Seit das spanische Entwicklerstudio Alkimia Interactive die Demo zum kommenden Gothic Remake auf Steam und GOG veröffentlicht hat, wurde das Team mit Feedback und Wünschen aus der Community förmlich überhäuft. Die Atmosphäre der Demo wurde dabei von Spielern einhellig gelobt; Kritik gab es dagegen für die grobschlächtigen Charakter-Bewegungen und das Kampf-Gameplay.
Dieses Feedback hat sich das Team zu Herzen genommen und am heutigen 09. Mai einen Patch für die Demo veröffentlicht . Dieser überarbeitet vor allem die Charakter-Bewegung und Animationen, fügt aber auch neue Sprachen wie Chinesisch, Spanisch und Italienisch zur Demo hinzu. Die vollständigen Patchnotes könnt ihr hier nachlesen - müsst ihr aber nicht, denn in einem neuen Video erklären die Entwickler alle wichtigen Änderungen.
Ein genaues Releasedatum zum Gothic Remake gibt es noch nicht; wir tippen jedoch auf den Spätsommer.
Dieses Feedback hat sich das Team zu Herzen genommen und am heutigen 09. Mai einen Patch für die Demo veröffentlicht . Dieser überarbeitet vor allem die Charakter-Bewegung und Animationen, fügt aber auch neue Sprachen wie Chinesisch, Spanisch und Italienisch zur Demo hinzu. Die vollständigen Patchnotes könnt ihr hier nachlesen - müsst ihr aber nicht, denn in einem neuen Video erklären die Entwickler alle wichtigen Änderungen.
Ein genaues Releasedatum zum Gothic Remake gibt es noch nicht; wir tippen jedoch auf den Spätsommer.
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00:00Untertitelung des ZDF, 2020
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01:52Untertitelung des ZDF, 2020
01:54Ich denke, es gab viel darüber, warum wir nicht spielen Nameless Hero?
02:01Warum haben wir diesen Nairos-Guy in da?
02:04Wir wussten von Anfang an, dass wir eine Demo machen müssen,
02:07weil die Leute nicht mehr kaufen wollen, ohne sie zu spielen.
02:12Wir haben zu Beginn gedacht, dass wir es in der alten Minden machen,
02:15weil es sehr easy zu bekommen,
02:18aber die alten Minden ist nicht so, wie die ganze Minden,
02:23von der vollen Minden,
02:25aber auch von der Perspektive, was man dort macht.
02:28Wir haben versucht,
02:30zu finden einen Charakter,
02:33der Teil der Minden ist,
02:36zu zeigen, seine Perspektive,
02:38wenn er in der Kolonie wurde.
02:40Und dann kam die Schreibung mit Nairos an,
02:43weil wir die Fokus-Stone arbeiten.
02:46Dieser Charakter,
02:48er macht nichts super wichtiges,
02:51aber er ist der Weg zum Thema Fokus-Stone.
02:55Er bringt einen anderen Blick,
02:57wie der Schreibung ist,
02:59in der Welt der Gotthik,
03:01und so ist der Swamp Camp,
03:03der die Schreibung der Schreibung.
03:05Wie kann dieser Charakter
03:07sich überzeugt,
03:09um die Schreibung zu sein?
03:11Wie ist das passiert?
03:12Wir fühlten,
03:13es ist eine sehr gute Introduktion
03:15für die Schreibung des Spiels,
03:17und auch für die Schreibung
03:18zu zeigen.
03:19Ich denke,
03:20dass es drei verschiedene
03:22Beziehungsweise
03:24die Schreibung
03:25über die Schreibung des Spiels
03:26über die Schreibung des Spiels.
03:28Der erste,
03:30wo sie nichts verhältst,
03:32sie einfach ein Trailer,
03:34der zweite und das Spiel.
03:36Das ist es.
03:37Der zweite Option ist
03:40der zweite Fortschreiten
03:41für die Schreibung des Spiels.
03:42Die Schreibung des Spiels
03:43und die Schreibung des Spiels.
03:44Die Schreibung des Spiels.
03:45Die Schreibung des Spiels.
03:47Die Schreibung des Spiels.
03:48Und wir haben den Zugang
03:49im Moment des Spiels.
03:50Wir versuchen,
03:51die Schreibung des Spiels.
03:52Die Schreibung des Spiels.
03:53Das ist ein sehr offen.
03:54Der Schreibung des Spiels.
03:56Das ist eine sehr örtliche
03:57Phäre.
03:58Ich denke,
03:59wir sind wieder im Ingenen.
04:01Wir versuchen,
04:02wir entwickeln
04:03zwischen den zwei Programen.
04:04Wir versuchen,
04:05die Bilder zu geben.
04:07So we sometimes show some assets, we show sometimes some concept arts,
04:15sometimes we give a chance to the players to choose the voice of Diego in the remake.
04:21For example, it is a case when we provided three audio samples of Diego's voice in German language
04:29and the German-speaking community could choose it.
04:33In the demo you could hear the voice of Matthias Keller, who was chosen by the community.
04:39When we did the Nairus demo, we built it specifically for events,
04:44having in mind that you play it for like 30 maximum, 60 minutes,
04:49and also players who have never seen or played Gothic should be able to have an easy introduction.
04:58And when we first showed off the Nairus Prologue, people were like,
05:04yeah, that's great, let's just show us more.
05:06And we were like, wait a minute, we have that next year playable at Gamescom anyhow,
05:10so let's not talk more about this.
05:14Then we had a playable at Gamescom and people were like,
05:17so when are you going to release it to the public?
05:19And I'm like, well, we need to work on the game, yeah, we don't have the time to do it.
05:26And it was working, but there were certain things that were like,
05:30like for example, we didn't have at Gamescom a settings menu,
05:33because we knew exactly like, yeah, you play on these systems,
05:37so there's no need to change it.
05:39But if you release it to the public, there's a spectrum of computers that should play the demo.
05:44So we thought about, okay, when would be a good timing to make it happen?
05:49And we combined it with a Steam Next Fest because that's just where a lot of demos get visibility,
05:57and we felt like it's a good moment.
05:59The community is always demanding more, they always ask for more,
06:02and I absolutely understand them because I was on their position like many years before I started working here,
06:09and I was also visiting like Discord and Steam page and there was nothing.
06:14And I was asking like, when should we expect news?
06:18When is release date and everything?
06:20Now I need to answer these questions.
06:22We did what people wanted, they wanted to play this demo,
06:26and I'm glad there was a lot of feedback.
06:28There was like 15,000 surveys filled out, which is awesome, so thanks for doing that.
06:33It's a great deal of help for us making the game even better,
06:37and we see a lot of things that like we didn't have so much on the radar.
06:41For example, like the movement in the game.
06:44Our main reference really was Red Dead Redemption 2,
06:47which is a game also that has a very slow pacing in terms of movement,
06:52and the clear feedback though was people like it more reactive,
06:56and that certain actions that are repeated over and over again should be rather quick,
07:01which means non-realistic, and that is fine.
07:04It's just like a matter of like, you want realism or you want it a little gamey,
07:09and it feels like certain mechanics there's definitely a push for getting it more gamey,
07:14and we'll definitely do that.
07:16From my perspective, we get a lot of feedback,
07:19and we are also looking for the feedback, watching a lot of videos,
07:24reading a lot about the community in Discord,
07:27and just searching all the information about that.
07:30And for us it was a good thing, like we are aware of some problems of the game,
07:35that we are working on them because the demo is how the game is,
07:38it's not a demo just cleaning it for the people.
07:41So many times they confirm things that we have in mind,
07:45or at least we have some flags about okay, this could not be the best solution,
07:50and the community many times says okay, in this case solve it or we don't want this.
07:55So for us it helps us a lot to have this feedback,
07:58and also using it for improving the game that is what we are aiming for.
08:03In the demo specifically there were certain elements that were not working out.
08:07The demo is just what it is, it's like not representative of the full game
08:12in a way that like you can just say like okay, like the full game will be exactly like that.
08:17The demo is locked at a certain time of day,
08:20so you obviously have just no visual variety,
08:24there are no weather in there, it's always sunny, right?
08:27So it's, you see one specific weather and daylight condition all the time.
08:32It's not doing justice to the full game of course,
08:35and that's what everybody has to realize also that like,
08:38of course it has like daily routines, but they are nowhere near as detailed as in the original.
08:44And of course it has some monsters, but like of course you won't see,
08:48I don't know, how monsters beyond that react.
08:52You only see very few characters,
08:55and you don't see them in a camp where they are actually living,
09:00and where they have a real daily routine.
09:03They are kind of like all in an extreme situation because they are trapped.
09:06You should get an idea of like what can happen with progression,
09:10but it was maybe a little too fast.
09:12So players might get the wrong idea of like,
09:15oh in the remake you will actually progress faster than you will do.
09:19But no, I mean the pacing is still very much the same, the power curve.
09:24And then I think another big problem of the combat in the demo was the hit zones.
09:29So like there were just clear bugs in there that like sometimes you would think like,
09:36you land a hit with the sword because the models touch each other,
09:41but it wouldn't recognize the hit.
09:43And so it gives you this awkward feeling of like, oh the combat system is bad.
09:48But yeah, it's a glitch, it's a bug, it's something we'll address and fix.
09:53I'm not saying like, hey, all is good.
09:57There are a lot of stuff that we need to improve much, much further
10:02and continue to work on until the very end.
10:05So I think that without such an incredible, passionate, active and crazy creative community,
10:14this series could, we could lost it.
10:18We could lose it.
10:19And I think that the Gothic community is the reason why we are here sitting today
10:24and recording this making of because of this feedback, because of Gothic fans' reaction.
10:30So I'm super grateful for that.
10:33And I hope we will keep doing this cooperation and work together to make Gothic even better.