I've never played any of the Gothic franchise on PC, but I've always heard people rave about how great the games were and about how open-ended and immersive they were. The most open-ended and immersive game I've ever played on a console was Oblivion and I loved it (still do from time to time), so I was curious when I heard that this was coming to the Xbox 360.
Now, from what I understand, this game takes a step away from the previous games in the franchise in order to, 1.) Appeal to a wider range of players than just the 'hardcore' ones devoted to Gothic and its particular quirks and, 2.) Give a company other than Piranha Bytes a chance to show what it can do with the Gothic title. Piranha Bytes took their original concept, tinkered with it a little bit and came up with Risen (itself an excellent game) and I've read that THAT one is almost exactly in the same vein as the original Gothic, albeit optimized for the console systems. Playing both, I can tell you there is a huge difference between these two.
I can see many players of Gothic dissing this game for taking such a departure from the originals and I can understand their point; if something's not broke, don't fix it. Still if you take this game and judge it on it's own merits (and I think that's what Jowood was trying to do by listing the main title here as 'Arcania: Gothic 4' instead of being JUST 'Gothic 4'), it's really not a bad one at all if you're the type that enjoys western-style fantasy roleplaying games.
GAMEPLAY-3 Stars
I'll say this right off the mark; the game is heavily directed in leading you to the end. It's got one big story and it WANTS you to focus on it. The island of Argaan that you find yourself on is quite large in area to explore, but it's partitioned off in segments related to how far you've progressed through the main quest and until you've completed certain plot points, you will NOT be going to those areas you can see off on the horizon. It does give you enough to do in each of those segments to take up anywhere from 3 to 4 hours of adventuring, whether it's for running around killing monsters to grind for experience or picking up ingredients to brew potions you can make when you receive the appropriate recipes or just mapping out the place and seeing the sights, although if you get tired of travelling by foot, there are teleportation circles that activate that you can use to reach any previously explored areas. The game won't let you kill any non-combatants, so you don't have to worry about any guardsman running after you for any accidental wrong-doing and apparently none of the communities you visit have any sense of personal property, because you can walk into someone's home in the middle of the day, pick the lock on a chest sitting in the middle of the living room in front of them and not have to worry about whether that person's going to raise a hue and cry for the city watch; they won't. There are merchants that you can buy from, but most of the best gear you get in terms of weapons and armor are when you progress along the main quest that's received from prominent figures in the various areas and, at least at first, your best gear equips automatically when you procure it and much of it has a regenerative function, so you heal over time. The main use of those merchants is in the side quests they can give you for the experience upon completion so you can level up.
The challenge level has been toned down in relation to other fantasy games (ESPECIALLY when compared to either Risen or Divinity: Ego Draconis or most Japanese roleplaying games). I never really felt threatened in combat except for a couple of times against boss opponents. Anytime else, no matter how badly I got swarmed, I went through the fight fairly easily. I'm assuming playing at higher difficulty levels mitigates this. Arcania also sets up invisible barriers when you come up on a ledge. You don't have to worry about falling off accidentally. You can JUMP off to the area below, if you choose to commit suicide (so to speak) if the fall is long enough, but the game engine protects you from screwing up by mistake. Usually, you injure yourself slightly and your gear will heal you back up in a short period of time. This is useful if you're weaving around in combat, but you want to be careful around certain objects, like the trees is the marshlands next to the Great Tree, because you'll find yourself shooting up those objects like you're on rails and have to jump back down, again possibly injuring yourself in the process.
The roleplaying aspects of this game are in the skills and spellcasting abilities you can obtain and improve over the course of your adventure. You won't find statistics like Strength, Agility or Intelligence which define your character (indeed, that seems to be the current trend in roleplaying games these days). You have three basic attributes: Stamina, Health and Mana. Stamina is the endurance you have to attack with special melee moves. Health is the amount of damage you can take before you die. Mana is the amount of magical energy you possess to cast spells. The skills are 'Mettle', which affects the damage you cause to opponents in a fight and your stamina recovery, 'Discipline', which determines how many blows in a row you can rain down on your enemy, 'Vigour', which is how much punishment you can soak up before keeling over and 'Precision' which governs your accuracy in ranged combat. 'Stealth' simply allows you to move around without attracting undue attention and possibly setting up ambushes against enemies. 'Zeal', 'Serenity' and 'Dominance' are all spell-like abilities which enable you to affect your environment and enemies with elemental forces. As you adventure, you gain experience. When you reach an experience threshold, you gain a level. This increases your basic attributes by a certain amount and you get 3 skill points to use to increase your skills and abilities. If you take the effort to investigate each area of the island in depth you can level up quite quickly. I was 18th level by the time I reached the area with the Great Tree.
STORY-4 Stars
The plot, while fairly generic, isn't half bad. The King of Myrtana, Rhobar III, has become possessed by dark forces and has launched a campaign to conquer the rest of the world. You play a lowly shepherd who's trying to woo the daughter of one of the village elders. In the process of performing various tasks to prove to her father that you are the right man to take care of her, your home is attacked and destroyed by the king's soldiers. Left destitute and without much hope, you travel to one of the neighboring islands on a quest for revenge against the king and, in so doing, start on your own path to greatness.
SOUND-4 Stars
The musical score is classically epic and fits your adventures quite well. The ambient tunes that are in the various establishments are appropriate and go a long way to set a fantasy mood. It differs depending on whether you're questing during the day or at night and becomes appropriately gloomy when travelling through the underground caverns. In short, a job well done.
The voice acting could use a little polish. Some of it is portayed with a classic British accent, while others are unmistakeably American. Most of it is fairly high-quality, although there are a couple of instances where it comes out as over-the-top foolish.
GRAPHICS-4 Stars
I personally found the visuals quite appealing in Arcania. The draw distance is pretty much line of sight for everything but the most minor rocks, shrubs and trees. I saw very little pop-up when I was running around. The texture mapping is extremely intricate and the graphics engine makes good use of dynamic lighting and shadows. The character models are better than most of the RPGs out there, although I do wish there was a little more variety for the generic NPCs.
The one major problem I found was in the frame rate. It holds at about 20 per second and doesn't seem to improve no matter how much or how little stuff is on the screen (the positive side is that it doesn't seem to WORSEN when you're attacked by multiple enemies). The stuttering animation of the environment can get distracting and gives my girlfriend problems with her epilepsy and she ends up having to leave the room after a while. Dreamcatcher might have delayed releasing Arcania until Spellbound had a chance to tighten this up a bit more. Maybe they'll release a patch for Xbox Live.
REPLAY-2 Stars
This game has ONE story to tell and not a whole lot else. Arcania doesn't offer a lot of variety in what you can do differently if you're inclinded to go through this more than once, and with a total play time of roughly 30 hours (when the typical length for a roleplaying game runs at about 70 hours), I find it hard to justify having to pay what the going rate on what the average game of this type runs for. Let's hope Spellbound develops a good bit of downloadable content to help balance this out or they may find the volume of sales not quite at what they'd wanted when it's all said and done.
OVERALL-4 Stars
Sure, I might have some complaints about Arcania (just like I have with most of what Dreamcatcher puts out on the market), but there are a lot of positive things about it too. For all its flaws, this was not a bad game. It wasn't great, but it wasn't terrible either. It was entertaining enough for me that I greatly enjoyed roaming around the island of Argaan during my off-hours, and because I can get something different out of a game every time I play it, I could very well see myself visiting the kingdom of Myrtana again, revenging myself upon the King. One and a half thumbs up.
Peace.