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Tales of JoWooD's Gothic II Event...
...or:
A Gothic II Preview
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The place of the JoWooD GII Event:
Dorint Hotel in Dreieich near Frankfurt
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Yesterday online game press and Gothic
fan sites followed JoWooD's invitation to Dreieich near Frankfurt
to see the near-finished prototype of Gothic II live and in action.
Game designer Mike Hoge (Piranha Bytes) took us on a sightseeing
tour through the colorful world of Gothic II (see also the new Gothic
II screenshots). And what
a tour it was...
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Mike Hoge (Piranha Bytes) |
Gothic II's story continues where last year's hit RPG Gothic I
left off. The collapse of the barrier and the repercussions thereof
managed to get the nameless hero trapped by falling rocks - a nice
explanation for his drastically reduced attributes and an even nicer
explanation for his partial amnesia, which in itself is a fine way
to handle the problem many sequels just don't manage to handle -
how to get new players involved in a story they originally never
took part in. The hero is, of course, rescued, and now he once again
sets out to save the world from dragons and a hidden evil. This
world, however, is quite new to him... and what's more, there is
a prize on his head.
So much about the story. Now to an overview of my impressions of
what I saw today.
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Night Flight |
First of all, the graphics are - in one word - awesome. I mean,
it's a tweaked Gothic I engine, right?
The Gothic I optics were very good, admitted, but in what I saw
of GII the skies, forests, town etc. were just plain beautiful.
In GII everything is more detailed up to the point where the name
'Baroque' might have fit the Gothic sequel even better ;-). Grass
stalks, flowery meadows and jungle-like shrubbery make the world
look alive - there even are flies in town. Not huge Bloodflies,
no, small regular flies.
Talking about flies... seeing the much-disputed dragons in the game
was quite an experience, my personal favorite being the Stone Dragon
(a truly impressive critter). Apart from flies and dragons, there
are many new creatures in Gothic II. Sheep, orc-sized Draconians,
Giant Rats, Wargs, Field Robbers, Dragonsnappers and fish, to name
just a few, and they - as well as their 'old' counterparts - tend
to eat their downed foes. Yes, this also means you.
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Snow and a dragon |
The weather effects are a good deal more diverse than those of
Gothic I. There are, for example, thunderstorms - flashes even highlight
the objects in your inventory should you happen to have it open
at the time. And then there is snow. Snowfall has not been implemented
yet, but the result is already there, snowy caves and rocks and
frozen creeks...
Water in Gothic II is reflective. Imagine fluffy afternoon clouds
reflected in a pond with water lilies, and you get the gist. For
those who scream 'Morrowind' now - no! Where Morrowind is
bleak, harsh and devoid of life, Gothic II is very much alive. There's
foliage everywhere in the forests (in fact, enough to easily lose
orientation, so this may yet change until the game sees release).
Even in the now-bleak and harsh 'Old World' (the landscape you might
know from Gothic I) things look more alive than in Morrowind. Don't
get me wrong now, I like Morrowind... I just try to express my impression
that the feel of those two games can't be compared in the least.
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A farm |
The saying goes that NPC AI has been improved, and apart from some
minor bugs (a 'crashed' city guard or a funny mishap in pathfinding
routines) this is true. Reactions change depending on your reactions,
guild and former deeds. For example - you might get someone really
mad by beating him up for no reason. He certainly won't talk to
you anymore after the incident, but depending on whether you were
spanked by the guards or not, other witnesses might consider talking
to you again. And if you plan on being a real bully (or worse, a
killer), don't let witnesses get away! There's even a handy spell
to aid you if you bungled a mission by foul-mouthing the wrong individual
- make him forget your past encounters :-).
There are some new implementations of daily routines as well. For
example, the town herald spews forth the latest news in regular
intervals. NPC dialogues are just as hilarious as in Gothic I, but
now you won't be asked for things you have already done (as sometimes
happened in GI). Just like your journal will be automatically swept
of solved, flunked or unsolvable quests, NPCs will 'forget' to ask
you the same things about solved missions again and again.
I can't say too much about audio since sound recordings have not
been completed yet. At this stage the dialogues are still written
text, so all I heard were the animal, human and ambient background
sounds we know from part I. The music is once again dynamic, changing
from relaxing to frenzied depending on the situation.
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The hero and Liesel the sheep |
Now for some of the more obvious gameplay changes... the interface
and inventory. How many people complained about the old Gothic interface?
There's no reason to gripe anymore since interaction with the world
has been substantially simplified. One click, one action. Controls
are configurable, however, so whoever wants the old control scheme
back is free to do so! The inventory has been even more simplified
- now there's just one (configurable) inventory for all of the player's
stuff, and it's definitely more concise than the predecessor's.
Magic has become a faster affair as well - there are only two spells
which need to be charged, all other spells are working instantly.
Different classes have different spells; different classes can learn
stuff not exactly coined for their guilds, too, but those skills
will be more expensive for them, and probably capped.
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A very blurry stats screen. I had better brought
a tripod :-) |
Talking of skills: as you might be able to glimpse from the blurry
screenshot (if you know German), combat skills (one handed, two
handed, bow and crossbow) are now percentages. The other skills
are binary (yes or no), their quality dependent on a governing attribute.
You won't be able to unlock a chest if you have no key, for example,
if you don't have the lockpick skill. The chance of your
lockpick breaking is governed by your dexterity attribute. There
is no acrobatics skill anymore since it caused too much trouble
in part I (players reaching spots where they weren't supposed to
go), but there are new skills like making runes, smithing and alchemy.
Oh yes: This time there will be many guild-exclusive missions in
the later part of the game, thus increasing replayability above
that of the predecessor.
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A beautiful vista |
Well, I could go on for hours, but I'm afraid it wouldn't do any
good. If you are interested in some more game details, visit the
Gothic
II Facts page where I added everything I glimpsed today. For
the time being I'll leave you to your own thoughts; just a final
conclusion: if the Piranhas manage to weed out the minor bugs still
plaguing the unfinished game prototype, this game will be BIG.
First Impression: Very Good.
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