Gothic 2
Posted: Thu Mar 03, 2011 7:56 am
The nameless hero returns, and he's pissed. Who will suffer his wrath? How did he survive? What changed in the mining colony? And when will Xardas flip the page he's reading for ages?! Continue reading to find out the answers
When the barrier was destroyed, king sent a galleon of his loyal knights to reclaim the colony as the war with the orcs was looking grim, and he needed all the ore he could get. Most of the order stations in Khorinis, under lord Hagen.
King is pressing his subjects very hard, which affects the lower masses the most. Even more - farmers near Khorinis are constantly rolled by the city watch on top of the insane taxes. This has caused many land lords to rise up against the ruler, and protect themselves from oppression. Most of the convicts from the 'new camp' got hired by a land owner named Otis. The mercenaries are led by your old friend, Lee.
Remember the letter you've received at the beginning of the prequel? Archmage Pyrokar himself gave it to you, and he leads the fire mages in the mountain cathedral.
As you can see the pattern of three factions has repeated itself, and this time it's somewhat dumbed down. In the first gothic you had a choice to make when in a faction, whether follow the magical path or not. In G2 there are no optional paths. You're either a City Watchman (who "evolves" into a Paladin, because this is NOT optional), Initiate (Mage) and Mercenary who.. Well, find out yourself.
While all of the paths lead to differend quests, and every path plays in a differend way (in g1 each warrior path was just that - warrior path) i can't say that i'm a fan of reducing options.
The "world" is about three or four times larger than before. You can go back to the mining colony any time you want to, as long as you can get to it but it's not a friendly place anymore. You see, the barrier kept orcs outside aswell (as in, even the stupid beasts figured out that it's better to not enter a dome if you'll die when trying to exit) and now they are on a rampage, with much nastier creatures backing them up.
Xardas has brought the nameless hero back from the dead. Unfortunately we have not only left all our items there, but also all the abilities that we have previously gained. Personally i never was brought back from the dead, but it seems quite fair. PBytes had to chose from either : tweaking the stats of every creature in g2 to a godly status (which some rpg's did in the past, and it turned out poorly) or come up with a plan to wipe the skill card clean. While i agree with their decision fully, it's still a cheap way of solving problems.
The problem comes back, once you realise that some of previously avaliable abilities have been removed (like acrobatics) and nothing that you did "extra" in g1 matters. Your previous adventures are mentioned here and there, but with no specifics, and no decision you've made before changes any dialogue, quest or even NPC you meet. In short : Gothic 2 is a fresh start, a new unwritten page. And since this is a continuation of a tale, In my book this is a flaw. They simply couldn't balance the series.
There are a few unforseen twists along the way, but in general the main plot is already known from the very beginning. If it was somewhat more concealed and unknown, it would make a much better impression on me. Right now it looks like : "Welcome back, they attack, to stop them you need this and this, it's in there" and there you have it, plot.
With this beign said i have to clarify : the side quests, just like in the prequel, are top notch. Due to a larger world, some require more running around, but the landscape has some eye candy, and not one location is copy/pasted, thus even the longest runs can be pretty enjoyable. Well, maybe except the one that..
After hacking a few thousand orcs to pieces, wearing legendary, magical armor, and hauling around thousands upon thousands of tons of magical ore, you have been officially degraded to the role of turnip-gathering farmer. Just as a reminder about how you lost all your abilities and properties. turnip-gathering parties are the best parties ever, because turnip-gathering parties don't stop, until everyone drops from boredoom and exhaustion. Then you can make a herb gathering quest for the local alchemist, then a herb gathering quest for a witch in the woods, and afterwards you can gather some herbs for the fire mages, and the outlaw farmers, and then some more for.. Ok, we get it, herb gathering is fun.
The NPC's, just like before, are one of the solid, immovable pillars on which the game stands. From a simple farmer, through master craftsmen, to archmages and paladin-generals, every character is voiced, and every -named- one is unique. Don't expect "guard" from one part of the city to tell you a differend story than "guard" from the other part.
Khorinis is divided into a few districts, and each NPC you meet fits there perfectly. Some will give you quests, some will train you, some will gossip with you, some will try to steal your purse (more on purses later) and some will gladly crawl with you under the bedshed.
Dialogue is, just like before, outstanding, and really everything you could have hoped for. NPC's also go on with their own lives, and will bear grudges should you wrong them. You cannot simply walk into mor.. someone's house, and take whatever you want or loot their chest, this will get you attacked and labeled as a criminal, and what did they do with criminals in middle ages? That's right. Thankfully, or sadly depending on your point of view, the main character can get out of any tight situation by paying fines. Well, unless ofcourse you go on a killing spree, in that case there is no bribery.
Many of the NPC's you've met before will be here to greet you, and they will remember your previous adventures, as well as your deeds. But with the lack of importing method, their "memories" will only hold the past that would be exactly the same for all gothic 1 factions. Parts of main plot. If you have robbed someone in gothic 1, looted his house, summoned monsters to haunt it, and repeadetly beat him, he will not remember a thing.
Not much has changed in the combat section of the game. Still no shields or dual weilding, a few extra moves in combinations, and very extended mastery system. Now your combat skills in bows, crossbows, one handed and two handed weapons are measured in a 0-100 scale. Most trainers will get you only to 30, some faction ones to 60, mercenaries and paladin trainers up to 90. Hitting the 100 mark is reserved for true masters of the said weapon, and there are only a few such in G2, each associated with a faction, or avaliable after some quests in the middle of nowhere. Magic is divided into six circles, with no specialisations, although the most common spells are fire based. To cast spells you need runes, and runes need ingridients to be made, among others a clean rune, which aren't a common thing.
You need to be a mage to use runes, but everyone can use scrolls - a one time use items.
Ai got slightly improved for some monsters, and orcs will now chain combinations one after another, trying to overwhelm you. But the difficulty of the game has increased due to the -number- of enemies. In Gothic 1 you had trouble when you wandered into a cave full of black goblins, here every cave is full of black goblins, every rock has twenty orcs and every bandit lair holds a dozen in each room. Now this is actualy a good thing, but at some points in the game it's extremely unlikely to just walk into a place and start chopping people to pieces. Instead of balancing things out a bit, or working on friendly AI - which, while isn't worse than the first part's AI, simply cannot handle multiple enemies - they added some powerful items that turn the nameless hero into an immortal hacking machine.
Armor, although easier to get than in first gothic, is still pretty scarce, and the variety was lowered slightly, in favor of adding clothes and alike. Which means that there are many, many more armors and outfits for the NPC's, there are less than before equippable suits for the player - unless ofcourse you cheat and use NPC armor.
I don't remember this being here
With the barrier broken, and the colonists free, new lands are open for grabs. But what is this? They're already inhabited? That's right. It turns out that the mining colony was on an island, close to the port city of Khorinis and its surrounding farmlands. To make the matters worse, even the mountains are already reserved, as they hold the fire-mage cathedral. Everyone who left the hell of mining colony will have to fit in the existing communities. When the barrier was destroyed, king sent a galleon of his loyal knights to reclaim the colony as the war with the orcs was looking grim, and he needed all the ore he could get. Most of the order stations in Khorinis, under lord Hagen.
King is pressing his subjects very hard, which affects the lower masses the most. Even more - farmers near Khorinis are constantly rolled by the city watch on top of the insane taxes. This has caused many land lords to rise up against the ruler, and protect themselves from oppression. Most of the convicts from the 'new camp' got hired by a land owner named Otis. The mercenaries are led by your old friend, Lee.
Remember the letter you've received at the beginning of the prequel? Archmage Pyrokar himself gave it to you, and he leads the fire mages in the mountain cathedral.
As you can see the pattern of three factions has repeated itself, and this time it's somewhat dumbed down. In the first gothic you had a choice to make when in a faction, whether follow the magical path or not. In G2 there are no optional paths. You're either a City Watchman (who "evolves" into a Paladin, because this is NOT optional), Initiate (Mage) and Mercenary who.. Well, find out yourself.
While all of the paths lead to differend quests, and every path plays in a differend way (in g1 each warrior path was just that - warrior path) i can't say that i'm a fan of reducing options.
The "world" is about three or four times larger than before. You can go back to the mining colony any time you want to, as long as you can get to it but it's not a friendly place anymore. You see, the barrier kept orcs outside aswell (as in, even the stupid beasts figured out that it's better to not enter a dome if you'll die when trying to exit) and now they are on a rampage, with much nastier creatures backing them up.
Where is all my stash!?
Xardas has brought the nameless hero back from the dead. Unfortunately we have not only left all our items there, but also all the abilities that we have previously gained. Personally i never was brought back from the dead, but it seems quite fair. PBytes had to chose from either : tweaking the stats of every creature in g2 to a godly status (which some rpg's did in the past, and it turned out poorly) or come up with a plan to wipe the skill card clean. While i agree with their decision fully, it's still a cheap way of solving problems.
The problem comes back, once you realise that some of previously avaliable abilities have been removed (like acrobatics) and nothing that you did "extra" in g1 matters. Your previous adventures are mentioned here and there, but with no specifics, and no decision you've made before changes any dialogue, quest or even NPC you meet. In short : Gothic 2 is a fresh start, a new unwritten page. And since this is a continuation of a tale, In my book this is a flaw. They simply couldn't balance the series.
"Xardas" killed "Plot" with a headshot!
"Xardas" is on a spoiler spree!
The main quest in Gothic 2 is revealed to you in your very first dialogue, along with the secret, powerful enemies that you will face in a distant future and a way of beating them. Obviously Xardas wouldn't bother with bringing the nameless hero back if he hadn't a good reason for it, but god damn, he just made sure that not much will surprise us in the main quest. Its a unique way of revealing main plot. Normally you know what your next step should be, but ain't sure about the end result, here you know your goals, and know most of the stepps you have to make beforehand."Xardas" is on a spoiler spree!
There are a few unforseen twists along the way, but in general the main plot is already known from the very beginning. If it was somewhat more concealed and unknown, it would make a much better impression on me. Right now it looks like : "Welcome back, they attack, to stop them you need this and this, it's in there" and there you have it, plot.
With this beign said i have to clarify : the side quests, just like in the prequel, are top notch. Due to a larger world, some require more running around, but the landscape has some eye candy, and not one location is copy/pasted, thus even the longest runs can be pretty enjoyable. Well, maybe except the one that..
You want me to gather turnips? No hablo inglés
After hacking a few thousand orcs to pieces, wearing legendary, magical armor, and hauling around thousands upon thousands of tons of magical ore, you have been officially degraded to the role of turnip-gathering farmer. Just as a reminder about how you lost all your abilities and properties. turnip-gathering parties are the best parties ever, because turnip-gathering parties don't stop, until everyone drops from boredoom and exhaustion. Then you can make a herb gathering quest for the local alchemist, then a herb gathering quest for a witch in the woods, and afterwards you can gather some herbs for the fire mages, and the outlaw farmers, and then some more for.. Ok, we get it, herb gathering is fun.
Hey, i know you! I robbed you blind in the prequel! Remember?
The NPC's, just like before, are one of the solid, immovable pillars on which the game stands. From a simple farmer, through master craftsmen, to archmages and paladin-generals, every character is voiced, and every -named- one is unique. Don't expect "guard" from one part of the city to tell you a differend story than "guard" from the other part.
Khorinis is divided into a few districts, and each NPC you meet fits there perfectly. Some will give you quests, some will train you, some will gossip with you, some will try to steal your purse (more on purses later) and some will gladly crawl with you under the bedshed.
Dialogue is, just like before, outstanding, and really everything you could have hoped for. NPC's also go on with their own lives, and will bear grudges should you wrong them. You cannot simply walk into mor.. someone's house, and take whatever you want or loot their chest, this will get you attacked and labeled as a criminal, and what did they do with criminals in middle ages? That's right. Thankfully, or sadly depending on your point of view, the main character can get out of any tight situation by paying fines. Well, unless ofcourse you go on a killing spree, in that case there is no bribery.
Many of the NPC's you've met before will be here to greet you, and they will remember your previous adventures, as well as your deeds. But with the lack of importing method, their "memories" will only hold the past that would be exactly the same for all gothic 1 factions. Parts of main plot. If you have robbed someone in gothic 1, looted his house, summoned monsters to haunt it, and repeadetly beat him, he will not remember a thing.
Stab in the face.
Not much has changed in the combat section of the game. Still no shields or dual weilding, a few extra moves in combinations, and very extended mastery system. Now your combat skills in bows, crossbows, one handed and two handed weapons are measured in a 0-100 scale. Most trainers will get you only to 30, some faction ones to 60, mercenaries and paladin trainers up to 90. Hitting the 100 mark is reserved for true masters of the said weapon, and there are only a few such in G2, each associated with a faction, or avaliable after some quests in the middle of nowhere. Magic is divided into six circles, with no specialisations, although the most common spells are fire based. To cast spells you need runes, and runes need ingridients to be made, among others a clean rune, which aren't a common thing.
You need to be a mage to use runes, but everyone can use scrolls - a one time use items.
Ai got slightly improved for some monsters, and orcs will now chain combinations one after another, trying to overwhelm you. But the difficulty of the game has increased due to the -number- of enemies. In Gothic 1 you had trouble when you wandered into a cave full of black goblins, here every cave is full of black goblins, every rock has twenty orcs and every bandit lair holds a dozen in each room. Now this is actualy a good thing, but at some points in the game it's extremely unlikely to just walk into a place and start chopping people to pieces. Instead of balancing things out a bit, or working on friendly AI - which, while isn't worse than the first part's AI, simply cannot handle multiple enemies - they added some powerful items that turn the nameless hero into an immortal hacking machine.
Armor, although easier to get than in first gothic, is still pretty scarce, and the variety was lowered slightly, in favor of adding clothes and alike. Which means that there are many, many more armors and outfits for the NPC's, there are less than before equippable suits for the player - unless ofcourse you cheat and use NPC armor.
Stay tuned for part 2