Arcania: Gothic 4 Review
Drugdeons and laggards.
Version tested: PC
In the time-honoured RPG tradition, I've been collecting swords.
Not to use, necessarily – Arcania's endless kill-and-loot cycle so rarely throws up compelling gear, it's almost a joke – but to sell. Gold is required to buy crafting blueprints from the smithy, so I can tinker up some interesting magical weapons of my own. These blueprints are astronomically expensive, but I've been collecting for some hours now. Let's see what the shopkeeper thinks of my wares.
32 swords, nine crossbows, 19 bows, 17 shields, a dozen orcish maces, a couple of hundred arrows and a magical warhammer nearly twice my height called Cold Hatred. I wait for the trader's reaction to my titanic haul. Seriously, I'm like Doctor Who, cheerfully jogging an endless string of first-division players out of the Tardis in front of a baffled Fabio Cappello.
Does he stagger back in amazement at the implausibility of it all? No. He tosses me a pittance, which nudges my funds the tiniest pico-increment towards affording something truly useful. This scene illustrates the lack of balance that permeates Arcania.
The fourth instalment of the Gothic RPG series has fallen to German developer Spellbound after the original studio, Pirhana Bytes, split from their publishing deal with JoWood in 2007. It's familiar territory for fans of the series – at heart, it's a trad hack-and-slash RPG – but after three years in development (and with some obvious areas of excellence we'll come to) you might expect something a little more rounded, a little more intelligent, a little more... developed.
There's no denying Arcania's elaborate and intricate world-design.
Take the visuals. In many regards they're spectacular and evocative. You'll see some breathtaking vistas in Arcania; looking down from a high mountain across acres of woodland, with snowy peaks rising in sharp, blue-white relief in the far distance, you might make out a temple nestling among the crags and, with a feeling of warm anticipation, realise you'll probably end up there soon.
Sunrise and sunset can be times of wonder. An early bow-tutorial quest sees you hunting deer at sunset in a woodland glade. Excellent use of high dynamic range lighting creates a contrast between deep, shady greenery and the honeyed richness of the setting sun, which paints its way through branches and boughs to colour the terrain in a terrifically atmospheric way. It can be heart-stoppingly beautiful.
But in the same breath, the graphics also disappoint. For instance, dialogue sequences, which use the in-game engine, fail to show off the superb character skins, as high-res textures often don't resolve and those crisp, steely suits of armour slump into drabness. The commendably intense levels of foliage draw in and out of the middle-distance as you wander the world and this really breaks the spell every time you notice it.
The clickfest of melee shares more with Diablo than Dragon Age.
The worst assault on the senses comes courtesy of whoever decided to apply tree-sway animations and, seemingly drunk on a dream of dancing foliage, turned the dial to 11. Trunks and branches take on a rubbery life of their own and, in certain parts of the world, entire woodlands sway and lurch sickeningly. It's as though you're stalking through a nightmare landscape of leafy cartoon blancmanges – a sad undoing of somebody's hard work that butchers the suspension of disbelief.
The sense of simultaneous success and failure is felt everywhere. Take the quests. They're prolific, and there's a great incentive to do them, as it soon becomes apparent that completing quests is a far more efficient way of levelling than grinding your way through monsters. But fetch-quests and kill-quests are all too frequent, and the machine-shop repetition soon leads to the kind of RPG ennui we've all felt. But it's the critical-path quests, which should feel big, meaty and important, which form the greatest source of irritation. Here's how they work, every single time.
You enter a new area of the world, with a single objective for the storyline. You meet an NPC. He tells you what must be done to drive the story onwards and get you closer to your goal. Then he throws in a complicating factor – essentially a storyline sub-quest. Can you maybe go and get this thing for me?
You trot off into the wilds to complete the innocuous sub-quest. You return to the NPC, you ask him about the big objective again, and he says something else now needs to be done, which involves someone else. Another sub-quest. A new NPC to talk to. Mission complete, you ask the new NPC about your key objective. He says he can help, but only if you do something for him. Could you maybe...?
On and on it branches. Arcania consistently highlights important objectives down the road, then clutters your path with a series of busywork roadblocks. And really, that's nothing new; RPGs do this all the time. But it's a question of presentation, and a sense of performing worthy activities.
Fallout 3, for instance, gives you overarching goals, but it never boxes you into feeling that the in-between steps are obstacles to progress or simply irrelevant. Each step feels like a big step, a worthy step, a uniquely world-changing step. Staggeringly, Arcania's main character starts getting shirty with NPCs at this constant series of interferences. It's like a guilty acknowledgement from the scriptwriters.
At one stage I was on the trail of two mages, the only characters in the world who could help me to reach an utterly crucial location. One key NPC on the trail demanded I head back into that awful bloody wobble-forest, which I'd already criss-crossed numerous, bilious times on other minor tasks, to find his lost hat.
Some orks are good, some orks are bad. These are the good guys.
Let me get this straight. I'm wearing more metal than a commercial airliner, there's fire dripping from my fingertips and I'm brandishing a polearm the size of a tree. I'm a walking war-god on a quest to save the world, and you're asking me to find... your lost hat?
How about I pull your head off? Then you won't need your hat.
Combat and character development are simple and competent enough, and the obvious specialisation pathways are there: archery, melee and spellwork. A career in the magical arts lacks any real intricacy however, as there are just three combat spells: fire, ice and lightning bolts. This actually makes you less versatile than a dedicated archer, who has access to a wider range of effects through special arrow-types. However, keen attendance to side-quests sees you level frequently, and the proliferation of skill-points means that you can just about get away with being a jack-of-all-trades.
It's worth reiterating that the loot is frequently paltry. Every now and then you'll slay a named NPC, and he'll drop something useful with a neat effect. Everything else is cash-trash, and you'll cart wagon-loads of it to the traders who, woefully understocked with interesting gear themselves, will give you a pauper's fee for your swag.
There's a pleasing sense of composition to the landscape.
Alchemical crafting can be useful, as the wide range of elixirs and potions you can make really do have an impact on your combat effectiveness. Weapon crafting, however, seems largely pointless. In 17 hours of play, no craftable weapon I found blueprints for beat what was strapped to my back, and the grind required to locate the correct combination of materials sealed the deal. For all its faults, even Two Worlds had the carrot-and-stick of quality loot to help you feel like you were making some meaningful, empowering progress.
What Two Worlds and Arcania do share is the same grade of voice direction. Arcania's menagerie of gabbling harridans and campy village idiots, with their laboured regional accents and daft intonation, make it sound for all the world like an episode of Horrible Histories. A really cut-rate episode.
Beneath Arcania's often outstanding art direction and technical achievement lies a dry spreadsheet of must-have RPG elements, none of which is sufficiently developed to compel and all of which fail to balance against one another. But its ultimate failing is that it treats you like a heel. It neither mentally nor materially rewards the player, which is absolutely fundamental to an enjoyable RPG.
4 / 10
Arcania: Gothic 4 is available now for PC on Steam. The PC and Xbox 360 versions will be available in shops on 29th October. The PS3 version is due in early 2011.
You may also like...
-
Diablo 3 Review 181
-
Diablo 3 accounts hacked, gold and items stolen 109
-
Face-Off: Max Payne 3 11
-
Dragon's Dogma Review 120
-
Torchlight 2 Preview: The Devil's Work 43
-
Sorcery Review 43
-
Nolan North wins part in Star Trek 2 off the back of Uncharted 38
-
DmC Devil May Cry release date announced 24
-
Blizzard addresses Diablo 3 account hacks, outlines security measures 12
-
Some Frostbite games will require a 64-bit OS in 2013 - DICE 110
-
Tekken Tag Tournament 2 release date announced 8
-
Dragon Age Legends taken offline 30
-
Castlevania: Mirror of Faith coming to 3DS - report 34
-
Aliens: Colonial Marines delayed to 2013, new trailer released 63
-
Batman: Arkham City Game of the Year Edition UK box art 40
Comments (74) Latest comment 11 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
That's how every RPG functions. DA, KOTOR, Fallout all followed exactly the same thing in the majority of cases.
Let us not even mention MMOs.
Comment below viewing threshold Show
Comment below viewing threshold Show
and I was expecting this one ...
how those Germans bashed this licence to this point ?
the Marketing Director asked for an easy game ... in order to get more"casual" gamers ?
well.... at least we have fallout new Vegas...
Comment below viewing threshold Show
That's always how it is, though.
Anyway, I'll probably give this at least a rent. With a bit of luck it'll be bargain bin soon. Risen and Divinity II absolutely blew me away and this seems to tread a similar path. Unfortunately it won't take priority over Fable III and New Vegas.
Comment below viewing threshold Show
One less RPG to play \o/
Comment below viewing threshold Show
"After seven blissful levels of wondering why I ever quit WoW, I ended up on some featureless beach in Feathermoon waiting for some stupid, almost nonsensical drop. After that, I talked to a Goblin whose most pressing concern (in a world whose very crust was cracked by perpetual War) was his tremendous thirst. Would I go and get something for him to drink? I've got water, but he doesn't want it. He only wants to drink the glands of some twelve-foot tall plant man. It's like, listen. This is why people don't like Goblins." http://www.penny-arcade.com/2008/01/14/
Comment below viewing threshold Show
Comment below viewing threshold Show
Bazzinga.
Comment below viewing threshold Show
7 hours is almost double the single player experience of MOH though, and it is pretty good as a game in its own right, rather than being compared to the previous Gothic games ... so on that basis I would have scored it around a 6. But a 4 means it's as good as Mafia 2, which I quite enjoyed
Comment below viewing threshold Show
Good writeup though, some bits made me laugh.
And whilst some commenters have noted that some of your complaints are the bread and butter of the genre, I can only imagine doing so elsewhere atleast has a break from the repetition and makes the experience somewhat more enjoyable, as opposed to undiluted dredge.
Shame though. Had high hopes for Gothic.
Comment below viewing threshold Show
Plus, I thought the visuals looked pretty stunning... though I played the PC version. Yes the story is a bit bullocks and the dialogues wooden.. but not every game has the budget to be Mass Effect. Dragon Age had equally wooden dialogues, but nobody minded that. In fact, I seem to recall everyone liking them for being 'traditional'...
Comment below viewing threshold Show
Comment below viewing threshold Show
Still I'm disappointed. The more RPGs the better, and having been let down by Risen I had high hopes for this as console RPGs have been slim pickings recently.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Regarding the quests, I don't mind when an NPC sets you off on some innocuous trial, only for it to become fiercely complicated (Just talking to a man on a bridge in Arcanum begins a large quest line involving ogre half-breeds on a secret island) but it seems like Gothic 4 doesn't do that. Maybe the developers should have done what Rock Star did in GTA4 and Red Dead Redemption - trivial quests are clearly marked as 'stranger' missions, so the player knows not to expect much from them other than a mere diversion.
Comment below viewing threshold Show
Look at the next paragraph:
On and on it branches. Arcania consistently highlights important objectives down the road, then clutters your path with a series of busywork roadblocks. And really, that's nothing new; RPGs do this all the time. But it's a question of presentation, and a sense of performing worthy activities.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Nothing worse than lugging tonnes of merchant junk about only to get ripped off.
Comment below viewing threshold Show
I learned nothing about the title, its storyline, world, combat systems, scope, etc. Just that it features a great many traditional RPG tropes that the reviewer can find fault with.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
We could get examples from every RPG that has been released, apart from some truly standout ones like Eve maybe that work on different rulesets. Hell, my favourite RPG of the gen, Nier, is ripe with it.
Now if this game in particular does an even worse job of it and manages to disguise the objective as much as the guy who wrote the article things, fair enough, thats bad work, but the complaint in itself is just a little daft because anyone playing the game who has experience of the genre should see it as mostly standard fare.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I suspect personally that Two Worlds won't be much either but it'll definitely be a massive improvement on the original because that was so broken that it couldn't possibly get any worse!
Comment below viewing threshold Show
/Denial mode.
Comment below viewing threshold Show
Comment below viewing threshold Show
So you agree with the reviewer that this game is tired and derivative?
Comment below viewing threshold Show
I mostly agree with the review but i still think the score is just a bit too harsh, I'd give it a 6 or something around that mark.
A 4 makes perfect sense if you're a Gothic fan, but since this is not Gothic anymore as the title of the game is Arcania: Gothic 4 and not Gothic 4: Arcania a score of 4 is too harsh.
Comment below viewing threshold Show
On to ArcaniA; as a Gothic sequel it fails totally. They were obviously chasing the wider market (Understandable) and have managed to produce the most average game I have ever played as a result. You pretty much get shuffled through linear zones - complete a fetch quest to clear whatever's blocking the road this time is standard unlike Gothic's [in theory] roam anywhere approach (You'll get your head bitten off but you can still roam anywhere). There's none of the hidden surprises you come to expect in a Gothic game either; wandering off the beaten track was always rewarded in the older game, here you just discover invisible walls.
The big deal for me though is that most of the 'simulation' elements are gone (Though a lot of the animations are still there oddly enough). NPCs routines are far more basic, you can no longer fight anyone you like and when you do you can't choose to beat them up or kill them, but there's no reason to get in fights anymore because people don't object to you rooting through their things (Compared to Gothic 3 where even if you were sneaky about your stealing NPCs would realise stuff was going missing eventually and blame the outsider i.e. you). There are fewer skills and you no longer need to find a trainer to learn them (Which was always a good source of interesting side-quests) and there's no pickpocketing anymore. Crafting has been reduced to hitting 'C', picking the recipe and pushing the craft button; no more using the in-world workbenches, campfires, grindstones or frying pans (Though all these items and associated animations are still in the game; they just have no result)
So basically it's just a linear slasher with FedEx quests and poor dialogue.
Comment below viewing threshold Show
Is anyone else confused by the way this is being released? You can get it now from Steam, but its not available from play till March, but from Amazon it says December?
Comment below viewing threshold Show
I don't recall the same complaint being levelled at Dragon Age, Mass Effect or other games. it's just the inconsistancy that bothers me.
Although I suspect the other negatives associated with the game exasperated the problem, where in the cases mentioned above the positives of those games outweighed the problem. I guarantee this complaint won;t be levelled at Warcraft: Cataclysm though, and it'll have a lot more of it.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
How about I pull your head off? Then you won't need your hat.
Dude, I just choked on my cornflakes at this bit. Very funny indeed.
Comment below viewing threshold Show
I would level the same criticism at Dragon Age. It's the reason we've given up on it, in fact. I don't remember it so much from Mass Effect, or Fallout 3 where my impression was much more that I was getting distracted from my quest, rather than my quest being littered with meaningless chores.
Now, there may be some specific example that you can cite, but if the impression from Arcania is very different from Mass Effect or Fallout, then that's very much something I'd like to hear about.
Comment below viewing threshold Show
It's even worse than the old Gothic's combat, which is saying something.
Comment below viewing threshold Show
That was actually what I figured too. Fetch quests have been called annoying for about 10 years now; that some games can get away with it is probably because their other merits outweigh the annoying qualities. That doesn't mean it's not worthy of complaint. Additionally, being a lot like other games is not a redeeming quality either. If a new movie is pretty much a rehash of other stuff, movie critics will likely give it a 2/5 star rating too; you'll have a pretty ok time when it's shown on the telly, but don't go to the theater. I'm kind of ambivalent on whether movies and games arer comparable enough to liken the ratings, but I can see where this reviewer is coming from.
By the way, do completely agree with you on Warcraft fanboyism.
Comment below viewing threshold Show
Comment below viewing threshold Show
That hat quest is not as ridiculous as it's presented here incidentally. There is a reason the hat in particular is needed! In general the problem is not that your obtsacles are insufficiently weighty, it's the awful imagination-free way NPCs just dole them out. They're like Soviet customer care reps. They give out the quest. They don't do acting.
I'd say it's a 6 if the writing makes you curl up and die inside and an 8 if that stuff is transparent to you and you just want to launch fireballs at minecrawlers in tunnels and watch all the spangly new texture and lighting stuff happen.
Comment below viewing threshold Show
There was actually nothing in the review that put me off it so I will most likely pick it up when its cheap. It sounds like it might make a good bargin bin buy to me.
Comment below viewing threshold Show
and I was expecting this one ...
how those Germans bashed this licence to this point ?
the Marketing Director asked for an easy game ... in order to get more"casual" gamers ?
well.... at least we have fallout new Vegas...
The "Germans" responsible for this piece of garbage are actually Austrians. Just like JoWooD where responsible for the shortcomings of Gothic 3 as well.
Comment below viewing threshold Show
RPS said more or less all the same things.
Yes, almost all RPGs give you quests and side quests. Some of these often involve fetching things, or killing things.
However, some do this very well so you feel swept along in an adventure, some do this very badly and it feels like a list of chores.
It would appear that Arcania is one of the latter, and I thought this review did a pretty good job of highlighting this and why it is the case.
I don't really understand the confusion this is causing some people. It would appear that they are saying "Of course the game is a tedious list of chores! That's what all RPGs are!". Are they? Not in my experience they aren't.
Comment below viewing threshold Show
I'll play the game a while and give my opinions. I tend to find I'm more open minded.
To date the ONLY time EG and I have agreed about a negative game review about a game I owned was a WW2 shooter called " Hour of Victory".
Comment below viewing threshold Show
I guess I would have liked to hear a little more about the rest of the game play in the review rather than it concentrate so much on the unimaginative RPG structure.
Comment below viewing threshold Show
Comment below viewing threshold Show
Fair enough. He could have gone into more about the combat I suppose, but for me, the laundry list quest structure and loot grinding were enough to let me know that it was shaping up to be a pretty joyless experience.
Crappy loot seems to be something of an epidemic in recent RPGs. You either find mountains of rubbish to sell for a pittance, or an incremental improvement over something you've got. You need to be finding loot that makes you think "Oh. My. Fucking. GOD!". Otherwise, it's not really loot. It's crap. A lot of crap.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
The thing is about the fetch quests, your character actually starts get impatient and becomes quite annoyed and sarcastic about the whole thing, but i suppose understands the universal rule of "you scratch my back ...."
If you like RPG's and if you can get passed the comedic voice acting then its a pretty enjoyable linear romp, not finished yet and it may wear thin if it goes on too much longer. PS the main game is significantly better than the demo with much more interesting places to visit and open areas with hidden places to find.
6/10 for me
Comment below viewing threshold Show
The second alarm bells had to do with pacing, and I'm not sure whether this applies to the final release, but my understanding was that the demo was supposed to be the first 2 hours of the final release. What I noticed playing the demo through to completion was that the game seemed too eager to please, and as a consequence sort of played its hand too early. I mean, what the hell was I doing wearing plate armour in any kind of serious RPG after two hours of play, with a character who was still being introduced to game mechanics?? It just left me feeling like, "OK, but where are we going from here." Turns out we were going to meet one very campy witch.
And yeah, the acting is terrible. This really is a let down for me as acting did so much to bring Risen to life. The posts here indicating that Risen was "mediocre" grate a bit (though of course different strokes...) I thought the game, for all its faults, was brilliant if only by virtue of the writing, acting, and the absolutely masterful pacing. Of course the graphics were a mixed bag (great vistas, terrible characters and interiors - I think the team didn't really understand the importance of light sources in closed spaces), and the end game was a complete joke, almost a mini-game, really.
Last comment - I can't help but read "If you like the other gothics than you'll like Gothic 4" as a slant on the early gothics, but perhaps that was not the poster's intention? Did you even play Gothic 1-3?
So far the best thing about Gothic 4's release is it's got me playing through Risen a second time. I'm even starting to eyeball my old (unfinished) Gothic 3 game saves!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
As with Fallout NV, trying to decide on PC vs. XBox, i.e. are the improved graphics worth sitting at a desk vs. the living room...
Comment below viewing threshold Show
Comment below viewing threshold Show
after Risen I thought you couldn't do a worse job but this is it!
Not that arcania is a good game but the review barely even mentions the prior games and whats changed or anything else relevant in the current trends and the fact this is trying to be Fable 2 but failing while also not being Gothic..!
Poor review.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Seriously 4/10 is an absolute joke.
Its not a great game by any stretch and is way behind Risen and other Gothics but still easily a 7/10.
Great world, some nice effects, entertaining if limited combat and some nice story parts (if lacking choice).
Comment below viewing threshold Show
Comment below viewing threshold Show
If you liked Gothic 3 but thought it was a little too long, or too buggy, or too poorly acted, then you'll love Risen. It's basically a distilled version of G3. Try and check out a demo.
Comment below viewing threshold Show
Comment below viewing threshold Show
Ok, so the story is not stellar, and the missions are somewhat bland but the world, crafting and the loot is great! If you enjoy exploring, and collecting loot then this game is for you.
7/10
Comment below viewing threshold Show
"In order to set the scene, let's go back to the first couple of hours in Piranha Byte's third-person swords and goblins adventure and take a gander at my mission list:
* - Collect ten wolfskins
* - Take care of group of bandits
* - Kill pack of aggressive wild boar
* - Retrieve missing fire chalices
Yep, you guessed it. Such well-worn tasks so early in the game can only indicate that we're back once more into a comfortable, traditional role-playing territory we know like the back of our hand. In essence, it's a sequel that's returned home from a stressful term at university, older and wiser, prepared to spend a week snuggled up in its Transformers duvet as the smell of its mum's home-made macaroni cheese wafts under the bedroom door."
It seems to me that not much has changed with Gothic 4 and I have had a pretty decent time with it thus far. Sure fetch quests aren't particularly exciting and the graphics on the 360 version are pretty rough (the PC version is obviously the one to get), but I find the game to be both strangely relaxing and addictive. The landscapes are vast and well designed (they're a lot more organic than the ones seen in Oblivion), combat is simple but effective (think Fable 2), and on the hard difficulty the game feels just right in terms of how taxing gameplay is. It's definitely not for everyone, but if you want to have a relaxing go at a game you can't finish in a single day then this might be worth investigating.
Comment below viewing threshold Show
If you're looking for a fun, relaxed RPG, buy the bloody game.
Comment below viewing threshold Show
Comment below viewing threshold Show
This game is awesome. I start with its stronger point, it has stunning graphics for our time (i played PC with everyting maxed out anti aliasing and morphological filtersin) and a very enjoyable story; playing this game was not borring at all and I have been imersed a lot.
The battle fells great, I played with a dualhand sword the seconds skill maxed and with lightning spell maxed to paralyse the oponents and the battle where very dyanamic and satisfying; I had to start the battle by getting in a safe position to charge the lightning spell then rush to the enemy with no weapon in hand to get faster to them then I will draw the weapon and kill them until the shock effect draw off. First focus mages, then archers, then melee fighters.
The exploration is great I have found lots of strong weapons/rings/amultes by carefully exploring all corners, lot's of beliar, inos statues.
I feel the game does not let you totaly ruin a character, later item's are realy strong, later I had a sword that was stealing life, and decend damage 40 ( I got it by exploring the monastery where you have to pass the test to beliar and innos) what can you wish more ???!!
I also played as fire mage but the fire is kinda weeak I don't know maybe I should have combined fire with lightning spells(to paralyze oponents ) as the problem was the archers and melee could hit me easy.
I'm not a hadcore rpg player, i'm somehow cassual player but I'm a gamer for 20 years and I have finished/played tons of games and the game was a great experience, totaly recommend that to anyone.
The sound are very good, they immerse you, voices are realy good and cinematics look very well.
This game had very few bugs, the only bug that annoyed me was that being over exploring character I sometimes got stuck because the game tries to not let you fall of clifs but this feature also makes you stuck sometimes.
I have enjoyed the autosaving features or autosaving on quests and keypoints.
If Fable III oversimplified dumbed style of socializing, iritating back voice and rulling the kingdom got a score 8/10 on this site.
Then Arcania deserves a 10/10.