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Gothic Gothic series enhanced rereleases on Nintendo Switch

Joined
Mar 18, 2009
Messages
7,342
though games with clunky movement like Gothic should be played with a keyboard and mouse.

Gothic controls exactly like it was made for a gamepad, it doesn't use any more buttons than there are on gamepad and it even has a fucking selection wheel. I don't see how playing it on gamepad would diminish anything about its gameplay.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
7,700
Gothic's controls are literally like a tank, and it's weird to think about playing that on a console.
Ehm... excuse me, sir

31920.jpg


You're not allowed to do that

Private profile, Eder avatar and defending BG3.

:hmmm:

Guess RPGHQ got boring.
Only has 12 posts in 6 days though.
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
882
https://thqnordic.com/article/gothic-classic-coming-nintendo-switch-september-2023

Gothic Classic is coming to Nintendo Switch in September 2023!​

August 3, 2023

Vienna/Austria, August 3rd, 2023: THQ Nordic is more than happy to announce that Gothic Classic is coming to Nintendo Switch™ on September 28th, 2023! For the first time, relive this amazing RPG on a handheld console and enjoy the game that revolutionized roleplaying games on the go! Dive into dark times and adventures with great performance and a well adapted UI and controls - the classic is back and still a very indepth RPG with a lively simulation! Watch the trailer here: https://youtu.be/8qpqI0fXkIw.

We also have a handy list including all fixes right here: https://rb.gy/vfjrp.

Get your copy here:

Physical exclusively at:

War has been waged across the kingdom of Myrtana. Orcish hordes invaded human territory and the king of the land needed a lot of ore to forge enough weapons, should his army stand against this threat. Whoever breaks the law in these darkest of times is sentenced to serve in the giant penal colony of Khorinis, mining the so much needed ore. You are thrown through the barrier into this prison colony. With your back against the wall, you have to survive and form volatile alliances until you can finally escape

Watch the trailer: https://youtu.be/8qpqI0fXkIw

Gothic Classic is coming to Nintendo Switch™ on September 28th, 2023. For all listed fixes and updates please visit the following website: https://rb.gy/vfjrp.

https://thqnordic.com/article/gothic-1-switch-list-fixes

Gothic 1 Switch - List of fixes​

August 3, 2023

Here is the unedited list of fixes which will be incorporated into the Gothic 1 Switch port. This port is the original game code, no remastering, and no remaking, it is the port of the original code to the Nintendo Switch.

The following list of fixes will be made though:

Gothic Classic Fixes
=== AI fixes ===
- Attitudes will now persist upon saving the game and reloading.
- When killed by a script, NPCs will now lose all their weapons, as intended.
- NPCs will now always correctly pick up their dropped weapon after a fight.
- The fleeing voiceline will now change depending on whether the NPC has been defeated before or not.
- Fixed an oversight that caused NPCs to generate new ammo even if they still had some in their inventory.
- Fixed inconsistent behavior of Orcs when having the UluMulu equipped.
- Orcs are now recognized as dangerous monsters by NPCs.
- Hostile NPCs will no longer jitter while the hero is in dialogue.
- Gate guards can no longer be fooled by having your weapon drawn.
- NPCs should now properly detect when the player sheathes his weapon.
- Gate guards will no longer talk to you through walls or at great distances when attacking other NPCs.
- Friendly NPCs will no longer aggro at the player when he gets attacked (fixes the infamous bug with Gorn in the Free Mine).
- NPCs will no longer aggro at monsters outside of their attack range, causing them to start running and then immediately stop.
- NPCs will now detect trespassing, even if they don't see you enter the room.
- The hero now correctly takes a step back when he is too close while initiating a dialogue.
- Talking to NPCs who are using an interactive object will no longer require multiple presses of the action button.
- Fixed broken AI logic so that attacking NPCs search for a weapon if they don't have one in their inventory.
- NPCs are now able to navigate through doors without getting stuck.
- The player will no longer get attacked by an NPC for being in the way, if the NPC in question was defeated before.
- NPCs will no longer get interrupted and then instantly return to their activity when the player is close.
- NPCs will now correctly steal their opponents ore and weapons.
- Attacking NPCs now correctly re-equip their melee weapon when the player gets within melee range.
- Fixed a bug that prevented NPCs from stealing the hero's weapon when defeated.
- NPCs will no longer initiate dialogue through walls on rare occasions.
- NPCs will no longer stop attacking when the player leaves the current room under certain conditions.
- NPCs will no longer point in a random direction when shouting at the hero to come back.
- Running away from a fight is now the same as losing one.
- NPCs calling for help will now run away while doing so.
- Guards will no longer threaten to call the guards when the player is caught trespassing.
- When fleeing from a fight, NPCs will no longer randomly stop running.
- Fixed a bug where NPCs wouldn't eat to heal even if they had food in their inventory.
- When attacking the player after being warned to step aside, NPCs will no longer sheathe and unsheathe their weapon.
- Friendly NPCs will now verbally respond to being attacked.
- Fixed an incorrect code sequence that prevented the "Hey you!" and "Just wait!" dialogues from playing.
- NPCs will no longer get stuck while under the influence of the berzerk spell.
- The player will no longer get stuck if an enemy casting pyrokinesis on the hero dies mid-cast.
- Both rice (and soup) eating animations will now play.
- NPCs no longer need to take a step forward and then backward when interrupted by the player.
- NPCs will now correctly take a break during cooking.
- Followers will now properly return to their routine when not in dialogue-mode.
- Followers should no longer fall off ladders.
- Guards will now reopen gates if they detect that the player has closed them.
- Meditating novices now make an "Omm" sound, as they should.
- NPCs will no longer practice without a weapon.
- NPCs will now go to the correct waypoint when roasting a scavenger.
- NPCs are no longer insomniacs and will use beds correctly.
- NPCs will no longer get stuck in beds when interrupted by the player's footsteps.
- Smokers now actually smoke.
- Conversing NPCs will now correctly return to their conversation after being interrupted.
=== Story fixes ===
- The watermages will now remain hostile in Chapter 6, even after a savegame load.
- Baal Lukor will now remain hostile, even after a savegame load.
- Tarrok's and Ur-shak's name changes will now persist across savegames.
- The Templars at Orc Cemetary are now deceased by default.
- Fixed several mistyped waypoint names.
- Fixed incorrect dialogue flags.
- Kirgo, Herek and Mud will no longer get attacked by other Old Camp members in Chapter 4.
- The guards in the mages' quarters will no longer attack Bartholo in Chapter 5.
- Stone will now be hostile in Chapter 5.
- The key to the storage room at the castle smithy will now appear in Skip's inventory, as it should.
- The Old Mine's gate now closes properly in Chapter 4.
- The player can no longer get stuck by touching the winch next to Ashgan without opening the castle gate.
- The Rice Lord can now be traded with.
- Fixed several issues with the quest "Water Carrier for Lefty".
- Horatio will no longer rob you of strength points if you have over 100.
- Homer's quest can now be finished even without having the lurker claw in your inventory.
- Gomez will now attack you properly after being spoken to in Chapter 5.
- Initiating the admission dialogue with Gomez is no longer possible if the player has already joined a guild.
- Lester will now always go back to his initial position for the start of Chapter 2.
- You can no longer give the weed delivery to Bartholo more than once.
- Bartholo can now be traded with.
- You can no longer ask Bartholo who he is after delivering the weed to him.
- Bartholo will now attack you properly after being spoken to in Chapter 5.
- Thorus can no longer be repeatedly bribed.
- The player can no longer ask Thorus about entering the castle after being allowed to go through the gate.
- Attempting to get into the castle as a novice without having the necessary swampweed in your inventory will no longer break quest progression.
- Joining the guards and the fire mages at the same time is no longer possible.
- Jackal will now accept the player's ore.
- You can now attempt to offer the ore to Jackal repeatedly if you didn't pay before.
- Jackal will no longer ask the player for protection money after joining a guild.
- Corrected incorrect dialogue order.
- Bullit's dialogue in Chapter 5 will now trigger much more consistently.
- Scorpio now takes the player's ore when teaching crossbow skills.
- The BACK and END dialogue options should now always appear last.
- Scorpio will no longer teach you the crossbow skill if you already have it.
- Chosing the BACK option when learning crossbow skill will now properly close the menu.
- Scropio's dialogue about refusing to train the hero is no longer available after chapter 4.
- The south gate guard can no longer be bribed repeatedly when leading Dusty to the Sect Camp.
- Removed duplicate "END" dialogues.
- Bloodwyn will now accept the player's ore.
- Bloodwyn will no longer ask the player for protection money after joining a guild.
- Bloodwyn will now confront you at the southern gate of the Old Camp, even in Chapters 5 and 6.
- The guards at the entrance to the orc territory now guard their post properly.
- Kirgo now gives beer to the player instead of the other way around.
- Speaking to Fletcher about Nek after completing the quest "Vanished Guard" will no longer reopen said quest.
- Fletcher will now confront you at the northern gate of the Old Camp, even in Chapters 5 and 6.
- You can now attempt to offer a beer to Drake more than once.
- Y'berion will now attack you if you get into the temple without permission, as he should.
- Y'berion will no longer reward you if you're a templar.
- Cor Kalom now makes a comment if the player doesn't have a sufficient level to join the Novices.
- The quest "The Weed Monopoly" can now be finished even if the bandits are killed.
- Completing the quest "Taking Weeds to Gomez" will no longer also complete the "The Weed Monopoly" quest.
- The player can no longer give ore to Cor Kalom more than once, when completing the quest "Taking Weeds to Gomez".
- The player will no longer receive duplicate log entries when speaking to Cor Kalom as a shadow or a rogue.
- Certain dialogues with traders and teachers will now create an entry in the information log, as they should.
- A level requirement is now printed on the screen when trying to join the Templars.
- Cor Angar will no longer refuse to train you when you're already a templar.
- Dusty will now behave properly when meeting Baal Tondral.
- The heavy novice armor is now accessible in Chapter 2.
- Fixed a softlock that occurred when the player progressed through the "Orc Cemetery" quest too quickly.
- Damarok will now inform you that he can heal you, after completing the oath of fire.
- You can no longer ask Corristo to join the mages more than once.
- Substituted an incorrect dialogue about getting the high robe.
- You can no longer buy the high robe of fire if you already have it.
- The player can no longer give the letter to Torrez without having it in his inventory.
- Torrez will now use standardized dialogue options when teaching mana.
- You can no longer buy the high robe of water if you already have it.
- Cronos will no longer give you a message for the firemages if they are dead.
- Fixed a duplication glitch with Balor and Viran.
- Nyras will now attack you properly after being spoken to in Chapter 2.
- The player can now offer ore when Balor asks for it.
- The hero now responds with Yes/No when asked by Joru about his rations.
- You can inform Baal Kagan about sharing his weed, only after you have handed out at least one joint.
- You can now speak to Tarok when you don't have all the parts required for Ulu-Mulu.
- The Orcish High Priests will now attack you properly after being spoken to.
- The last orc priest will now talk to you again after charging-up Uriziel.
- Talking to Lares is now possible, even if Roscoe dies.
- You can now ask ambient NPCs about Gorn's whereabouts after Lares mentions him in dialogue.
- The bandit guarding Lares' hut will no longer get the player stuck in a perpetual dialogue, if he's a shadow or a guard.
- You can no longer get rid of Mordrag by defeating him after he leads you to the New Camp.
- You can no longer go to the New Camp with Modrag if he's already there.
- You can now attempt to offer a joint to the New Camp gate guard more than once.
- Offering a joint to the New Camp gate guard will now unlock extra dialogues.
- Buster no longer teaches the acrobatics skill if the player has already learned it.
- The player will now verbally ask Buster what he can teach him.
- Silas can now be traded with repeatedly.
- You can no longer kick Shrike from his hut without asking Gorn beforehand.
- Talking to Sharky about Fisk no longer opens the trade menu.
- Wolf now teaches dexterity only to New Camp members instead of Old Camp guards.
- You can no longer bring crawler plates to Wolf after you've already collected the right amount.
- Cipher can now be talked to even without talking to Balor beforehand.
- The tavern guard will now let you in when you're a novice, like he says.
- Offering a joint to the tavern guard will now count for the quest "Canvassing of Customers".
- The tavern guard will now take your 10 ore if you offer it to him, like he says.
- Fixed problems with the unused blackmailers.
- The quest "Shrike's Hut" can no longer be reopened by speaking to Gorn after the fact.
- Completing the quest "Shrike's Hut" is now possible even if Shrike is killed.
- Gorn can now be traded with after the convoy raid.
- The player must now have Cronos' letter in his inventory when delivering it to Milten.
- Milten will no longer equip Uriziel after the "OREHEAP" Cutscene is finished.
- The hero will no longer try to equip Uriziel in dialogue, if he doesn't have enough strength.
- Lester can now guide you around the camp more than once.
- Diego now makes a comment if the player doesn't have a sufficient level to join the Shadows.
- The quest "New Fence for Fisk" will trigger even if Mordrag is killed or taken to the New Camp.
- Swiney will no longer take off his own armor when giving the scraper armor to the player.
- Cord will no longer offer to teach you level 2 skills, if you haven't learned level 1 skills before.
- The exit dialogue option will now be always marked as "END"
- Conflicting dialogue options can no longer be selected when Fisk confronts the hero about Mordrag.
- Fingers will no longer offer to teach you level 2 skills, if you haven't learned level 1 skills before.
- Talking to Gor Na Ran after defeating the Minecrawler Queen will no longer create a log entry about joining the templars if you're not a novice.
- Fixed issues with Gor Na Ran's dialogue in Chapter 6.
- You can no longer buy the loincloth if you already have it.
- Gor Boba will now attack you properly after being spoken to in the Sleeper's Temple.
- Jesse's quest will now trigger properly.
- Conflicting dialogue options in Jesse's quest can no longer be selected.
- Grim now correctly states I'm/We're when ambushing the player with a group of diggers.
- You can now ask Snaf about Nek even after completing the quest "Snaf's Recipe".
- Aleph now correctly accepts the player's ore.
- You can no longer buy the key from Aleph more than once.
- There are no longer more people than there are beds.
- The guard at the Old Mine entrance now belongs to the mine.
- Matched Drake's skin color between his head and body.
- Corrected wrongly assigned NPC IDs to fix a problem with mismatched routines.
- Cor Kalom should no longer stand around doing nothing on rare occasions.
- Natalia will no longer keep fanning Y'Berion after his death.
- Natalia now sits in her own room during the night instead of Chani's.
- Cronos now has the correct NPC type.
- Tarrok's health will now be at 10 HP by default, as it should be.
- A scraper in the Free Mine Camp now has ambient dialogues.
- The second mercenary guarding the ore mound will now spawn properly.
- Fixed incorrectly specified waypoints for Cavalorn.
- The named templars in the Old Mine are now invincible.
=== Miscellaneous fixes ===
- Fixed incorrectly assigned properties on several items.
- Items with no value will no longer have a "Value:" string displayed.
- The Elixir of Healing now uses the correct item model.
- The book "The Crypt" now has the correct description.
- Several crystal lights in the Sect Camp now light up at night, as they should.
- The guard sleeping quarters and surrounding chambers are now off-limits to non-Old Camp members.
- The player will no longer receive XP for killing previously defeated enemies with magic or a ranged weapon.
- The unused tramps are now hostile, as they should be.
- The camera will no longer zoom into the hero's chest when sitting on a bench.
- Fixed incorrect PFX behavior on the alchemy table's distillation equipment.
- Babes now have functioning pain and death sounds.
=== Improvements and additions ===
- Friendly NPCs will now defend themselves when attacked.
- NPCs will now heal while sleeping.
- Items on shelves should now be easier to pick up.
- The unused blackmailers now spawn at the bridge near the New Camp.
- The unused tramps now spawn.
- The unused guard guarding the gate of the Old Mine now spawns.
- Baal Lukor can now be found in the Sect Camp prior to Chapter 3.
- Gor Boba Lukor can now be found in the Sect Camp prior to Chapter 3.
- The gate to the exchange place now closes in Chapter 4.
- The quest "The Big Thing of the Brotherhood" will now resolve in a more elegant manner.
- You can now ask ambient NPCs about Cor Kalom's whereabouts after Y'Berion mentions him in dialogue.
- The Sleeper will now wake up from his sleep when Cor Kalom calls upon him.
- The quest "Ghorim's Replacement" will now fail if Harlok is killed.
- Adjusted the camera angle so you can now see the Sleeper when impaling his hearts.

=== Data Fixes ===
=== Meshes ===
- Tree leaves are no longer solid.
- The falling floor in the old citadel is now aligned properly with the world mesh.
- The lurker claw will no longer fall through the ground.
- Fixed a stretched texture on the Orc Axe model.
- Corrected improper texture on the heavy mercenary armor.
- The boots on the light mercenary armor now have the correct texture.
=== Animations ===
- The crossbow's animations are now synced with the player's when shooting.
- Crossbows are now unloaded when holstered.
- Jumping with the acrobatic skill will now work consistently.
- When falling into water with the acrobatic skill, the correct animation will now play.
- Fixed several scenarios when monsters would freeze when plunging into deep water.
- NPCs as well as the player will now produce an audible splashing sound when falling into a body of water.
- The weed stomper sound effect is now synced up with the animation.
- Fixed the broken roof on Velaya's bed.
- Replaced broken animation files to make Scavenger rotisseries usable.
- The fire underneath the cooking cauldron is now textured properly.
- Fixed incorrect textures on the campfire meshes.
- The weed stomper object now has the correct textures.
- Fixed squished shoulders in the lightning victim animation.
- NPCs heads will no longer squish while eating.
- The belt on the Light Digger's Trousers is now textured properly.
- Removed a large dark shadow on The Light Novice's Armor.
- Fixed stretched texture on the light crossbow model.
- The bowstring of the Longbow will now retract when shot.
- The alchemy table is now textured properly.
=== Textures ===
- Added missing fire animations for the shrines in the Sect camp.
=== World ===
- Fixed incorrectly mapped textures on several surfaces.
- Fixed a broken portal in Xardas' tower. As a result, the ground floor now has sharper lighting.
- Fixed a broken portal in the ore mound cavern.
- Fixed holes in the New Camp rice field.
- Fixed holes in the ground which caused the player to fly up into the air.
- Fixed a hole under the water surface in the swamp.
- The hero will no longer stumble when walking over the bridge to the Old Camp.
- Fixed hole in the roof of a cave near Cavalorn's hut.
- Re-added canyon near the Old Mine.
- The top of the tower at the old citadel is now accessible.
- Fixed a broken portal in the Fog Tower dungeon.
- Adjusted the water surface in the river near the mountain fortress to prevent clipping from the ground underneath.
- Removed the large portal in the swamp, which was known to cause graphical glitches.
- Fixed a broken portal in the forest between the Old Camp and the swamp.
- Repaired and restored the waste outlet on one of the sides of the castle.
- Increased static lightmap resolution to match Gothic 2.
- Fixed missing collision on various objects around the world.
- Fixed invalid sound instances.
- Locked chests now always have a LOCKED model, and vice versa.
- Certain gates and movers now make a sound when opening/closing.
- Fixed missing or incorrect focus texts on interactive objects around the world.
- The scavenger rotisserie in the Free Mine will now have correct animations when used.
- Fixed a misplaced campfire in the Old Mine.
- The lava in the Temple of the Sleeper is now animated.
- Fixed misplaced items in the Sleeper's Temple.
- The portal behind the Sleeper is now animated.
- The target puzzles in the Sleeper's Temple will no longer break on high FPS.
- The target puzzle with Varrag-Unhilqt can no longer be solved by just walking up to the rear wall.
- All torch holders now require an active torch to be lit.
- A chest in the Free Mine Camp will now require a lockpick to open.
- The grindstone in the New Camp now requires a blade to use.
- The torch holders near the ore mound now require an active torch to light.
- The cauldrons in the New Camp now require a scoop to use.
- Fixed a misplaced table model underneath the map.
- Fixed misplaced structural logs in the New Camp tavern.
- The chest in Rice Lord's room now has a valid key.
- A chest in the new camp can now be lockpicked.
- Removed faulty objects in the Old Camp.
- Adjusted several misplaced objects.
- The door to the storage room at the castle smithy now has a valid key.
- The water pipes in the house of the ore barons will now have correct animations when used.
- The flags on the Arena podium will no longer disappear based on the player's position.
- Added lights to previously unlit dark interiors.
- A loose board in the Sect Camp now requires a hammer to use.
- The player can now sleep on all beds in the Sect Camp.
- Fixed misplaced fire effects in the Sect Camp.
- Beds in the Sect Camp will now have the correct animations when used.
- Fixed levitating waterpipe next to Baal Cadar.
- All campfires are now usable.
- The gate next to the exchange place is now closable.
- The gate at the entrance to the New Camp is now closable.
- The hut at the lake in front of the entrance to the New Camp now has collision.
- A bunch of winches around the colony now have a properly specified owner guild.
- Cavalorn will now become angry if you loot his chest.
- Aidan will now become angry if you loot his chest.
- The chest in the basement of the stone circle is no longer inside the wall.
- Removed a misplaced lensflare effect in a cave near the New Camp.
- The infamous pillar in the old monastery will now fall over in the correct direction.
- Xardas' tower is now connected to the rest of the world via the waynet.
- Adjusted misplaced vobs in the Fog Tower dungeon.
- Fixed incorrenctly placed Fog Tower dungeon lights located at 0,0,0.
- Adjusted a misplaced column in the Orc City throne room.
- The collapsing floor of the old citadel will no longer reassemble itself back into place when the button is pressed twice.
- A tree near the swamp will no longer light up as an interactive object.
- Fixed misplaced items around the Colony.
- Fixed an invalid switch target in the Orc City prison.
 

Jarmaro

Liturgist
Joined
Dec 31, 2016
Messages
1,468
Location
Lair of Despair
As welcome as it is, hard to not see them bringing 20+ years old game to Nintendo Switch as bizarre. This game got modded to hell and back throughout the years, releasing a refreshed version of the game would break a lot of things, so I hope the devs won't release this on PC. Honestly, I'm more surprised they had the original source code as reported. Each time you hear about old games the source is always gone or misplaced.

Also, Gothic 2 is also being tested for Switch, so considering the games are almost identical I expect it to be released soon. Alas, the game costs 30$. That's a bit steep.
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,058
Honestly, I'm more surprised they had the original source code as reported. Each time you hear about old games the source is always gone or misplaced.
PB are the kings of recycling, they used a few attack animations from Gothic in every game all the ways through to Elex 1. Of course they held onto the source.
 

Sarkile

Magister
Patron
Joined
Aug 13, 2003
Messages
1,383
I'm pretty interested in picking this up on the Switch, but I want to see how the game works with a controller. I can't imagine it's anymore jank than the original release though.
 

Jvegi

Arcane
Glory to Ukraine
Joined
Nov 16, 2012
Messages
5,107
Forget BG3. This is the release that will make the Console Consumer realize the error of his ways and turn the industry on its head.
 

Dedicated_Dark

Arbiter
Joined
Nov 21, 2015
Messages
963
Location
Beyond the Grave

Review – Gothic (Switch)​


Posted on October 2, 2023 by Leo Faria 0 Comments
2023092822145800_s.jpg


Way back in late 2001, a then up-and-coming dev team from Germany called Piranha Bytes released an action RPG called Gothic. It was a game praised for its then-impressive world building, level of freedom, and storytelling, but criticised for weird graphics (even for the time) and really poor combat. It kickstarted a franchise, and it’s even getting a full-on remake sometime next year, but it had never exactly been considered a bonafide classic, especially considering the fact Morrowind would be released just a few months later, forever changing the landscape of Western RPGs. Yet, THQ Nordic and Piranha Bytes thought it was a good idea to re-release this “gem” on the Nintendo Switch.


Gothic Switch presentation
That’ll be thirty of your hard-earned US dollars, plus tax.
Let me inform you right away that re-releasing older games on modern platforms is not a bad thing. In fact, I really like THQ Nordic’s efforts in remaking or remastering said games, usually followed by a funny pun on their title. They had previously done some great work with Spongebob, Darksiders II, and Red Faction. Gothic is not one of those cases. This is not a remaster, nor a Switch version of the promised remake, which is still months away from being released. This is the 2001 game, upscaled and in 16:9, with a brand new control scheme. As for the rest, it’s the same damn thing. A mere port of some twenty-two year old Eurojank.
This is baffling to look at. From the moment I booted Gothic up for the first time, it felt like I was playing a cheap Windows 2000 emulator, running a jurassic game at an improved screen ratio, but not quite at a better resolution. I was greeted by an incredibly grainy intro video, one that reminded me of when I used to download 240p trailers of upcoming GameCube games with a hardcore 56kbps modem. The introduction to the plot wasn’t much better, as it felt incredibly silly: the entire game is set in an area of land covered by a magic dome, with different factions trying to take control over it. It may have been really cool in 2001, but anything featuring a giant dome and people stuck inside of it is now bound to compared to the plot of The Simpsons Movie.
Gothic Scavengers
What if I told you this dino-sized freak of an enemy clucks like a chicken?
It was hard to feel motivated by the plot from the get-go. The intro presentation was ugly, the plot was silly, and once I was given control of my protagonist, I had to endure some really dumb dialogue. The voice acting per se wasn’t THAT terrible, considering the time the game was released, but the script itself… hoo boy. So there I was, lost in a hideous land that reminded me of Aidyn Chronicles: The First Mage for the Nintendo 64, complete with lots of pop-in and, somehow, framerate issues. For some reason, this violation to any functioning human eye wasn’t able to hold a framerate despite clearly not pushing the limits of a GeForce FX 5700 from 2003, let alone the Switch’s GPU. Go figure.
Getting a hold of the controls and the gameplay as a whole was another ordeal. With no tutorials or even a freaking explanation as to how the menus work (it took me an hour to find out where the game was showcasing how much Experience my character had, and how much more was needed to level up), I had to pretty much press all buttons and pray that I was doing things right. That… didn’t work out very well. I got immediately demolished by Diego, the first NPC that greeted me once the game started, forcing to start a brand new save.

Gothic Switch glitches
You had twenty-two years to fix this one glitch here.
Well then… getting to know the controls didn’t exactly make things more exciting. Gothic was made with a keyboard and mouse in mind, so trying to play this beyond dated piece of lovely Eurojank on a pair of Joy-Cons felt… wrong. The button placement felt bizarre (A to attack? For real?), the responsiveness was laggy, and the collision detection was just downright randomized. Lining up my tank-like protagonist (as in, he moves like a tank, he is not as bulky as a tank) in front of an enemy was just the first arduous step when trying to kill a foe. I would then have to pray that my attacks would just drain a foe’s HP before they did the same to me. No matter the weapon I’d pick, no matter the kind of attack I’d deliver (magic or not), the combat just felt boring. Remember, this just came out months before Morrowind.
Dealing with the bland story didn’t exactly motivate me to keep on playing Gothic. Nor did the utterly bizarre and convoluted leveling up system, in which I’d have to talk to specific characters in the overworld in order to level up specific attributes with what little skill points I had in hand. This game is long, boring, and extremely grindy. While I do appreciate how easy it is to get a hold of healing items, be it by picking up berries or eating the flesh of dead enemies, it takes ages before your character is beefy enough to not die in a single hit to an enemy outside of your league, and ages before the story itself becomes interesting. Oh, and no autosaves or checkpoints. If you forget to save frequently, and just so happen to die unexpectedly by a strong opponent, get ready to lose hours of progress. I can’t be bothered.
Gothic Switch mole rats
They look like zombie turtles, they oink like pigs, but they are called mole rats. I don’t get the world of Gothic.
Gothic
is the kind of ultra-janky game you’ll most likely grab on Steam or GOG, at a monstrous discount, at maybe two dollars during a sale, and play for a few hours whilst trying to cope with dated visuals, controls, physics, and so on. This is NOT the kind of game that deserves being sold for thirty bucks on the eShop, with little to no improvements, and a control scheme that just showcases this has always been meant to be played with a mouse and keyboard. This is one of laziest and most bare bones ports on the Switch, at an insulting price tag to boot. In a system filled to the brim with RPGs, you can probably live without this one.

Graphics: 2.5
Even for 2001 standards, Gothic was already a hideous little thing. Re-releasing on a modern platform twenty-two years later with very little enhancements just makes it look even more unsettling. Shout out to the ultra low-quality FMVs. Not even 2006 YouTube clips looked that grainy.
Gameplay: 4.0
Gothic was meant to be played with a mouse and keyboard. It is already janky as hell on PC, with all of its “optimal” settings. Trying to play this game on a controller is meant to test your patience more than anything else.
Sound: 6.0
The voice acting isn’t great, but also not entirely terrible for the standards of its time. The soundtrack is passable, but the sound effects are cheap.
Fun Factor: 4.0
This is the kind of ultra-dated game that you would only be able to somewhat enjoy on its original platform, at a monstrous discount, and with mammoth-sized nostalgia goggles. Paying thirty bucks for this bare bones port on the Nintendo Switch is insulting.
Final Verdict: 4.0

It's funny, but some of these hurt.. also the wanker wrote a review without even playing a quarter of the game.

Site link: https://waytoomany.games/2023/10/02/review-gothic-switch/
 

OSK

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So is this the version with the best controls?
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
:yeah:



The magic barrier has fallen and the Sleeper is gone, but the Nameless Hero's journey has only just begun.

Strange rumors circulate in Khorinis about orcs, men in black robes, and even dragons roaming around and threatening the island and its inhabitants. It's up to you to find out if the stories are true and uncover the secrets of a powerful weapon created by the God of Darkness himself.

But you can't do it alone. You'll need the help of old friends...

Gothic II Complete Classic is coming soon on Nintendo Switch!
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.thqnordic.com/article/gothic-ii-complete-classic-releases-today-nintendo-switch

Vienna/Austria - November 29, 2023: Gothic II Complete Classic, the award-winning sequel that has improved upon its predecessor, is now, for the first time, available on the Nintendo Switch™! With not only one brand new trailer but two for today's release, THQ Nordic offers a comprehensive look at Gothic II Complete Classic on the handheld console, including action-packed gameplay captured on the Nintendo Switch. Watch the gameplay trailer and the release trailer now:

Gameplay Trailer: https://youtu.be/NPog0Ofobss
Release Trailer: https://youtu.be/iqDvhVgnAwM
Download the assets: https://thqn.net/g2c-media

Gothic II Complete Classic includes the magnificent expansion Night of the Raven, introducing the expansive region of Jharkendar, along with a wealth of new weapons, enemies, skills, and quests.

Follow the story of the Nameless Hero and continue your journey in Gothic II Complete Classic. Over 100 missions, tough decisions, and memorable moments await – one of them definitely being Betsy. Did you know you can buy a sheep called Betsy? And that all sheep, in fact, are called Betsy? We will leave it to you to figure out the 'why' while facing Evil and surviving in a war-torn Khorinis.

Gothic II Complete Classic is available for Nintendo Switch™ now, at an SRP of $ 29.99 / € 29.99 / £ 24.99.
 

toro

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https://thqnordic.com/article/patch-1-gothic-ii-complete-classic-nsw-live

Patch 1 for Gothic II Complete Classic (NSW) is live​

December 15, 2023

We just updated Gothic

[ Technical ]
=== Fixes ===
  • Fixes for crashes when exiting Xardas tower after staying there for more than 10 minutes
  • Various crashes fixed
  • UI: Weapons can be multiplied by exploiting the stacking system (Fixed) (#141733)
  • UI: The Nameless Hero cannot enter unarmed combat mode while holding a torch (Fixed) (#139571)
  • UI: User is unable to view motions in the Motion Control menu
  • Input: Bow mode fixes
  • Quick fix for damaged saves in list
  • Smooth normals of world
  • Added check to (font) Load for when specname is empty
  • Title freezes when using a powerful mass AoE Rune near Daron in Khorinis
  • Fog fixes
  • Fix undraw weapon sound
=== Improvements ===
  • Shadow Rendering improvement

[ Scripts ]
  • Angar's alternate "How are you?" dialogue will now be available after defeating the Undead Dragon
  • Esteban now has the key to the chest behind him in his inventory
  • Fixed a model error, due to which the chainmal coif wouldn't appear on the Light Dragon Hunter's Armor.
  • Fixed a potential bug where story and quest events wouldn't be triggered if an enemy died to an Ice Block spell. Additionally, it is no longer possible to steal runes from frozen Seekers.
  • Fixed an issue involving Lares in Chapter 3.
  • Fixed mistimed routine assignments of several NPCs.
  • Fixed several instances where a dialogue would not terminate dialogue-mode due to a scripting oversight.
  • Fixed several problems and glitches related to sheep detection when bringing an offering to Pedro (and later Opolos) in the Monastery. Additionally, the dialogue should no longer glitch out if you don't have enough gold.
  • It is no longer possible to steal the old coins back after selling them to Wasili.
  • NPCs should no longer begin to attack the player after the penalty for a crime is paid.
  • NPCs wearing the Medium Dragon Hunter's Armor now have a correctly textured neck.
  • Restored unused voicelines for when the player talks to a victim of his crimes after paying a fine.
  • Serpentes will no longer reprimand you if you refuse the "Forged Mine Shares" quest as a Mercenary or Dragon Hunter.
  • The Ice Block spell will now correctly leave the opponent at 1 HP, as was originally intended.
  • The Light Miltia Armor now hangs in the barracks instead of the old Guard Armor.
  • The helmet of the Heavy Dragon Hunter's Armor now has blades, which were missing due to a model error.
  • You can no longer ask Mika to help you with Akil's bandits multiple times in a row, causing an infinite XP exploit.
 

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