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Gothic 1 Remake review in progress

Old jank, new engine, same brutal welcome

Gothic Remake

Picture this: you get thrown over a wall into a prison with no roof and no guards inside, handed a sealed letter, and told nothing else. Within five minutes a rat or bandit can end your life, and the game does not care. That was Gothic in 2001, and that cruelty was the whole point. You were a nobody, the world owed you nothing, and every scrap of power you gained felt earned. Twenty five years later, Barcelona studio Alkimia Interactive is rebuilding that prison in Unreal Engine 5, and the question hanging over the whole project is whether they can pull it off or not.

The narrative setup is one of the best opening premises gaming has seen, and the remake keeps it intact. The Kingdom of Myrtana is at war with orcs, King Rhobar II needs magical ore to forge weapons, and every criminal in the land gets dumped into a mining colony in the Valley of Mines. A magical Barrier was meant to keep the prisoners contained while they worked. Instead it trapped the guards too. The royal control collapsed, and the colony reorganized itself into rival camps that now run the place. You play as the newest body thrown in, and you have to pick a side and untangle what is really going on beneath the mines.

What I like about this story is how small it starts. There is no “chosen one” prophecy waiting for you. You are a nuisance with a letter, and the world treats you accordingly. Alkimia has confirmed the remake follows the original plot faithfully and adds content rather than swapping it out, with writer Nicolas Samuel Lietzau handling the script. And in my time with the game thus far, that holds true!

Gothic Remake

This is a third-person open world RPG, and the design philosophy is old fashioned in the best sense. There’s no minimap or quest markers. Maps exist, but you have to buy them, and a lot of the time you learn the geography by being sent somewhere and forced to find it yourself. NPCs actually have daily routines, working, eating, and sleeping, and they will absolutely put you in the dirt if you piss them off. Don’t expect to have your hand held in the slightest fashion.

Combat is where most modern players will be turned off. This is not a Souls game, with stamina-based movement or light and heavy attacks. You have to enter a combat stance first before you can actually use any weapon, and each face button maps to you swinging your weapon up, down, left, or right. It definitely took me some time getting used to the controls since crouching is mapped to the Square button, jumping to Circle, and dodging to R1.

Movement feels floaty, and there is a noticeable delay before you break into a run or dodge. Jumping looks stiff, and some interactions like trading carry an animation lag that makes them feel sluggish. Fighting is more methodical and slow rather than quick and flashy. I can’t tell if this jankiness is a charm of the original or just straight up a bad experience. I’m sure a chunk of the community would argue this is a feature, not a bug. The reasoning goes that if your guy moves like a modern action hero, the world will stop feeling dangerous and you will stop feeling like a weakling trying to survive. 

Gothic Remake

Leveling up is a bit different than modern day role playing games. You earn experience and learning points, then spend them in-person at trainers scattered across the camps, often paying additional ore on top. You do not open a menu and dump points into a tree. You walk to a guy, you can either afford him or you cannot, and he teaches you. This gameplay mechanic makes character growth feel like a thing you would actually do in the real world rather than a spreadsheet you tally points into.

Faction choice plays a big role in Gothic. You can align with the Old Camp under the ore baron Gomez, the New Camp under General Lee with its water mage path, or the Brotherhood out in the swamp. The catch is that committing to a camp locks you out of the trainers and skill paths of the other two. Picking the wrong camp for the build you wanted means a bad time. There are warrior routes built on strength and two-handers, mage routes built around the magic circles, and hybrids in between, plus side systems like lockpicking, pickpocketing, and crafting. 

Gothic Remake

All three faction routes funnel toward the same finale, so your allegiance reshapes the journey, the quests, and who you bond with rather than where it all ends. The PS5 version carries 41 trophies including a Platinum with no online or co-op elements, and there are challenge runs baked in, including a permadeath mode and a no sleeping run for the masochists.

What I do not know is the thing that actually matters: whether the late chapters hold up. Review codes were sent quite late so I have not made it there yet, but the original Gothic was famously front-loaded, its early colony life far more beloved than its rushed final act. The remake says it has expanded content, which could fix that old pacing slump or could pad it.

Gothic Remake

The PS5 release does not offer any graphical modes and comes in at 32.34 GB. Unfortunately the game fails to maintain a smooth 60 fps, but it’s definitely somewhere between 30 and 60 (wait for Digital Foundry I guess). Load times are passable, taking around 10 seconds to load into the game from the main menu. I wasn’t sure if it was because of the review build, but there’s an annoying watermark stuck on the top right corner of the screen (something like zsoB1B). There are three difficulty modes to choose from: Novice, Gothic, and Hard, but you cannot change it once you start the game. Do note that controller mappings cannot be changed either.

The UE5 rebuild is doing what a good remake should, which is to chase atmosphere over raw fidelity, and that suits Gothic perfectly. The visuals nail the grim, weather beaten mood of the colony. The character models, lighting, and cinematic cutscenes are obviously a generational leap past the 2001 game, which is not a high bar, but the art direction clearly understands the source. 

Gothic Remake

The blemishes are the same ones that show up in a lot of UE5 projects. Some textures look soft and low resolution when you get right up on them, a few water effects look off in motion, and the animation work can read as stiff next to the scenery. This is not a full blown triple A project and it clearly shows.

Kai Rosenkranz is back for the soundtrack in the remake. He scored the originals, and is how a whole generation remembers Gothic, and getting him to return is awesome. The game is fully voiced, which is a nice callback given the 2001 original was one of the first RPGs to voice all its dialogue.

Gothic Remake

Gothic Remake’s foundations are strong because Alkimia chose to protect the parts that made the original special: the punishing freedom, the hand built world, and the sense that you have to earn your place. As of now, my stance is that a newcomer with no nostalgia for the series and no patience for jankiness may well bounce right off it. If you loved old Gothic, every instinct here points toward something made by people who get it. Stay tuned for the full review.

Henry Viola

Henry Viola

Editor at GamingTrend who loves all things horror. But you'll see him playing all sorts of titles, because all games deserve a chance!

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