Presented by THQ Nordic
What made Gothic so special? Here's why this fan favorite is getting a revival
25 years on, this cult RPG is getting the modern remake it deserves
While you might not have heard of it as much as games like Morrowind or The Witcher series, Gothic is a similarly styled open world RPG praised just as highly by the fans that know. It's a game that left a lasting impact on the genre for many, despite ultimately ending up as more of a cult curiosity than mainstream success. It's a title you've almost certainly heard of, even if you've never played it, thanks to its innovative mix of world building and storytelling.
It was a testing experience, with a learning curve that grew with you, challenging you to master its combat controls and learn to survive its unforgiving nature as you found your way. Which is why, some 25 years later, it's a perfect candidate for a modern day remake - rebuilding what made the original a seminal role playing experience for the modern day; keeping what made it special while smoothing over some of its rougher edges.
Roles played
When it comes to what makes Gothic special there's plenty to pick from. For starters the story is unlike anything you're likely to have played before. The basic magical fantasy set up isn't that unusual, but rather than saving kingdoms or slaying monsters, here, you're locked up in The Colony. It's a prison mine filled with the convicts and mages trapped behind a magical barrier that went wrong. There's nothing to save, protect, or defeat here, just people trying to survive in three camps you can ally and work with, or betray...
Into that your character arrives and… well, he's no one special. Which is another thing that makes Gothic stand out. You're not a hero, you're not special and, realistically, the Nameless Hero, as he's known, is probably just about as good at fighting or surviving as you are right now. This complete inability to do anything in the game's opening hours shapes the experience - you can't just grab a sword and start swinging (very well at least), forcing you to take your time to learn about the world and piece it all together.
This is a game that's firmly in the 'not holding your hands' camp of gameplay and progression. To stand any chance of surviving long enough to achieve anything, you're going to need to pay attention to the world, the people you meet, and figure it all out. Which is where immersive sim elements come into play. Because you're no one special, the game doesn't revolve around you: characters carry on with their lives whether you're there or not, eating, sleeping, working and so on. They live and react naturally to your actions, as if you're the NPC to them - pull a sword and they might get angry or afraid. Kill someone and they're just as likely to not care as report it or try to stop you.
It creates a far more living world to explore. You start with no clear objectives, minimal info and are simply left to get on with it. You'll have to learn how to survive, find people that can point you in the right direction for quests, or to level up, and ultimately find your place and purpose yourself. It's a game that takes effort but rewards it with tangible and meaningful progression as you (eventually) become a force to be reckoned with. One of the reasons it's so beloved is that lack of guard rails and guidance makes it far more meaningful to level up, solve a problem or complete a quest - because you earned it, through your own efforts and not because a marker told you where to go or what to do.
Now imagine all that remade in a modern engine, repackaged and reworked. A living open world, reactive to your choices and actions; an experience that flows around you as you try to swim through it. The Gothic 1 Remake gives you all that, with a modernized combat system and updated core mechanics to create a more fluid and dynamic experience, while retaining what made the original a cult classic still talked about a quarter of a century after it came out.

I'm GamesRadar's Managing Editor for guides. I also write reviews, previews and features, largely about horror, action adventure, FPS and open world games. I previously worked on Kotaku, and the Official PlayStation Magazine and website.
