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The Gothic 1 (?) Thread

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Vaako
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Post by Vaako »

Tangerine wrote: ↑ June 12th, 2026, 17:05
Vaako wrote: ↑ June 12th, 2026, 16:50
Roguey wrote: ↑ June 12th, 2026, 14:09
Image
Almost everyone playing this is either a Pole, Russian, or Spaniard German, that tracks.
Guess Gothic 2 will be spared from a remake then. Needs to make like 50million just to be profitable says brave AI.


Also I managed to open most chests now. But there seem to be a few locks which just arent possible even with max lockpicking perk. Where the plates only move to one direction.
50 million is an overshoot. Breakeven is probably around 30 million.

Doing some napkin math: the team size varied from 20-50 people over the course of development. We'll take the average to be 40 over the course of production. The average American game dev is estimated, with all expenses included, to cost about $200k/yr. Spanish devs are generally estimated to be about half that, so $100k/yr. A year of development is 4 million, so 20 million over 5 years. Marketing costs are about a 50% additional cost for a game of this side, so 30 million total.
Still the profit seems very low for them to green light a sequel.
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Post by gastovski »

What a ******* jank game
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Post by Rand »

Vaako wrote: ↑ June 12th, 2026, 16:50
Remake they are only +1 thats so ******* weak with how rare these are.
There are +1, +2, and +5. Several of each, maybe sufficient to add up to +20 or so.
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Post by Bruuth »

ZeElessarTelcontar wrote: ↑ June 12th, 2026, 17:12
Finarfin wrote: ↑ June 11th, 2026, 19:44
btw, I went to Gomez (basically just went around and killed people because everyone kept attacking me even though I was defending myself and never actually initiating combat aside from Mordrag)

Image
Image
Picture is tamer than the original but it still has Gomez with his slaves
Image
even at my horniest this **** insta deflates my boner
Actually Velaya looks better than she used to be. Thou even its still bit censored but still not that bad. I call it win. This intersectional feminism over gaming just needs to stop as its ruining everything.
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Post by Valter »

So why's it called Gothic anyway?
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Post by rusty_shackleford »

Valter wrote: ↑ June 14th, 2026, 15:19
So why's it called Gothic anyway?
germoid wikipedia sez
Stefan Nyul, Michael Hoge, Alexander Brüggemann und Tom Putzki, die Gründer von Piranha Bytes, begannen offiziell am 4. Oktober 1997 mit der Entwicklung des Projekts, das zu der Zeit den Arbeitstitel Phoenix trug und vorher Orpheus hieß. Stefan Nyul agierte dabei anfangs als Geschäftsführer und kümmerte sich um die Zusammenarbeit mit den externen Programmierern. Michael „Mike“ Hoge war für Gamedesign, Art-Design und Texturen zuständig. Alexander Brüggemann kümmerte sich um Charakterdesign und Animierung und Tom Putzki begann mit der Erstellung des 3D-Modells der Spielwelt.[5][6] Eine Inspiration für das Design der Welt war die düstere Filmdystopie Die Klapperschlange mit Kurt Russell als einzelgängerischen Anti-Helden Snake Plisskin. Die Idee der abgeschotteten Halbinsel Manhattan wurde auf das von einer magischen Barriere umschlossene Minental übertragen, um eine logische Begrenzung der ansonsten offenen Spielwelt liefern zu können.[7] Wegen des Erfolgs von Tomb Raider entschied man sich, die First-Person-Perspektive durch eine Third-Person-Ansicht zu ersetzen. Auf Vorschlag von Bert Speckels erhielt das Spiel in Anlehnung an die Gothic-Subkultur im Februar 1998 schließlich seinen finalen Titel. Ausschlaggebend war unter anderem, dass die Entwickler die atmosphärischen Konnotation als passend empfanden und der Titel auch für die angestrebte internationale Vermarktung erfolgversprechender klang.[4]
Stefan Nyul, Michael Hoge, Alexander Brüggemann, and Tom Putzki—the founders of Piranha Bytes—officially began developing the project on October 4, 1997; at the time, it bore the working title *Phoenix*, having previously been known as *Orpheus*. Stefan Nyul initially served as managing director and oversaw collaboration with external programmers. Michael "Mike" Hoge was responsible for game design, art design, and textures. Alexander Brüggemann handled character design and animation, while Tom Putzki began creating the 3D model of the game world.[5][6] One inspiration for the world's design was the dark dystopian film *Escape from New York*, featuring Kurt Russell as the solitary anti-hero Snake Plissken. The concept of the isolated Manhattan peninsula was adapted for the "Valley of Mines"—which was enclosed by a magical barrier—to provide a logical boundary for the otherwise open game world.[7] Due to the success of *Tomb Raider*, the team decided to replace the first-person perspective with a third-person view. At the suggestion of Bert Speckels, the game was given its final title in February 1998, drawing inspiration from the Gothic subculture. Key factors in this decision included the developers' view that the title's atmospheric connotations were a good fit and the belief that the name held greater promise for the intended international market.[4]
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Post by Valter »

rusty_shackleford wrote: ↑ June 14th, 2026, 15:26
Valter wrote: ↑ June 14th, 2026, 15:19
So why's it called Gothic anyway?
germoid wikipedia sez
Stefan Nyul, Michael Hoge, Alexander Brüggemann und Tom Putzki, die Gründer von Piranha Bytes, begannen offiziell am 4. Oktober 1997 mit der Entwicklung des Projekts, das zu der Zeit den Arbeitstitel Phoenix trug und vorher Orpheus hieß. Stefan Nyul agierte dabei anfangs als Geschäftsführer und kümmerte sich um die Zusammenarbeit mit den externen Programmierern. Michael „Mike“ Hoge war für Gamedesign, Art-Design und Texturen zuständig. Alexander Brüggemann kümmerte sich um Charakterdesign und Animierung und Tom Putzki begann mit der Erstellung des 3D-Modells der Spielwelt.[5][6] Eine Inspiration für das Design der Welt war die düstere Filmdystopie Die Klapperschlange mit Kurt Russell als einzelgängerischen Anti-Helden Snake Plisskin. Die Idee der abgeschotteten Halbinsel Manhattan wurde auf das von einer magischen Barriere umschlossene Minental übertragen, um eine logische Begrenzung der ansonsten offenen Spielwelt liefern zu können.[7] Wegen des Erfolgs von Tomb Raider entschied man sich, die First-Person-Perspektive durch eine Third-Person-Ansicht zu ersetzen. Auf Vorschlag von Bert Speckels erhielt das Spiel in Anlehnung an die Gothic-Subkultur im Februar 1998 schließlich seinen finalen Titel. Ausschlaggebend war unter anderem, dass die Entwickler die atmosphärischen Konnotation als passend empfanden und der Titel auch für die angestrebte internationale Vermarktung erfolgversprechender klang.[4]
Stefan Nyul, Michael Hoge, Alexander Brüggemann, and Tom Putzki—the founders of Piranha Bytes—officially began developing the project on October 4, 1997; at the time, it bore the working title *Phoenix*, having previously been known as *Orpheus*. Stefan Nyul initially served as managing director and oversaw collaboration with external programmers. Michael "Mike" Hoge was responsible for game design, art design, and textures. Alexander Brüggemann handled character design and animation, while Tom Putzki began creating the 3D model of the game world.[5][6] One inspiration for the world's design was the dark dystopian film *Escape from New York*, featuring Kurt Russell as the solitary anti-hero Snake Plissken. The concept of the isolated Manhattan peninsula was adapted for the "Valley of Mines"—which was enclosed by a magical barrier—to provide a logical boundary for the otherwise open game world.[7] Due to the success of *Tomb Raider*, the team decided to replace the first-person perspective with a third-person view. At the suggestion of Bert Speckels, the game was given its final title in February 1998, drawing inspiration from the Gothic subculture. Key factors in this decision included the developers' view that the title's atmospheric connotations were a good fit and the belief that the name held greater promise for the intended international market.[4]
"the belief that the name held greater promise for the intended international market." there we go. It sounded cool :toot: :toot:
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Post by Tinky Winky »

gastovski wrote: ↑ June 12th, 2026, 21:53
What a ******* jank game
Playing this now and yeah it does feel even jankier than the original, especially the conbat. Not a **** game but so far I'd recommend just stay with the original.
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Post by Finarfin »

Steam code: 10514930
My Reviews:
El Matador RECOMMENDED
Dungeons of Sundaria NOT RECOMMENDED
VLADiK BRUTAL
RECOMMENDED
Ultimate Zombie Defense 2 INFORMATIONAL
Deathless: The Hero Quest RECOMMENDED
Door Kickers 2 RECOMMENDED
Folklands INFORMATIONAL
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Post by Tinky Winky »

For some reason (probably so the player can't rob him early for endgame equipments), after the newest (1.0.1) patch gomez is now invincible. Which means you'd have to **** out now if you want his ore armor.
I still finished the game with the minecrawler armor without much trouble though. But it's quite a bummer.

Yep, just stay with the OG
Last edited by Tinky Winky on June 19th, 2026, 07:49, edited 1 time in total.
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Post by Finarfin »

Why the **** would they make gomez essential? He was killable in the original. Hell I always ran around in the later game killing the old camp after they turn hostile
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Door Kickers 2 RECOMMENDED
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Post by Vaako »

Also seems like you cant get the ring for passage into the old camp from the watermages from Cronos if you joined the new camp or at least you can miss out on that if you dont do it at the right time. Had to resort to beat most of the unkillable guards and fire mages to the ground and then use the friendship spell on Milten and the chief firemage to progress the mainstory in the old camp after the 5 focus stones.

Also most circle 2+ spells like fireball or the electric version of it need to charge now and you have to stand still what makes magic really bad. Last time I played Gothic 2 or Archolos I could just go magic and use electric pewpew rune and almost one shot orcs with it and it was just a circle 3 rune or so.
Last edited by Vaako on June 19th, 2026, 18:37, edited 5 times in total.
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Post by Ilovecheezecake »

NezahualDoomer wrote: ↑ June 8th, 2026, 16:16
Lord of Riva wrote: ↑ June 8th, 2026, 16:10
NezahualDoomer wrote: ↑ June 8th, 2026, 15:43
Apparently this DEMAKE has now a level cap on each chapter, meaning the developers dictate how much you can level up on each chapter and after you get to that cap you can't gain experience anymore and since we are talking about incompetent buffoons that probably means that any quest exp you get past that or any kill exp past that gets wasted.

What a ****** ******* DEMAKE seriously.

Added to my list:

1. The lock-picking mini game (not the actual minigame but the way your lock picks die really quickly on a mini game that can require even 50 steps to solve)

2. Cooldown on health recovery while sleeping (meaning sleeping wont recover your health and mana all the time)

3. The "economy" NPC's will pay less and less for repeated items you sell to them and you can even start getting ZERO ores for these items

4. Apparently there is a level cap for each chapter now LMAO
I have not encountered a level cap even though I nearly cleared the map in chapter 1 so I'm not sure what this is about.

I reached the point where the Fire mages are killed in the old camp.

And of course now you are there to witness it, because things can't happen off-screen. It's a **** scenario, "Gomez makes you responsible for this as he sees you responsibe for the minecrawler nest" (Whcih in this game you open per explosives btw.)

You then have to talk with Milten, the fire mages are already grouped up in the castle of OC and should leave without being seen by Gomez. When you do the Mages are killed.
And the you can just strut back down to the mages and nobody reacts if you do, Gomez is still unkillable at this point and he wears the Ore armor.

It adds nothing and limits reactivity, meaning absolutely bad as a sequence.

EDIT: They also involve the "Group" in all mainquests early on, it's really not that great but also not a show stopper

The "Allied" Ai is exactly as **** as the OG, that kinda is unbelievable

What level are you?

Because people report on steam forums that there is ahard cap of lvl 5 in chapter 1 and I doubt all the people that talk about this are lying.

https://steamcommunity.com/app/1297900/ ... 336158684/

Lvl cap is not true. Playing it atm and I am lvl 12, still in ch1
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Post by Rand »

The flame and lightning ray spells are just not worth it over the basic bolt spells.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by Ilovecheezecake »

Rand wrote: ↑ June 19th, 2026, 17:09
The flame and lightning ray spells are just not worth it over the basic bolt spells.
Agree, tho some enemies are very resistant to firebolt so thats where you use the frost bolt or something else.
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Post by Vaako »

Ilovecheezecake wrote: ↑ June 20th, 2026, 07:55
Rand wrote: ↑ June 19th, 2026, 17:09
The flame and lightning ray spells are just not worth it over the basic bolt spells.
Agree, tho some enemies are very resistant to firebolt so thats where you use the frost bolt or something else.
Most of the higher level runes are also quite useless. Only Circle 6 rune which I found does like 160 dmg but it has like a 8meter range and also needs to charge. Fire rain is good against many enemies but if it are npcs it doesnt kill them it just puts them on the ground for 50seconds and you have to finish each one of them off with a weapon. What is also quite annoying.
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Post by BLofbr »

Raceswap
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Post by Old One »

They nerfed magic? That stinks.
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Post by BLofbr »

Another guard raceswapped, its one to colony.
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Last edited by BLofbr on June 25th, 2026, 18:52, edited 2 times in total.
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Post by Vaako »

Old One wrote: ↑ June 25th, 2026, 18:26
They nerfed magic? That stinks.
Also no marvinmode/cheatmode incase you dont want to do a full playthrough again and just blast everyone at the beginning with high lvl spells (which suck now anyway).
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