Review of Arcania - Gothic 4 killer of the beloved franchise

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The most hated video game in the series because it's the one that fans consider to be a betrayal of the roots and a killer of their beloved franchise. Your burden is heavy when you must not stop the epic Forsaken Gods. But basically, she's… ordinary. Yes, it really was made by people who could not stand Gothic, and this is tracked down in everything, including the quote made on the eve. Arcania - Gothic 4 certainly did not leave anything that created the face of the series, but at the same time tried to make something of its own. Spellbound Studios is more known for the formation of the good Desperados and Giana Sisters - the hit clone of Super Mario Bros. So this time, JoWooD Entertainment, however, would not have failed with the choice of the company. For the first time in the series, a video game focuses on the storyline, even letting you inquire into the everyday life of the newest unknown protagonist as a prologue, trying to make a sensual connection with him. The video game uses virtually all the tropes of an ordinary fantasy novel in the face of the loss of a beloved, a burned village, being chosen, and in general the rest that first comes to mind, however, she does it not lightly, but with a palpable bit of effort, shooting from any hanged person during the game guns. And conversations in the end can be called good.


The video game was also lucky with the tasks, at least they all do not go beyond the boundaries of the usual kill-and-fetch, but they are served simply wonderfully. In almost every quest you can feel the love for this, what they do. The creators were not even too lazy to change the configuration in any dialogue, depending on whether you did what you were asked in advance. Piranha Bytes never even tried to pull this off, and they weren't a bankrupt studio with no experience in style. But what the video game didn’t get lucky with was the role-playing system - a large number of abilities and traits disappeared, and a menu with eight stripes of traits came to their place, which can be increased by 3 pt any stage without the support of a teacher. The military system is simple to impracticability, but still much more correct than the third part, however, by the fact that timings matter in it and it is impossible to simply plug the enemy. And they added a roll. Mysticism was reduced to 3 spells: fire, ice and lightning. The enemies are also well made - some disguise themselves as ordinary turtles, while the rest need to be smoked out with mysticism. Any enemy of the game behaves differently and asks for a separate strategy.


The aspect to the study of the world has also changed - now the world involves a set of sufficiently small, alternately rushing locations with small branches, which completely finished off the fans, but this one is hard to call bad. It is simply different, ordinary, but effective. And certainly the big emptiness of Gothic 3 is more correct. High-quality fan service (I love Xardas in this video game) and the creators' attempts to plug a number of holes that appeared through the fault of Piranha Bytes, like the same goblins, deserve big words of gratitude. And it is similar that, being thoroughly cut in means, they still strive to tell about society through the presentation of objects, as in some Dark Souls. The only sad thing is that Spellbound Studios didn't have enough funds to create a truly high-quality RPG, which is especially noticeable when 3d videos have been replaced by two-dimensional Alawar-level intros, and a certain number of plot lines have not received proper promotion. The creators were really ready to do something important, but fate decreed otherwise - now Spellbound Studios is bankrupt, and its main backbone in the face of Black Forest Games is now making glorious platformers, because even Kickstarter did not help them to score on RPG. ArcaniA is far from the standard, but a truly worthy video game. At the very least, as a pleasant example of the incompetence of the Piranha Bytes, which they managed to do with a video game made on the knee, tearing to shreds the bases on which the sequence stood.

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