Immature and unnecessary in the end

Immature and unnecessary in the end

Arcania: Gothic 4 (computer game)

Customer Review

As expected there to "ArcaniA - Gothic 4" already short time after the publication of a large selection of reviews. The overall trend of the reviews speaks for itself and can be in my opinion considered of potential buyers with a clear conscience - even if many do not seem to be a rather objective of extremely positive and also the devastating negative reviews.

I myself have "ArcaniA" pre despite some discomfort after the last parts of the series and before the game any reviews, even from journals, read in order to report possible uninfluenced can. To anticipate the conclusion: To be fair, publisher JoWood should really emphasize the name "Gothic" from the title. That would be already in catastrophic add-on "Gotterdammerung" was the best, average "Gothic 3" mounted in "ArcaniA" but remember most tiny trace elements to one of the greatest classics of German RPG history.

Here, the programming team at Spellbound has endeavored noticeably. Although the installation was with me a little bumpy (between one thinks repeatedly, the program would have crashed), then there are some but admire. It starts with the as always terrific soundtrack, which is complemented by a fantastic soundscape and mostly very good voice actors in the game. The graphics are beautifully managed and acts as a unified whole, very good weather changes included. Technically - now unfortunately no longer be taken for granted - also go to the greens. On my system, no crashes and performance issues were identified. Chance although there are graphics and clipping errors, but they are to get over. The on-screen texts are largely error-free, only on the loading screens do not fit with me at times throughout the image. Fabled way, are the short loading times - respect for the programmer. The background story itself comes after some tough tutorial very good at driving, is the existence, but rather confused. A downside is the relatively short season. The new hero (of course again nameless) is indeed very successful, but does not have the sympathetic-grumpy attitude of his predecessor (at least in part 1-3). The meeting with old acquaintances a bit too forced and placed, but makes for a great nostalgia bonus. A reasonable extension has been integrated with Quest minimap including display, but unfortunately implemented rather half-hearted.

Much more positive is not noted. The main reason is certainly for many (including me) that the game simply "Gothic" bears the title and must be measured so that the legendary predecessors. The problem is that just a few of the greatest virtues of the first two parts have been removed, while obviously learned from criticisms of Part 3 little.

This is especially true for the newly pretty unsuccessful battle system that degenerate into mindless Dauergeklicke. Nevertheless, the fights are very easily maintained, also the hero is rapidly powerful, so a trip to a cave is not a big challenge. Ultimately, the game world is down a little too big again, despite their division into relatively manageable areas - there is therefore some length, but not too much bother, as the area was at least visually implemented beautifully. Only drawback is it the many invisible borders - you can not just later provided areas not enter, even a small lake in the absence swimming skills an insurmountable obstacle, just knee-high rock. A return to already-visited terrain is actually possible, but hardly ever necessary. Was extremely simplified character development. Teachers there is no more experience points are awarded for a level-up on various skills. Reminiscent of other RPG series, but is not nearly as elegant and fully resolved, as one would have wished. Too low a variety of NPC designs and lack facial expressions in some characters you can not bear indeed, but clearly testify that the game development was probably a little over-ambitious tackled.

The points mentioned are indeed by no means negligible, but in my eyes not as dramatic as three other amendments, which I simply do not understand what the team has been thinking. The biggest shortcoming of this is - at least for me - to the previously much screwed back compared realism. So it is now possible without any problems to loot the chest of the owner in his presence. Absurd it if you sold back a trader in this way the stolen goods is before his eyes. Something like this should it in an RPG just do not give. Also in the Options menu "role-playing activities" are activated. Here you can therefore choose whether you lie down in bed, using boiler or want to sharpen swords. Unfortunately, however, the activation no practical function, although you can then sit down at a campfire, roast meat you can, however, not. What this function is necessary at all, probably know only the programmer. This is accompanied by a further loss realism: the crafting system was as far as humanly possible simplified. So to fry the meat mentioned you do not need more campfire, only the appropriate recipe and the right ingredients, then submit two clicks. The same applies for forging and alchemy. Here it is probably really better to disable "RPG activities", then you need at least not always to ask why in the village stands around an anvil, which you use, but can not use. A day-night cycle is indeed integrated, but has no effect on the game. All NPCs are accessible day and night and at work, besides that, you yourself also condemned to "night work" because while sleeping in beds that time goes faster. A nurse call system or the like is not present, moreover, it is impossible to attack characters when the program does not provide for. What will be warned for example, in the pub, "Yes to make trouble" if that is impossible anyway? Stealing from chests is of no consequence, Taschendiebstal been deleted and attacking NPCs do no harm to ...

The second, actually as serious change is the Painted faction system. None of the present in the game for the NPC guilds you can join. Thus, it is difficult to identify with one side and it comes very much lost in depth. In connection with the individual to "Levels" reminiscent build the game world which also leads to a virtually nonexistent replayability.

These replayability Also the third bullet point above has a negative effect. Actions in the "Gothic" world no longer have any impact. So, although it is sometimes possible within the main quest to undertake a problem in one way or another, there is no noticeable consequences but. The quest giver mention the solution of the player maximum in a subordinate clause. A return to the quest giver is actually not really necessary, since it does not receive more experience points for reporting on implementation.

These inconsistencies and weaknesses it would have the program probably under a different name very difficult. What next to the missing, the notorious "Gothic feeling" still stands out: in many corners and end the program just looks unfinished despite extensive bug-free. Indications are described "RPG elements" function, the short playing time, the locally occurring double character models, the hastily cobbled together acting advancement system, the lack of alternative solutions and an often unpleasant disturbing absence of logic and consistency. I simply can not imagine that all this was just as planned - possibly it had JoWood was once again piece as well for the game.

The opinion of many Mitrezensenten, "Risen" would actually much better because authentic "Gothic 4" one must unfortunately connect a total reservation. But even without the "veterans glasses" are the shortcomings outlined in my view simply too big to forgive more than 2 stars. May be able to deduct the predecessor nor a star player with emotional attachment, add absolute "Gothic" Newcomers one. But even for them is likely to be a maximum by growing the gaming experience.

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