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If something looked like you could climb it in G1/G2 it definately was and it even had some extra items to reward your effort! Many invisible walls or paths blocked with crates which cannot be climbed for no reason. Not even regulars but nerfed versions for tutorial's sake. In Gothic 1 you get to fight young molerats or young wolves. In Remake they get into whacking contest with wolves. Snappers in Gothic 2 can one-shot your character through first 1/3 of the game. Right of the bat you have to fight Snappers or Dragon Snappers.Next thing we know Mages are all nibbers and Gomez decides to kill them because they are all black bacause black-washing and racism is in fashion these days. Also this is a sign the story would have more changes. In the Old Camp you WILL be shanked and robbed on your first playthrough unless you know to stay in line. You didn't feel like a hero, you had to earn that status. You get a letter for mages and that's it. Then Diego said his job is to instruct everyone to Old Camp - no special treatment, no protege-under-his-wing, no Hollywood explosive entrance, no nothing. In original you were thrown into a pond, your soaking character then was beaten up by "welcoming comitee".
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Main issues with Gothic Remake Teaser are: Never mind the time it takes to create good looking realistic assets. The 2012 demo straight up shows a level of fidelity no game has actually reached on PS4 and the latest UE5 demo is no different except they try harder to pretend its a "game". They are all these bizzaro demonstrations that are obviously impossible to run on anything but the absolute bleeding edge hardware and even then it would not run well. Then compare it to every single tech demo since. Demanding but very much possible and built around stuff you might have use for in a real game.
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Take the Samaritan tech demo, that one is essentially just a very high fidelity version of Arkham city. The demons went from practical demonstration of feasible goals to demonstrating visuals and features that are achievable only theoretically. If you watch the unreal engine tech demos compilation on YT you can see how this mindset evolved. They are designed more like very extensive tech demos that might be feasible in 10 to 20 years. The hardware is simply not capable of handling the necessary number of dynamic light sources and high definition assets to make these "dynamic" look good. They focus more on having very flashy but functionally impossible features like fully dynamic lightning, which can look great when you have 5 minutes to render every single frame but turns to complete shit when you need to render even 30 frames every second. Modern engines however are designed more like hobbled animation software. So the focus was on making good looking but not necessarily true to life visuals. Older engines were designed as game engines first and foremost. Its the tax these engines pay for being fully "dynamic". This is not a UE4 issue its modern engine issue.
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