#123#
 

Gothic

a.k.a. Готика

*123*
published by Egmont Interactive / Xicat Interactive in 2001-03-15, developed by Piranha Bytes, running on Windows
type: action/reflex, role-play
genre: Action-RPG
series: Gothic Series
perspective: 3rd person
player options: single player
languages: eng ger pol rus
4.2/5
GraphicSoundFXPresent.ControlsMusicVoiceA.I.

Description

This nice German developed RPG adventure is set against the backdrop of a landscape savaged by war, the King of the human territories must find enough ore to forge weapons for his army to use in defence against the Orc Hordes. The King's mines are set in a large magical sphere and are worked by prisoners captured from across the kingdom. And it is into this sphere that you are thrown, charged with the task of delivering a letter – a letter that might just mark the turning point in the war against the Orcs. The Gothic world is constantly changing and evolving: events will occur that can alter the relationships between several groups of characters. NPCs are fully rounded with their own daily habits and relationships: they get up, work, go to bed, chat with each other and so on. More significantly, monsters cooperate with each other and are able to figure things out; they have individual perception. Some can be lured with food or noise, some will run away from bright light. Some can only hear or detect movement. Each character has the ability, with the correct training, to improve particular skills as the game progresses: training with the master of the sword, for example, will result in a character displaying noticeably more skilled swordsmanship. It is so much more satisfying to witness the effect of the skills you have learnt when they are visible in your character as oppose to a meaningless number rating, improving say, from 8 to 10. These 'optical' improvements are for the whole range of skills included in Gothic. The two different classes of magic (which are absolutely independent from each other) work along the same lines.

Cebion # 2019-12-03 15:33:42

Technical specs

software: Miles Sound System,
display: textured polygons

Project team

management

Alex Brüggemann (management)
Michael Hoge (management)
Stefan Nyul (management)

design

Alex Brüggemann (game design)
Björn Pankratz (additional game design)
Horst Dworczak (additional game design)
Michael Hoge (game design)
Stefan Nyul (game design)
Tom Putzki (game design)

writer

Carsten Kißlat (story design support)
Florian Jacobi (story design support)
Jörg Bütow (story design support)
Mattias Filler (story)
Michael Hoge (story)
Navid Vahdat (story design support)
Stefan Kalveram (story design support)
Stefan Nyul (story)
Steffen Rühl (story design support)
Torsten Feld (story design support)

coding

André Schrieber (additional programming)
Bert Speckels (programming)
Björn Pankratz (administration programming)
Carsten Edenfeld (programming)
Dennis Lüsebrink (additional programming)
Dieter Hildebrandt (engine programmer)
Dieter Hildebrandt (lead programmer)
Holger Beisheim (tool programming)
Kai Rosenkranz (tool programming)
Kurt Pelzer (additional programming)
Manuel Moos (additional programming)
Michael Rüve (technical support)
Peter Sabath (tool programming)
Roman Keskenti (additional programming)
Ulf Wohlers (programming)

graphics

Alex Brüggemann (character animations)
André Hotz (character animations)
Anja Riehl (additional 2d graphics)
Claus Wohlgemuth (illustrations)
Folko Streese (additional texturing)
Frank Kahlfuss (additional 2d graphics)
Horst Dworczak (lead artist)
Jürgen Bilstein (additional animations)
Kai Rosenkranz (visual special effects)
Kritzelkratz 3000 (additional animations)
Markus Kark (texturing)
Markus Kark (character animations)
Markus Plewa (additional animations)
Michael Hoge (art direction)
Ralf Marczinczik (illustrations)
Tobias Franz (2d artist)
Torsten Dinkheller (2d artist)
Uwe Meier (texturing)
Vadim Pietrzynski (additional texturing)
Vadim Pietrzynski (additional animations)

3d artist

Mario Röske (modeling)
Markus Kark (character modeling)
Sascha Henrichs (modeling)
Uwe Meier (character modeling)

audio

Björn Pankratz (additional sound effects)
Kai Rosenkranz (music)
Kai Rosenkranz (sound effects)
Marco Rademacher (sound effects)
Willy Rosenkranz (additional music)

acting

Andrzej Ruszczynski (voice recording)
Art Vedder (voice actor)
Bodo Henkel (voice actor)
Christian Wewerker (voice actor)
Corinna Viel (voice recording)
Dieter Kling (voice actor)
Hans-Jörg Karrenbrock (voice actor)
Helge Heynold (voice actor)
Helmut Winkelmann (voice actor)
Joachim Pütz (voice actor)
Johannes Steck (voice actor)
Jürgen Alban (motion capture actor)
Klaus Bauer (voice actor)
Laurenz Nolting (motion capture actor)
Marina Korin (motion capture actor)
Martin Schäfer (voice recording)
Martin Schäfer (voice actor)
Michael Deckner (voice actor)
Pete Knorr (voice actor)
Peter Heusch (voice actor)
Pit Krüger (voice actor)
Uwe Kaschel (voice actor)
Zoey Hendley (voice actor)

marketing

Tom Putzki (marketing)
Torsten Dinkheller (marketing)

web

Kai Rosenkranz (web design)
Torsten Dinkheller (web design)

other

André Hotz (intro)
André Hotz (cutscene rendering)
Clemens Schmitz (ai scripting)
Jochen Peketz (ai scripting)
Markus Kark (intro)
Markus Kark (cutscene rendering)
Markus Plewa (intro)
Markus Plewa (cutscene rendering)
Mattias Filler (dialogues)
Mattias Filler (missions)
Michael Hoge (dialogues)
Michael Hoge (missions)
Michael Hoge (ai scripting)
Stefan Nyul (dialogues)
Stefan Nyul (missions)
Stefan Nyul (ai scripting)
Tom Putzki (pr)
Torsten Dinkheller (pr)
Willy Rosenkranz (recording)

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External reviews (2) - average: 84%

review sourceissuedatescore
Metacritic2001*81/10081%
view
PC Playerde1012001-0487/10087%
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