Kamaal Anwar: It is very much Gothic 4. Everything from the characters to the story are centric to Gothic. For those who have played the previous games, there are payoffs that only they will appreciate. However, the game has been designed with newcomer accessibility in mind. Gamers will not have to be familiar with Gothic to enjoy this installment.
Kamaal Anwar: That’s completely understandable. With Gothic 4 we have been very conscious of the impact every choice has on the stability of the game. Quality Assurance has been part of every step in the development of this project.
HookedGamers: Gothic 3’s melee combat also proved to be clunky and frustrating for gamers. How have you changed it in Gothic 4?
Kamaal Anwar: Because this is an entirely new codebase, we’re not working with any problems that existed from the previous games. The combat design has been entirely reworked from the ground up and has been of constant internal scrutiny. Without going into detail into how it works, it’s very much focused on an active experience.
HookedGamers: How has ranged combat and magic evolved from Gothic 3 to Gothic 4?
HookedGamers: Can you talk about some of the factions in Gothic 4 and what role they’ll play in the game?
Kamaal Anwar: Gothic fans will recognize factions such as the Orcs, Rebels, and Rangers. Conquering all others is Rhobar III’s Paladin’s. Indiscriminately expanding they’ve spread through most of the world leading them to the Southern Isles. Much of the game takes place on Argaan where our new hero takes up arms against them.
HookedGamers: Is there anything else you’d like to add?
Kamaal Anwar: We’re very excited to reveal more, but we’re holding out for E3! :)