narrative grounded in societal hierarchies and occult themes. This created a world that felt alive and believable.
What role does the shift in art and architecture play in the concerns about the remake?
-The shift in art and architecture from Gothic 1 to Gothic 2 and especially to Gothic 3 is seen as a major departure from the original's aesthetic. The speaker points out that the original game's architecture and dark aesthetic were integral to the atmosphere, and changing this drastically risks losing the franchise’s unique identity.
How does the speaker describe the world of Gothic 3 in contrast to the previous games?
-In Gothic 3, the speaker describes the world as too large and impersonal, with repetitive landscapes that made exploration feel like a chore. The map's lack of diversity and the lack of meaningful interactions with NPCs contrasted with the more engaging and atmospheric worlds of the previous games.
What is the criticism regarding the portrayal of orcs in Gothic 3?
-The orcs in Gothic 3 are criticized for being overly humanized, behaving like regular people (sleeping in beds, reading books) and not maintaining the alien and feral qualities that made them threatening in the first two games. The redesign also made them feel comical and inconsistent with their original portrayal.
What was lost in Gothic 3’s faction system compared to the first two games?
-The faction system in Gothic 3 was replaced with a reputation system, which lacked the depth and progression of previous games. The speaker notes that the sense of belonging and meaningful choice in faction alliances was lost, making the game feel less immersive and impactful.
Why does the speaker believe the limited development time negatively affected Gothic 3?
-The speaker argues that Gothic 3 suffered due to Piranha Bytes being pressured to release the game too early. This rush resulted in broken promises, shallow gameplay, and a weak narrative. The lack of time prevented the game from achieving its full potential, impacting the atmosphere, themes, and world-building.
How does the speaker compare the potential of the Gothic franchise with other failed franchises?
-The speaker compares the Gothic franchise to other franchises like Star Wars and The Witcher, which have lost their identity due to a lack of understanding of what made them special. The speaker warns Alchemia to avoid similar mistakes and stay true to the original Gothic's unique atmosphere and themes.
What is the speaker's overall message to Alchemia regarding the Gothic remake?
-The speaker urges Alchemia to stay true to the essence of the original Gothic game, emphasizing the importance of maintaining the dark, grounded fantasy tone and avoiding a shift towards a more colorful, mainstream fantasy. They believe Alchemia has the potential to revive the franchise, but only if they respect its original vision.
Why does the speaker focus on the surreal and occult elements of the Gothic franchise?
-The speaker values the surreal and occult elements of Gothic because they were integral to the game's unique atmosphere. These elements, like the Lovecraftian inspirations, dark rituals, and strange creatures, set the game apart from other RPGs. The speaker believes that these aspects should be preserved in the remake to maintain the franchise's identity.
Outlines

This section is available to paid users only. Please upgrade to access this part.
Upgrade NowMindmap

This section is available to paid users only. Please upgrade to access this part.
Upgrade NowKeywords

This section is available to paid users only. Please upgrade to access this part.
Upgrade NowHighlights

This section is available to paid users only. Please upgrade to access this part.
Upgrade NowTranscripts

This section is available to paid users only. Please upgrade to access this part.
Upgrade NowBrowse More Related Video

絵で見る〈ゴシック〉ってなに?ルネサンスもゴシックから生まれた!【美術様式シリーズ・ゴシック絵画編】

Gothic Architecture History & Characteristics (Briefly Explained)

A Level The Picture of Dorian Gray: The Gothic Double

Subcultura Gótica: História, Moda, Filosofia e Tudo o Que Você Precisa Saber 🖤

O SEGREDO pra SER BOM em SOULSLIKE

8 Aspects of GOTHIC BOOKS
5.0 / 5 (0 votes)