The immediate sense upon entering the world is a disorientating one. Where are you? Who are these people? Where do I go, what do I do? It’s genuinely quite daunting, and this seems to be a clever move on the part of the designers as you empathise with your character. The world is vast too, and the plot free-form, allowing you to explore, discover and learn the ways of the various Camps, people, and creatures that make up this vivid and bizarre world. You have certain tasks to complete, and people to meet; though no ultimate super-objective or clear path to closure. This is perhaps the most interesting, and most certainly challenging aspect of Gothic. It is both sides of the coin.

The main bulk of the game is in part about influence; who you can befriend to survive and succeed, who you must therefore challenge and fight. This is due in part to the game’s very clever real-world ideals; the idea of life continuing and changing independent of your actions. Hence people you converse with might tell there friends, and help you; your enemies may council each other against you. It’s a case of who, not what, you know. This makes for a very nice, deliberate, and subtle blend of gameplay too, as the game focuses on intelligent discovery and dialogue, rather than combat, though that’s not to say that a little isn’t in there either.

The combat is quite often in self-defence against the occasional aggressive animal inhabitants of the world; but from time to time will also involve you engaging those of a dissimilar disposition to yourself. It’s rather fun too, though the control system was occasionally a little cumbersome, the inventory system for selecting and drawing weapons being a little sluggish. The enemy AI is generally good too, especially in the dramatic fashion battle commences, though the intelligence does have it’s occasional glitches. Nothing too appalling, though.

As the plot unfolds and your reputation (such as it might be) begins to spread throughout this strange world; your skill will no doubt grow too, enabling new skills and abilities; you make NPC friends along the way, as well – some of whom may assist you briefly in one particular objective, others who might be truer friends, providing greater help. The implementation of this is very well done too, especially as the NPC’s are vital to the constant new discoveries you’ll be making in a game that boasts in the region of one-hundred hours gameplay. I could see why it took a rumoured four years to develop.

Which brings me on to the environment; the world, and it’s graphics. Stunning. There’s no other word for it. The landscape is among the most detailed, rich and diverse I’ve ever witnessed. This in a genre with some good opposition, too. Just one look at the screenshots and I’m sure you’ll agree that Piranha have done a fabulous job of creating a world which really feels like it’s living and breathing; evolving. The weather effects are a nice touch too, once again adding to the game’s immersion, as snow, rain and night falls – then dawn breaks. It’s all very detailed, some of the panoramas afforded to the player being particularly awe-inspiring. This is without doubt one of the most cohesive and satisfying game worlds created – though you’ll need to make sure your system specification is up to the challenge.

To conclude, Gothic should be seriously considered by all fans of the genre, who will no doubt love the detailed world and surrounding story, that offer gamers large helpings of what made RPG’s great in the first place: a sense of discovery, and escapism in existing in an alternate world. This it does in exceptional style. It’s got a few minor flaws, and isn’t quite perfect; but as gaming experiences go, it’s one of the most immersive. Simply put, Gothic has to be seen and played to be fully appreciated.

90%

By Luke Guttridge