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Gothic Remake: seven hours in the Colony, and the same joy as 2001
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Gothic Remake: seven hours in the Colony, and the same joy as 2001

Alkimia Interactive gave us seven hours in the Old Camp with a locked preview build. Combat is more fluid than in the Nyras prologue, dialogues are nearly identical to the original, and the urge to dive back in is intact.

A

Alexandrosse

·23 mai 2026·8 min read

Gothic came out in 2001. At the time, nobody really knew what they had in their hands: a German RPG with unorthodox controls, a penal colony atmosphere taut as a bowstring, with NPCs who had routines, opinions, and an existence of their own independent of you. We eventually understood it was something unique.

Twenty-five years later, Alkimia Interactive publishes the remake. And after seven hours in the Old Camp with a restricted preview build, we can say the joy of diving back in is intact.

Gothic Remake, Old Camp

What the build showed

The preview was locked to the Old Camp and its immediate surroundings, mines included. No Sect Camp, no New Camp, no orc camp the community has been waiting to see with some anxiety since the redesign announcement. What we got: the first hours of the original game, reconstructed, with the fidelity we'd hoped for.

The dialogues are nearly a carbon copy of the original. A few new lines added here and there to flesh out transitions, but nothing that betrays the tone. Mud is still just as annoying, he starts a conversation every time he crosses your path. Diego accompanies you to the camp with exchanges that didn't exist in the 2001 game and add immersion without weighing down the progression. NPCs talk to each other constantly, as in the original. That's one of the hardest things to reproduce and it's there.

What wasn't there twenty years ago: the graphics. The Old Camp in Unreal Engine 5 with its stone textures, afternoon light on wooden palisades, cluttered alleyways: it's striking at times. The art direction divides (the Valley of Mines has lost its central-European green-brown palette in favor of something more saturated, more Mediterranean), but the care put into constructing the spaces is visible.

Gothic Remake, exploration

The combat

This was the main point of concern after the Nyras prologue. The preview build is clearly above that. The combat remains deliberately difficult at the start, which is the right decision: Gothic always worked on real skill progression, not numbers going up. Your character is clumsy because they are clumsy, not because the game is badly made.

Fluidity has progressed since the prologue. The chains are readable, the counter window is identifiable. It's not the free-flow of an Arkham, and it shouldn't be. It's Gothic: every hit has weight, every mistake costs something.

The bow is powerful but slow. Viable in 1v1 if you manage distance and dodge between shots, risky in any multi-enemy situation. Exactly as in the original.

What remains to be verified: the AI. A few guards were slow to react to nearby monsters, erratic behavior at close range was reported by other players with access to the same build. These are fixable before launch, and Alkimia is aware.

Gothic Remake, combat

What the community won't stop debating

The Gothic subreddit has been in a state of permanent civil war since the remake announcement. On one side, purists who want exactly the same game with HD textures and nothing else. On the other, those who understand a remake can't be a remaster and who expected exactly what the build shows.

The most concrete debate concerns artistic choices. The orcs were redesigned, more imposing, less in keeping with the original's low-fantasy aesthetic. The scavenger changed silhouette and behavior. The Valley of Mines looks like Croatia in summer where the original evoked Germany in autumn.

These choices are debatable. They're not negligible. Gothic drew part of its atmosphere from its dull palette, its environment that didn't try to seduce, its world that felt like a real place rather than a fantasy set.

At the same time: Gothic had catastrophic hitboxes, a near-empty second act of secondary quests, an underexploited magic system and a rushed ending. If the remake fixes these structural problems while preserving the original's atmosphere and freedom, the balance will be positive.

Gothic Remake, Old Camp detail

Technical state of the build

Test configuration: Intel Core Ultra 7 265K, 32GB RAM, RTX 5070 Ti. 1080p, no DLSS, "Gothic" preset (equivalent to very high). 75 FPS stable, voluntarily capped. Not a mainstream configuration, but the preview build isn't the final build, and performance can evolve in either direction before launch. Take it as an indicator, not a certainty.

The jump is still a bit floaty. General movement is grounded and credible, but the jump doesn't yet have the expected weight. Minor point on the overall game, but notable.

Gothic Remake, world

What remains to be seen

The build was restricted. The real question of the remake isn't the Old Camp: everyone knows the Old Camp and Act 1 are Gothic's strong suit. The question is what happens after. The original's Act 2 was short and low on secondary content. Act 3 even more so. Alkimia has promised additional content in those phases. That can't be verified on a first-act preview build.

The orc camp, not accessible in this build, also concentrates a good portion of the community's fears about artistic fidelity. We'll see.

What we know: the Old Camp looks like the Old Camp. Diego says what he was supposed to say. Mud does exactly what he did. And the feeling of returning to somewhere you knew without knowing you were attached to it, that feeling is there too.

Gothic Remake, atmosphere

Gothic always was a game that didn't try to please. It's not Skyrim, it never wanted to be. If the remake preserves that until the end, whatever the orc debate, the result will be what it needs to be.

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