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Tema: Gothic 3  (Pročitano 46474 puta)
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j*bo te BOD Smile u gothic-u(prvom i drugom delu) nema kombo udaraca uopste(osim ako ne racunas oruzijem levo desno i desno gore)...ako malo pazljivije procitas prethodne strane pirmetices da je spomenuto da ce se takav sistem borbe odvijati u G3...ps:ne bih se bas slozio da u G1 i 2 kad vitlas oruzijem ne oduzimas helt i nelockovanim zverkama ili ljudovima
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Hronicar svakodnevice

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j*bo te BOD Smile u gothic-u(prvom i drugom delu) nema kombo udaraca uopste(osim ako ne racunas oruzijem levo desno i desno gore)...ako malo pazljivije procitas prethodne strane pirmetices da je spomenuto da ce se takav sistem borbe odvijati u G3...ps:ne bih se bas slozio da u G1 i 2 kad vitlas oruzijem ne oduzimas helt i nelockovanim zverkama ili ljudovima
A ima ono kad drzis misa pritisnutog i pritiskas gore nekoliko puta odradi kao neku seriju udaraca(gothic 2), to je naravno kad je skill vec pribudzen. A ne znam, cini mi se da je u gothicu ta borba najtraljavije odradjen element
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to jeste,ali to u principu i nije kombo...
sad kad izadje 3. deo bice totalni haos  Smile
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jos novosti...

As you may know, a couple of months ago Loaded Inc was invited to Vienna for a presentation by the game developers Piranha Bites and 4head Studios. Our intrepid reporter had a rather ‘unique’ experience on the trip and if you haven’t already read about it you can do so here. The trip wasn’t just about the free food, promotional freebies and copious amounts of alcohol though; there was a genuine reason for being in Austria for those couple of days and that was to get a sneak preview at the latest in the Gothic series of games, Gothic 3.

The two previous Gothic games have had relatively poor sales figure in the UK, which is surprising as the titles did particularly well on the continent and building an army of avid fans in the process. The main focus of the games was on creating a complete, believable environment with a strong emphasis on character and NPC interaction. Way before the likes of Morrowind’s in-depth character interactions or Fable’s good and evil system, Gothic was pushing the boundaries and redefining how the whole role-playing genre was perceived by gamers. The variety of tasks players could perform (aside from the usual quest fulfilling, creature killing activities associated with RPGs) was unheard of before, such as the way a player could cook the raw meat that they had just taken from the wolf they had killed or even just relaxing and playing a musical instrument.

The latest instalment promises to include more of the same content that loyal fans are accustomed to as well as complete overhauls to both the graphics and control systems. The whole game engine has been built from the ground up this time round, which has allowed the game’s developers to take on board the criticism from previous outings and address them head on. The amount of detail apparent in even this early version of the game is astounding with visual effects to rival those seen in the latest Elder Scrolls title Oblivion. The fact that all game objects are supposedly hand-rendered and all settlements in the game will be crafted from scratch (i.e. no generic building templates) is even more astonishing.

Maybe one of the biggest differences from the previous two Gothic titles is the change in your environment. No longer are you confined to the prison island of Khorinis, your Nameless Hero now makes his way to the mainland where the orcs have managed to defeat the King’s army and enslave the humans. Three different areas of the mainland each have their own distinct themes with the harsh, cold Nord lands, lush, green Middle Realm and the unforgiving desert realm. Each promise to have their own cultures and customs, but still link together in some way so that they do not seem completely disjointed. So a pretty nice change in scenery then?

From the brief play through we were shown by the game’s lead programmer, we were instantly made aware of the sense of scale within the game. Starting off in a small, bustling settlement, the nameless hero was guided up a steep hill just outside the village where he was greeted by a vast and detailed view that stretched all around him when he reached the top. A lens flare effect appears on screen as the hero looks up in the sky and although not overly impressive in itself, the saturation effect mimicking the effect of being dazzled by the bright light of the sun definitely was.

Walking back into town, the presentation speaker then demonstrated the new and improved character interactions by simply leaving the controls alone and allowing the audience to watch the NPCs go about their business. Characters greeted each other and held conversations, guards monitored proceedings and periodically sharpened their blades on whetstones, orc oppressors stood watch menacingly and it all seemed very natural and in no way forced. Now I am unsure whether or not the scenes that unfolded at that time were scripted, but if they were not then they speak volumes about the level of detail the design team were able to achieve.

As already mentioned, the graphics and AI were not the only aspects to receive considerable redesign. The unique control system that Gothic is noted for was also on the receiving end of some major tweaking. Gone are the awkward controls that required you to hold the Ctrl key whilst attacking, picking up items or sorting your inventory and although some found this system to be innovative, most were frustrated at its clumsiness. The new control scheme has replaced this with a more generic control system that seasoned RPG players will be familiar with. There are still aspects of the new scheme that allow the player a higher level of control (such as the way in which a player clicks the attack button determines what sort of attack the Nameless Hero performs) so that players from both control camps are kept happy.

On top of all this we were also informed that the level cap, specialisations, perks and even the main HUD have be re-evaluated in order to present a more streamlined and efficient game. Players will be rewarded for trailing off the beaten path and completing optional side quests, thus gaining powerful and unique items; items that would otherwise be unavailable if the main quest was followed religiously. Gone are the days when you curse your poor foresight in regards to character traits too – you will now be given the opportunity to refund your skills points to be reused as you see fit. However, the developers did hint that this feature would not be as easy to utilise as simply talking to an NPC. It seems that a long and dangerous quest will be in order if you ever want to change your stats…

After a teasing glimpse of just what to expect when the game is released later this year, the main developer mentioned even more aspects of the gameplay that they want to address in later builds of the game before their final product is put out on the shelves. Talk of ‘gossiping’ AI and characters that bear grudges against your character and other NPCs was all very awe-inspiring, but we shall have to see how this is executed by the time the finished game is out for review.

Screenovi:

http://www.gamespot.com/pc/rpg/gothi...ex.html?page=1

Jonric: Is your technology completely in-house, or are you using any third-party application?


Kai Rosenkranz: We've also put great emphasis on the animation system. We're using a third-party component called EMotion for character and creature animation, and the result is stunning. All living beings move in a characteristic and smooth way in any given situation. That's really a giant leap forward when compared to the previous games.

If you are looking for the ultimate single-player RPG experience, you really don't have to look any farther than Gothic 3. It is unlike any other RPG you have experienced, so we are quite sure you will be pleasantly surprised!
Jonric: What would you like to tell us about your areas, the sound and music? And will the dialogue be professionally voice-acted?






Kai Rosenkranz: George Lucas once stated that the audio component makes up 50 percent of the total experience. He was talking about movies, but it applies for games in the same way. Thus, by using various techniques, we have created music and sound effects that live up to the other aspects of the game, to say the least. All the in-game dialogue will be voice acted using professional actors (though no Hollywood stars, alas).

The music was performed by a symphony orchestra and several respected artists such as Hollywood singer Lisbeth Scott (The Passion of the Christ, Kingdom Of Heaven, Munich) and the Japanese taiko band GOCOO (Matrix Reloaded / Revolutions). The soundtrack's stylistic diversity ranges from full orchestral arrangements to puristic ethno soli, with instruments from all around the globe.

Jonric: Where is Piranha Bytes, how large is your team, and did most of you work on the previous Gothic games?

Kai Rosenkranz: Most of the team has been together since the first Gothic game, and we are thoroughly dedicated to the brand. We are located in Essen, Germany, and currently employ 19 people - some of us even live in the office and I mean that literally. Gothic 3 will be distributed by Aspyr Media in North America.

Jonric: since we like to finish in an open-ended manner, do you have any other thoughts you'd like to leave with us?

Kai Rosenkranz: If you are looking for the ultimate single-player RPG experience, you really don't have to look any farther than Gothic 3. It is unlike any other RPG you have experienced, so we are quite sure you will be pleasantly surprised!

Since Piranha Bytes' previous titles apparently achieved greater popularity in Europe than North America, quite a number of RPG fans there are eagerly awaiting the series' next installment. Consequently, it might be more accurate to say that gamers here will be surprised, simply because fewer are familiar with the property. And for the same reason, we thank Kai Rosenkranz for providing this informative of what we can expect when Gothic 3 ships later this year.
-- Richard Aihoshi - 'Jonric'

May 12, 2006 - Long, hard years of defending itself against neighboring realms that coveted its productive farmlands and abundant resources had severely weakened the kingdom of Myrtana. The ranks of its armies were depleted, and citizens once accustomed to prosperity came to know poverty and hunger. As well, metal for weapons was in very short supply. Consequently, when Orcish incursions into outlying areas escalated into a full-blown war, the king was desperate to increase the production of ore. Prisoners, including those found guilty of minor or non-existent crimes, were sent to labor in the mines. However, quite a number found ways to escape. To prevent further defections, he had a dozen powerful mages fashion a special magical barrier that would allow living things to enter but not leave. They put it around the finest deposit, which was located on the island of Khorinis.


Slated to ship later this year, Gothic 3 will extend Piranha Bytes' widely acclaimed RPG series that began in 2001 with a nameless convict's arrival into these circumstances. This time, players will see the mainland, where the invading Orcs have enslaved the humans. A few remain free, so there are scattered pockets of resistance in the frozen north, the southern deserts and the forests of Midland. While it may seem obvious to join the rebels and lead them to victory, the storyline is apparently not so simple or linear since you can also decide to serve the interests of the usurper, with the fate of humanity said to rest on your choice. With the game being shown at this week's E3 trade show, it seemed like a highly appropriate time to learn more from Composer and Sound Designer Kai Rosenkranz.


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Jonric: To provide some perspective, what are the Gothic series' defining strengths? How does Gothic 3 connect to its predecessors, and when is your target North American ship date?

Kai Rosenkranz: The Gothic series has been a smashing success in Germany and Europe since its first installment. It has been in the top five of the most wanted games list for four consecutive years. One thing that has been a hallmark from the beginning of the series is the open world and freedom of play. The storyline does not force you down a linear path, yet is much more present than just a couple of quests strung together by a flimsy standard fantasy framework.

Another important part is the freedom of choice - you may follow the main quest (in different ways, as explained), but there is also a wealth of side quests and situations to explore in the living, breathing environment.
Another important aspect is the gritty realism of the world. The world of Gothic is much closer to reality - the way people talk, their motivations and surroundings, even down to the color palette we choose is all about creating a world that is a step away from the high fantasy fare that we see so often in the genre. Instead of elves, the forest is filled with giant lizards that are much less hospitable. Thus, the usual duality of good and evil is also not quite so apparent - Gothic is a complex and distinct world with believable protagonists and goals.

Gothic 3 moves the story of our hero from his native island to the mainland, where the Orcs have overrun the human kingdom. You will see it on shelves before the end of the year.

Jonric: Turning to the particulars of the game, what style of RPG will it be, and what type of gameplay will it offer? What will differentiate it from other titles that might initially seem similar?


Kai Rosenkranz: The game has a strong action element, with combat that goes beyond just clicking your mouse button, and features a very elegant and fluid fighting mechanism.

The scope is much larger than the previous games, and we have added a number of improvements - apart from the stunning graphics and improved AI - that will make the world react to each action the player takes. This not only means that the city watch will try to arrest you if you steal from the merchant; you may also rise to lead whole settlements in revolt against the Orcish occupation or become a renowned gladiator or slave master. Your actions will have ramifications far beyond your immediate surroundings on a truly epic scale. This will, of course, mean that each and every game you play will be different and may end differently.

An important difference from many recent games comes about with the story and gameplay shift toward interacting with the world. You will need to find allies and supporters, not just in the sense of NPC henchman, but really on a wider scale. You may need to convince a barbarian tribe to help you storm the Orc camp, but for this, you must steal the totem of their rival tribe that will turn against you because of this. So, it is all about choices and consequences, which makes the game that much more alive.

Jonric: What kind of gamer do you regard as likely to enjoy Gothic 3, and what should they expect in terms of playing time and replayability?

Kai Rosenkranz: We think the game should appeal to all fans of fantasy games, so it was important for us to stay away from number crunching and complicated statistics to focus on the gameplay and storyline. Another important part is the freedom of choice - you may follow the main quest (in different ways, as explained), but there is also a wealth of side quests and situations to explore in the living, breathing environment.

The average gameplay time - if there is something like an average game - is somewhere in the region of 60 to 80 hours, but with the above-mentioned game mechanics, you may easily spend three times that if you choose to do so.

Jonric: Without giving away information you want players to learn for themselves in the game, what's the gist of the story element?


Kai Rosenkranz: Sailing from his native island, the hero sets foot on the mainland shore and finds a world in turmoil - the human Middle Kingdom has been overrun by Orcs, who rule the population with an iron fist. You may choose to join the usurpers or the resistance, journey north to the free barbarian tribes to gather their support, or go south and be introduced into the mysteries of the slave trading assassins. The game will allow you to solve many quests on the way, gathering reputation with the many factions that you may want to join. In the end, you will be part of the great events that shape the future of the realm of men, and also discover more about your role in the prophecies of old...

we wanted to be able to maintain some of the features people enjoyed in the first two installments of the series; the enormous level of detail and the seamless gaming world are two perfect examples.
Jonric: What is the overall nature of the gameworld? Does it include many different regions to explore?

Kai Rosenkranz: The world consists of the Middle Kingdom, now ruled by the Orcs, the icy reaches of the Northern Tribes, and the deserts of the Nomads in the South. The Middle Kingdom consists of many settlements, and is relatively civilized. The regions to the north and south hold many ancient secrets that you may want to explore on your search for new spells, if your character wants to be more of a mage for example.

Jonric: Why does the Gothic series have a single playable character, and to what extent can his skills be customized during the game?

Kai Rosenkranz: For us, role-playing means imagining yourself in the role of the protagonist. Thus we have one character - our "nameless hero", whom you will be able to play. But after that, how to proceed is very open; you will be able to concentrate on various skills and perks that allow special attacks or nifty magic tricks - the decisions are entirely yours.

Your character will also develop based on how the world around him sees him, so development is much more than just gaining a set of skills for the player. We will have a mix of combat and non-combat skills, though combat obviously plays a large part in the game.

Jonric: What will the combat system be like, and what kinds of improvements are you implementing this time?

Kai Rosenkranz: We have improved the combat system to feel more natural and fluid - looking at it, combat should not feel like a series of slashes with a sword, but more like a moving, whirling fluid motion. This makes combat more dynamic and fun, but you still just need a mouse and two buttons to execute the various maneuvers we offer. Some of the more powerful attacks and special combat skills like dual-wielding swords are opened up through skills learned by the character.

Jonric: How important will weapons, armor and other items be? And will many have magical properties?

Kai Rosenkranz: Of course, we have a wealth of weapon and equipment, though we do not believe in just random hoards of loot that will have you switching equipment every two minutes. Items in the game are useful, and magic is not as common as in other games, so magic items are quite a find.

Jonric: What variety of enemies can players expect to face? What have you tried to achieve in designing them?

Kai Rosenkranz: Gothic has always been distinct with regards to monsters - the Orcs, for one, are not just your usual hack and slash variety; they are a complex warrior culture following their own code of ethics. The monsters in our world are also unusual, from the Horn Rammer, a sort of rhino, to the terrible Mine Crawler, a giant six-legged beast that may swallow your hero in one bite. The look of the Gothic monsters is quite distinct from what you see in other games.

Jonric: How would you describe the nature of the quest element in Gothic 3? Will there be very many side tasks?

Kai Rosenkranz: As mentioned previously, quests are important for two reasons; you may attain certain goals, and you always affect the world beyond that. On top of the quests, many situations occur or can be created by the player. You may choose to join the slave traders and collect slaves for them, but then your caravan may be attacked by the tribesmen of the slaves you hunted down. You may hunt some deer for food in the forest and stumble upon an Orc raiding party... there are a lot of possibilities. Yes, there are many side quests.

Jonric: What considerations factored into the technologies you decided to use? What are the main features of your game engine?

Kai Rosenkranz: After a long period of research, we decided to use a proprietary engine because it would offer the freedom we needed to realize our vision. Even though developing an engine and a game simultaneously is quite a challenge, we wanted to be able to maintain some of the features people enjoyed in the first two installments of the series; the enormous level of detail and the seamless gaming world are two perfect examples. The decision proved to be a sound one as our Genome engine not only looks top notch; it's also very flexible and a good starting point for future projects.

To cut a long story short, Genome offers all of the fancy features players expect nowadays from a state of the art title. It creates a lifelike world with high-resolution textures, normal maps, pixel shaders, shimmering water, dynamic lighting and shadows, and big-time visual effects - all without any loading zones. You can literally walk from the snowy mountains in the north to the vast desert in the south without any noticeable transition.
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Part 2 intervjua sa KaiRom

5. The skills have been replaced with "huge amount" of mini-talents that we can use to form our own talents, whatever that means. How does that work? Can you give us some examples? Also, why mini-talents instead of more traditional skills? What's the advantage?

As gets obvious in the answers above, freedom of action is one of the key-features in all the Gothic games. Yet, concerning the skills, the only freedom the game player had so far was to pick a handful of them and make their numerical value rise to 100% (or higher). The freedom in Gothic 3 goes far beyond that point. In order to achieve a greater diversity, we have introduced the mini-talents, so-called perks. Instead of watching a number rise with each invested learning point, the player can actually decide upon what exactly he wants to learn. One-handed sword fighting is the basic perk he needs to be able to carry a sword without killing himself by mistake. This talent can then be upgraded with perks like quick attack, extra-damage against Orcs, power attack, two swords at once, pierce attack, agile movement, etc.! The chosen combination of perks forms the individual fighting style. As you can see, it all boils down to the term freedom. Funny enough, freedom is not a pervasive element in the game's postwar story.

6. In the first game you were one of the prisoners, in the second game your role drifted more toward being "The Chosen One", how would the third game handle it? Should I expect to save the world all by my lonely self or is the influence of my character on the gameworld less important this time?

Actually, the drift towards the chosen One started in Gothic 1 when the nameless hero became "He who defeated the sleeper", an honour which was left to the One according to Orcish prophecies. Apart from some dialogue lines and a dramatic showdown, we didn't quite pick that theme up again in Gothic 2. We liked the idea that the hero's supernatural qualities are subtle story elements that never really break through to the surface. The game player has as slight notion that there's something big-time going on while he's dealing with rather secular things such as a kingdom shattered by way. In Gothic 3, the focus is on the latter. Even though the nameless hero is a central character which in the end makes the story roll on, the world lives (or dies, rather) without him and even without any noticeable presence of the Gods.

In every respect Gothic 3 is not a one-man-show. Finding fellow combatants and forming temporary parties is a gameplay element we put more emphasis on, mainly because we wanted to feature the friends of the nameless hero.

8. It's been mentioned that Gothic 3 is very non-linear. Considering the story-driven nature of the first two games, how does that concept work in Gothic 3?

Blending the story-driven nature of the series with a non-linear gameplay is a challenge indeed. Our first attempts in Gothic 1 & 2 already provided three different paths with special quests for each character class. In Gothic 3, we're taking this to the next level. The nameless hero can tackle most of the quests out of sequence and the world reacts to it, but still the game has a certain logical chronology. Figuratively speaking, in theory the game player can walk straight to the big red button which ends the game. Question is, where is this button? To find it, the hero needs one of the magic red-button-seeking-gizmos. To get a gizmo, he has to talk to someone who... and so on. This leads to a natural sequence of events, admittedly a linear development of the story, but it won't seem artificial for the player after all. Apart from this central thread, there are many side-stories and smaller quests which are absolutely non-linear.

9. Tell us about factions. It's been mentioned that you can join more than one faction, and that you can leave a faction. Can you explain how that works? Also, why did you decide to move away from the "join one faction and stick with it" model? Any Orcish factions/clans?

We have increased the degree of freedom in most aspects of the game. To create a coherent gameplay, the guild-concept needed a little more freedom, too. The general idea is to turn limits into options. In the predecessors, joining a guild meant being forced into only one third of the game. So in fact one would have to play the game at least three times to get the big picture. In Gothic 3, the hero can pick out the plum jobs and sympathize with more than one guild, or with none. Whether or not a guild offers him a quest does no longer depend on his affiliation to the guild, but on its attitude towards the player.

10. It seems to me that many features are being tweaked and improved. What about dialogues? Is there any room for diplomatic skills in the Gothic world?

Diplomacy is always an option if violence failed. No, just kidding. Other RPGs add new dialogue options such as "I don't want to kill you. I'll give you 100 gold pieces if you kill yourself instead (smile convincingly)" on condition that your charisma value is above 50 percent and you have learned the talkativeness skill. We don't have something like that, we just add the diplomatic dialogue options right from the beginning. The nameless hero has an innate sense of diplomacy, so to speak.

11. When diplomacy fails, combat prevails. Any changes to the combat system? Is there any reason, other than cosmetic, to choose an axe instead of a sword, for example?

Yes, the combat system has been redesigned. We wanted it to be easily accessible and versatile at the same time, and judging by the first reactions from test players, it turned out well. Since the new interface somewhat differs from Gothic 2, we were worried about if we had in a way neglected the strong points of the original combat system. Fortunately, our test players reinforced our confidence in the new design with statements like "To hell with Gothic 2, this rocks!"

Axe and sword have always been different in terms of the damage they cause and the possibility to parry a strike. In Gothic 3 there is another significant difference: You can fight with two swords simultaneously, but you can't do that with two axes. On the other hand an axe has some fancy moves like a sweeping attack against encircling enemies.

12. Any chance of seeing multiple quests solutions? What's Piranha Bytes' position on that design element?

Did I mention we have put great emphasis on the freedom of action? Of course, this applies for quests in particular. All that matters is the result, and if all the necessary conditions are fulfilled, the quest will be considered successful regardless of how it has been achieved.
There you go, folks.
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The Gothic 3 demo at E3 is a very tentative look at what the final game promises to fulfill. It's a demo in every sense of the word, meaning it's not a game yet. The player character, Nameless Hero, is still work in progress, hence a burlier placeholder model. The menu and interface are placefolders. The PR screenshots released prior to E3, I've learned, feature the same placefolder assets.

So what's NOT placefolder?

The controls have been overhauled. The default controls no longer have you hold down on the left mouse button and attack with WASD. The left mouse button does the left-hand attack, and the right mouse button the right. Rune magic makes a return and it's simpler than ever to use - just left click or left hold. Gothic faithful need not worry though, the original control scheme is available as an option.

The graphic engine is new too. Since Gothic and Gothic 2 both use the same graphic engine, there's an understandable departure from the traditional Gothic look and feel. I've been assured that once the game is in playable form, this issue would resolve itself. Aside from that, the game itself is colorful, though much of the character animations are still brewing down in Germany.

The issue of balance comes up: Gothic games are notorious for a difficult early game and a pushover end game - as with all freeform RPGs. Oblivion's solution to this problem has been controversial, and regretably, Gothic 3 plans to adopt similar means of balance. The placement of the creatures are static, but their attributes scale to the individual character slates. As for the all-important "how" or how they plan to scale to the player character remains to be seen.

Gothic has a reputation as games for hardcore roleplaying fans. The choices are prone to unknown consequences, they're final, and they elicit visible reactions from the gameworld minutes or hours down the line. NPCs are not keen on easily forgiving player transgressions - they remember forever! Also, quest givers are powerful, but still very much flesh and blood; killing one would result in being hunted down or shunned by other NPCs, but the dead stays dead.

Another important factor in setting Gothic apart from every other RPG, let alone freeform RPGs, is that it's from Europe. The names developers over there come up with are just that much more interesting and authentic than what the North American Tolkienian copycats would think of (Start with the letter A, end with S, fill in the middle and we got ourselves a name for a fantasy world!). Serpentus, Fajith, names you wouldn't know how to properly pronounce lend a strange sense of tangibility to the atmosphere and lore of the game.

It's easy to see that many questions go on unanswered by the E3 demo, things that we'd all like to see carried over from previous Gothic games. I plan to do a follow up to the E3 demo with an interview soon.

Graphics: 5
Controls: 4
Replayability: 5
Creativity/Originality: 4.5

A sto se tice scalability-a iz Obliviona, kazuju
Scalability does worry me as well. When I ran into the elite orc in Gothic 2, when I was around level 4 - and it killed me in one blow - I stayed away from that area for a while. It was such a feeling of accomplishment when I was able to fight him and win. I don't mind that there are areas that I can go and completely kick ass because I am higher level. Even the end game the first time was a challenge because I didn't level myself up all the way like I should have. But if they scale it up like they did in Oblivion, I will be highly disappointed. One thing about Piranha Byte though - they do know how to make things fun, and they will do it right, and so on the issue of scalability, I will have to wait and see.



Gamespy preview
To hear the guys from Aspyr tell it, the Gothic series pioneered many of the elements that modern RPGs simply couldn't live without, such as "persistent" worlds, reactive AI, and open-ended character advancement. We'll give them this much: the games have always been fun. Gothic 3, naturally, is the latest iteration of the series, and from the looks of it, the astonishingly-small 19 man at Piranha Bytes are on their way to outdoing themselves.

Gothic 3 takes place in Myrtana, the mainland continent in the game's world. It's a land that's besieged by Orcs hailing from the northlands, enslaving the human population, and all but laying waste to their civilization. Though it's tempting to demonize such an aggressive outside force, the Aspyr representative who conducted the demo assured me that, should players actively seek such information, they might just find that the Orcs have a reason for doing what they're doing. 7.5 square miles of virtual terrain will comprise the world, and numerous features, including expansive wilderness areas, populated settlements, and (of course) plenty of dungeons.

The team at Piranha Bytes aims to hand over a good deal of control over how the game develops to the player, and nowhere was that more evident than in how allegiances will be handled. Players will be able to align themselves with the subjugated humans or the conquering Orcs, or they can choose to remain neutral in regards to the struggle. Those who adopt this sort of mercenary stance will likely have more of the game open to them longer, as they'll likely curry more or less equal amounts of favor with both factions.

Indeed, monitoring your reputation appears to be one of the game's dominant mechanics. Depending on your actions, your standing with the various factions in the game will change. Anger a certain faction enough, and you'll no longer be welcome in their settlements. If you find yourself in the doghouse with a given group, you can always attempt to repair your reputation by providing various services, but there is a point of no return; give a faction enough dirt, and the representatives who would be giving you quests will forever hurl axes at you instead.

Gothic 3's advancement system adopts a similarly open-ended philosophy. Every time your hero advances in level, you'll have a set number of learning points to allocate to his skills or attributes -- the same points used for each. If you want to use that big bad sword you just found, you'd better hope that both your strength and sword-fighting skills are up to par. The purpose for this, evidently, was balance. The team at Piranha Bytes wants to ensure that players don't min/max their way into obscenely powerful gear at very early levels (something those who've seen fit to exploit the life out of Elder Scrolls IV: Oblivion's advancement system may identify with).

One of the more impressive elements of the game to see in action is its reactive AI system. All the enemies in the game have set allegiances, and if you do things to upset them, they're often more than happy to run you through. One example: during our demo, the player approached a group of mercenaries who had set up a makeshift combat arena in town. After battling it out for a few rounds, the Aspyr rep behind the reigns decided to attempt a coup de grâce on his unconscious opponent. He botched that, in the process inadvertently injuring a spectator. Needless to say, the mercenary wasn't pleased. He and his cohorts drew sword, and proceeded to brutally murder the player. Another cool example (though admittedly more muted), was a formation of armed Orcs who would draw their weapons and glare at the player when he unsheathed his sword near them; we were assured that, had we remained on the ready long enough, we would eventually have been attacked.

Gothic 3 will enjoy a fully revamped combat system over its predecessor, although from what we saw, this was easily the most questionable area of our demo. Players will use the right and left mouse buttons to string attacks together into combos, and the WASD keys to control the direction they're facing. It sounds like it would fine in theory, but in-game, it seemed to lack any sense of heft or impact. The animations simply weren't convincing, and the attacks never seemed to connect.

Of course, there is still plenty of time before the game ships this fall to improve things. The Gothic series has a pretty intense following, and barring my quibbles with the state of the combat system, the game is looking pretty sharp, with more impressive little details than you'd think a 19-person team capable of. Expect more coverage of Gothic 3 as soon as we get a chance to spend more time with it.
« Poslednja izmena: 24. Maj 2006, 20:06:13 od Belgrade »
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Face iz JoWooda prave turneje i koncerte po Evropi u cilju promovisanja Gothic nacina zivota! (cikice u armorima, orkovi, hladna oruzija... itd.)
Nesto poput onog okupljanja u Becu (ko je upucen) samo bolje!

A evo i omota za igru
http://newspics.rpgdot.com/imageview.php?dir=gallery/931/Artwork/&name=Gothic3_PC_BoxShot_Web.jpg
« Poslednja izmena: 19. Jun 2006, 15:49:48 od Pink Floyd »
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« Poslednja izmena: 16. Jun 2006, 22:59:16 od Belgrade »
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Face iz JoWooda prave turneje i koncerte po Evropi u cilju promovisanja Gothic nacina zivota! (cikice u armorima, orkovi, hladna oruzija... itd.)
Nesto poput onog okupljanja u Becu (ko je upucen) samo bolje!

A evo i omota za igru
http://newspics.rpgdot.com/imageview...oxShot_Web.jpg
ako gothic 3 bude kvalitetan i dobar peti dio od the dark side of the moon(73) ili division bell(94) bice odlicno!!
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hm...a poenta ovoga sto si izrekao malopre je...?
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