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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.
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#GOTHIC 1 REMAKE GAMEPLAY PS4#
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. 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.
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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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