
|
Gothic
is half of a brilliant game. This single-player RPG from Germany
makes a brave attempt to create a world in which your actions
and interactions with other characters have true, story-affecting
consequences.
The setting
of the game is a fairly traditional medieval-fantasy world with
an interesting twist. The local king (evidently not at all a
nice guy) is so focused on his war with the pesky local orcs
that he'll stop at nothing to create weapons and armor for the
effort. To this end he has a group of sorcerers create a huge
magic barrier around the richest area of ore mines. Into this
perimeter he begins exiling criminals, political prisoners and
all manner of undesirables. Once through the barrier, there
is no way out. And unless the prisoners produce ore in sufficient
quantities, no food or materials are supplied from the outside
world.
|
|
|
|
It's into
this grim and rough world that your character is abruptly thrust.
Nameless, utterly anonymous, and seemingly without background
of any kind (what was your crime, anyway?), you have to find
a way to survive in this prison colony.
As soon
as you come through the barrier, you get accosted by a reasonably
friendly man named Diego. He tells you the bare minimum of what's
going on, and then high-tails it back to camp.
That's pretty
much it. Except for a letter you're supposed to deliver, you
really have no idea of what you are supposed to do next. Yeah,
just like it might really be like in real life to be in this
situation. You stumble your way toward camp, trying your best
to avoid some rather nasty ostrich-looking birds, and find your
way to the first camp.
|
|
I
say first, because it turns out the colony has split into three
distinct (and mutually hostile) camps. The first one you visit
(The Old Camp) is where most of the miners live, and it's run
by a very well-organized self-appointed militia. Then there's
the New Camp, which is much rougher and tougher and less organized.
Finally, there's the Swamp Camp, which is populated by a bunch
of drug-crazed religious zealots.
As you begin
gingerly making your way around this hostile new world, you
gather information, talk to everyone you can, and think about
which of the three camps you'd like to join. Things are never
easy even after you've made up your mind. First of all, even
finding the other two camps is a tricky (and dangerous) business.
Also, this being an RPG and all, you of course have to prove
yourself worthy of getting any group to let you join.
|
|
|
|
Gothic
is at its best during this early part of the game. I can't remember
a role-playing game that gave me a more vivid feeling of actually
having to make my own way in a populated, complicated world.
In this world, your choices have consequences, and sucking up
to one boss can make you dog meat to another.
There are
no official character categories in the game. You develop your
character by accumulating experience points and finding teachers
to instruct you in various skills. By picking and choosing you
can create a thief, a warrior, a sniper, or various categories
of mage.
|
|
My
colleague Cindy KM and I agreed to join different camps and
compare our experiences. Never having had any drug experiences
in my actual life, I decided to join the weed-smoking lunatics
in the swamp camp.
At first
I was a little stunned at the frankness with which the drug
use is presented in the story. The Swamp Camp worship a mysterious
god called The Sleeper, and smoke "swamp weed" in
order to "commune" with this deity. Even more outrageous
is the fact that the camp's very economy is based on selling
the weed to the other camps! I had various quests that dealt
with the harvesting and delivery of the weed. And believe it
or not, I even got experience points for helping develop the
market in another camp (passing out free samples)!
|
|
|
|
At first
I was a bit concerned. This was immoral, after all, sniff sniff!!
Then I reminded myself, "Uh, it's also immoral to, like,
KILL people, and you do that in games all the time." Comforted
by the knowledge that I was actually able to tell the difference
between a game and real life, I cheerfully continued my virtual
drug pushing.
The story
of Gothic is rich, long and complicated. As you become
more skilled and powerful, you're able to take on an increasingly
deadly variety of wolves, killer ostriches (okay, they're called
"scavengers" in the game, but trust me, they're killer
ostriches), skeletons, giant bugs, trolls, orcs, and many more
baddies.
|
|
Another
strength Gothic has going for it is the reality of the
world it creates. The camps are all alive with people, conversation,
and action. The wilderness in between feels very three-dimensional
and real. This is greatly aided by the fact that, except for
about five dungeon areas, the entire game world loads at the
same time. So you can sprint from one side of the map to the
other without any pauses for loading.
The game
is presented in over-the-shoulder third person, and the graphics
are quite good (but not great). Luckily, video performance of
the game is quite customizable, which is a good thing. About
halfway through the game, I swapped having extra-detailed close-up
graphics for extremely long-ranged vision. In a game that has
you spending so much time outdoors, it's very important to be
able to see what's in the distance.
|
|
|
I
do have a problem with the fact that I had to turn any settings
down. I have a 1.7Ghz machine with a serious graphics card and
more RAM than you can shake a dongle at. I should be able to
play any current game with every setting up to eleven. The way
I figure it, if Max Payne can be played on full throttle on
my computer, so should Gothic.
The second
half of the game, while still entertaining, is not nearly as
rewarding as the first half. You can almost feel your character
getting funneled into a particular path, and after a while you
begin to wonder why you went to all the trouble to pick a camp
and a particular set of skills if you're going to end up in
the very same Tomb-Raider jumping hackfest at the game's finale.
|
|
|
Gothic
has a much more serious problem, however, and only my affection
for the game had kept me from burying it this deep in the review.
I'm talking about the game's interface. It's just the worst
I think I've ever seen. Early in the game it got so frustrating
I almost gave up, and I imagine many other gamers won't make
it over that hump. How many times do I have to say it, INTERFACE
IS NOT THE PLACE TO BE CREATIVE. You're not going to believe
the cumbersome nightmare that is the Gothic user interface.
To perform the simplest of tasks, such as picking something
up, or shooting, you have to use some arcane key combination,
like Alt-Arrow Up. Inventory management is a frustrating mess.
The capper is the fact that the game menus have a screen that
allows you to customize the keystroke commands - but only the
default keystrokes work! A very cruel joke to play on innocent
players.
However,
I've played a lot of games, and I've struggled with a lot of
bad interface systems, so even this glaring fault didn't ruin
the game for me. Gothic is an innovative effort from
a team that will get my serious attention in the future.
|
Final
Grade: B
System
Requirements
- Pentium II 400 MHz
- 128 MB RAM
- 3D Video card with 16 MB RAM
- DirectX compatible sound card
- DirectX 7 or higher
|