Even though many Gothic-Fans won't like to hear it, a new developer always means a bit of change. Developer Spellbound brought a playable version to Games Convention and revealed more details of the combat and character systems of Gothic 4. What's new: If you use a certain weapon - like a bow - more often, your skill and accuracy with that weapon are affected. The skillpoint system known from previous parts shall remain however, said Jochen Hamma, producer of Gothic 4. If you often use a bow, it will become easier to hit while moving, for instance. Otherwise you'd have to stand still and compensate for the weapon sway to hit at a greater distance.
The bow-combat system we were shown made a good impression already. The longer you hold the bow drawn, the more stamina is used. Precise aiming pays off however, as hits at arms or legs are less effective than at the chest or especially the head. Depending on where the opponent was hit, he will drop physically correct and the arrows remain stuck in the body.
The graphics engine of Gothic 4 is new as well. Spellbound won't tell us what technology the game is based on yet, but they supposedly programmed the greater part of the visual features themselves. The gameworld of Gothic 4 looks alot more detailed, lifelike and atmospheric than the Gothic 3 addon announced to be released later this year which we've seen shortly afterwards. Some of the visual gimmicks are the dynamic light and weather systems. In the tech-demo, rain was dripping from roofs and forming puddles on the ground - which later slowly disappeared once the sun came out again. The engine can tell which areas are protected by shelters and canopies and thus remain dry, while depressions are filled by rain water.
Very nice looking is the so-called „light exposure control“ which is basically an HDR-system like in Crysis or Half-Life 2. While inside, the brightness of outside areas is slightly increased. When the hero goes outside, the brightness is normalized and the outside world looks normal again. Even though it says nothing about the final game yet, the presented graphics underline the medieval, rather gloomy and rustical Gothic-flair. Alot has happened with the NPCs as well - Spellbound shows us Lester as an example. Wrinkles, tatoos and skin details are visible in his face.
Apropos change: Spellbound has already finished the first menus and screen elements. How exactly interesting places and quest targets are displayed in the radar - which is currently located at the left side of the interface - hasn't been decided yet however. To appease the fans, Hamma immediately added that all new help functions and displays are optional and can be turned off again at any time.