As a long-time fan of the Gothic series, nothing saddens me more than to see a beloved series turn to shallow mediocrity. Actually scratch that. I'd be more sad if the soul of the Gothic series were forever cast into oblivion, never to flex its mighty competition-crushing, standard-setting RPG muscle again. Thankfully Piranha Bytes, the original developers of Gothics 1 through 3, are still alive and kicking, working this very moment on the glorious Risen 2. With that in mind, I'm not really sad to find that Arcania: Gothic 4 sucks. I'm just a little disappointed. After all, how hard could it be to screw up the "Gothic" feel?
Apparently it's not so difficult, as Spellbound (in conjunction with JoWood) have shown us. When I'd heard that Gothic 4 was getting a new developer, I was actually one of the few Gothic fans who had high hopes for the new game. Gothic 3 was far from ideal, so I'd already learned to restrain my expectations, but I thought that a new developer could breathe new life into the series. I told myself I'd enjoy the game for what it was and not flip out if it deviated from the other games. And then Spellbound missed every mark and left me no choice but to go on a nerd rage. Not only does Arcania share virtually no gameplay similarities to its predecessors, but as a game if fails to deliver anything remotely compelling, interesting, or entertaining.
Since Arcania's been out for the greater half of a year now, I'm not writing a full review. Plenty of other smarter and more talented people have already spoken their minds on that issue. Instead, I'll be making a list of things that were present in the first three Gothics (especially in G1 and G2), which Arcania is entirely lacking, with special emphasis on why these aspects are crucial to the compelling nature of Gothic. Click below to continue to the full article.