Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Gothic Gothic remake from THQ Nordic

Azdul

Magister
Joined
Nov 3, 2011
Messages
3,776
Location
Langley, Virginia
Remaster, why? It would be like a modded game, we have our remasters already for the Gothic games. So if that's ideal you have it already. There's nothing a remaster could add that the community couldn't do, we have all the tools.
With a small budget you could polish it beyond what modders could/want to do. As I said, Homeworld 1 & 2 are a perfect example of this. No remake needed.
As Beamdog, Blizzard and Rockstar had proven, it is not so easy to improve upon what modders had done.

To improve upon original engine, you need engineers, not designers and artists familiar with Unreal 5. And publisher will require Playstation 5 and Nintendo Switch 2 versions, which opens its own can of worms.

There are specialized studios that could pull it off, but they are not cheap.
 

mkultra

Augur
Joined
Feb 27, 2012
Messages
493
Citation needed? Ask them on their Discord
No, thanks.

Care to post screenshots for all to see though? Not bad news I'm sure everyone will appreciate if true.
Why would you believe i have screenshots of anyone talking about this? do you constantly take screenshots of everything that is written?
I couldn't care less if you believe it or not i guess. I'm sure it's been up in interviews etc, but no, i don't keep track of every interview either. you can just ask the chat there if you think its embarrassing to talk to the devs.
 

Junmarko

† Cristo è Re †
Patron
Joined
Jun 20, 2011
Messages
3,598
Location
Schläfertempel
embarrassing to talk to the devs.
Embarrassing? No, I cannot be fucked starting a Discord account to ask 1 question.
I couldn't care less if you believe it or not i guess.
Well it's news to me and I'm sure a lot of people reading this that the Archolos team is involved.
I'm sure it's been up in interviews etc, but no, i don't keep track of every interview either.
CTRL+F -> PRINT SCREEN?
 
Last edited:

Junmarko

† Cristo è Re †
Patron
Joined
Jun 20, 2011
Messages
3,598
Location
Schläfertempel
As Beamdog, Blizzard and Rockstar had proven, it is not so easy to improve upon what modders had done.
Say what you want about Beamdog, but they actually did a decent job with PS:T. As for Rockstar and Blizzard, LMAO - what do you expect when they decide to be cheap and outsource development to pajeets?

They've already shown several minutes of the Old Camp with no women in it.
...but there are supposed to be women in the Old Camp.

13-13.jpg
 
Last edited:

mkultra

Augur
Joined
Feb 27, 2012
Messages
493
@Junmarko
you can ask any of the AI's, grok, chatgpt.. they'll summarize it. However, its possible they haven't scraped e.g Discord, where i think i've seen most talk of this, and mostly from the Polish guys... a lot of the stuff that comes out about these games isn't in english.. but yeah, almost certain you can ask chatgpt (i've already spent todays credit so i cant ask it).

Edit:

Additionally, there's mention of an individual who directed and produced the "Chronicles of Myrtana: Archolos" mod for Gothic 2 joining the team (grok)
 

Azdul

Magister
Joined
Nov 3, 2011
Messages
3,776
Location
Langley, Virginia
As Beamdog, Blizzard and Rockstar had proven, it is not so easy to improve upon what modders had done.
Say what you want about Beamdog, but they actually did a decent job with PS:T. As for Rockstar and Blizzard, LMAO - what do you expect when they decide to be cheap and outsource development to pajeets?
THQ Nordic / Embracer could hire experienced German studio (like Piranha Bytes) but hired new Spanish studio, which never made a game before.

Assets can be successfully outsourced. Some BG3 animations were done in Malaysia and Russia, and almost all AAA titles have some models, animations, cutscenes, gfx effects done in Poland, Bulgaria, etc. If some delivered assets are crap, you pay someone else to redo them.

But when you want to port 2001 Windows game to 2025 PC and consoles, you need small team of engineers with decades of experience - not hundreds of people who can launch Unreal Editor and Maya.

Switch port was done by Elverils, a Saint Petersburg studio, and something definitely went tits-up there. Trailer shows dynamic lightning and shadows, and ambient occlusion - while all these things are missing from actual Switch release. So modders could do these effects (in both GD3D11 and OpenGothic), but Embracer / Elverils couldn't.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,236
Location
Azores Islands
As Beamdog, Blizzard and Rockstar had proven, it is not so easy to improve upon what modders had done.
Say what you want about Beamdog, but they actually did a decent job with PS:T. As for Rockstar and Blizzard, LMAO - what do you expect when they decide to be cheap and outsource development to pajeets?
THQ Nordic / Embracer could hire experienced German studio (like Piranha Bytes) but hired new Spanish studio, which never made a game before.

Assets can be successfully outsourced. Some BG3 animations were done in Malaysia and Russia, and almost all AAA titles have some models, animations, cutscenes, gfx effects done in Poland, Bulgaria, etc. If some delivered assets are crap, you pay someone else to redo them.

But when you want to port 2001 Windows game to 2025 PC and consoles, you need small team of engineers with decades of experience - not hundreds of people who can launch Unreal Editor and Maya.

Switch port was done by Elverils, a Saint Petersburg studio, and something definitely went tits-up there. Trailer shows dynamic lightning and shadows, and ambient occlusion - while all these things are missing from actual Switch release. So modders could do these effects (in both GD3D11 and OpenGothic), but Embracer / Elverils couldn't.

Trusting Germans with Gothic is what turned the original and sequel series into shit... Just look at this shit show of mediocrity that is German game development

https://en.wikipedia.org/wiki/Video_games_in_Germany
 

Junmarko

† Cristo è Re †
Patron
Joined
Jun 20, 2011
Messages
3,598
Location
Schläfertempel
Stumbled on something interesting. So a mod importing Gothic to Unreal Engine 5 was quietly released last September, but received zero coverage. What's weird is that you can only play it if you own Gothic on Steam and by accessing it through "properties>betas" - which makes it semi-official?

Untitled.png


Interesting that even on the Gothic Steam page there were no posts about this at all.



It looks impressive enough for something rushed together in what looks like 8 months (?) by a bunch of Russian modders (of course it was Russians :lol:) From the modders VK page they have stated the mod is 1.0 and you can play the entire game from start to finish. The combat appears to be a major outstanding part of the mod however, what's there looks poor and clearly incomplete.

An article from march last year announcing the project

The modders VK page
 
Last edited:

soulburner

Cipher
Joined
Sep 21, 2013
Messages
847
This is pretty awesome. It looks pretty, the controls are more "modern" and... I like it. I wonder if it's 100% playable and stuff.


edit: I didn't find a menu entry to invert the mouse, so here's how to do it:

Create the file: c:\Users\[you]\AppData\Local\Gothic\Saved\Config\Windows\input.ini
and put this inside:

Code:
[/script/engine.inputsettings]
AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.05,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.05,Exponent=1.000000,bInvert=True))

Warning, the game may delete it the first time you exit it. Set it to read-only to keep safe.
 
Last edited:

Junmarko

† Cristo è Re †
Patron
Joined
Jun 20, 2011
Messages
3,598
Location
Schläfertempel
This is pretty awesome. It looks pretty, the controls are more "modern" and... I like it. I wonder if it's 100% playable and stuff.
I played for about 30 mins. Geometry improvements are cool, not really impressed with the shadows though, DX11 Mod still looks way better. Why do modern engines hate dynamic shadows so much? Ranged/magic combat now has manual aiming so no complaints there - but melee combat is a straight downgrade on the original. Directional swings aren't there, nor is strafing. Unplayable in that regard. I also wanted to see how well the A.I has been implemented, rice lord didn't react to me running around in his house stealing shit for example. Eh.

OG is still king.

I am curious though as to why this even exists. It's only been made available if you own the original, which means the publisher (THQ Nordic) has gated access.
 

Konjad

Patron
Joined
Nov 3, 2007
Messages
5,760
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Stumbled on something interesting. So a mod importing Gothic to Unreal Engine 5 was quietly released last September, but received zero coverage. What's weird is that you can only play it if you own Gothic on Steam and by accessing it through "properties>betas" - which makes it semi-official?

View attachment 59685

Interesting that even on the Gothic Steam page there were no posts about this at all.



It looks impressive enough for something rushed together in what looks like 8 months (?) by a bunch of Russian modders (of course it was Russians :lol:) From the modders VK page they have stated the mod is 1.0 and you can play the entire game from start to finish. The combat appears to be a major outstanding part of the mod however, what's there looks poor and clearly incomplete.

An article from march last year announcing the project

The modders VK page

https://rpgcodex.net/forums/threads/unreal-gothic-now-on-steam.149899/
 

Hobknobling

Learned
Joined
Nov 16, 2021
Messages
479
This is pretty awesome. It looks pretty, the controls are more "modern" and... I like it. I wonder if it's 100% playable and stuff.
I played for about 30 mins. Geometry improvements are cool, not really impressed with the shadows though, DX11 Mod still looks way better. Why do modern engines hate dynamic shadows so much? Ranged/magic combat now has manual aiming so no complaints there - but melee combat is a straight downgrade on the original. Directional swings aren't there, nor is strafing. Unplayable in that regard. I also wanted to see how well the A.I has been implemented, rice lord didn't react to me running around in his house stealing shit for example. Eh.

OG is still king.

I am curious though as to why this even exists. It's only been made available if you own the original, which means the publisher (THQ Nordic) has gated access.
Gothic "remastered" project outsourced to a group of Russian modders that got canned because of the economic sanctions against Russia? The timeline would make sense except they already revealed the full blown remake project in late 2019.

THQ Nordic seems like a terrible publisher so who knows what they were doing...
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom