Like vivaxardas said, you can beat pretty much everything if you are skilled. The dragon snappers are a pain in the ass but enemies like orcs can be defeated if the correct tactic is used. What you need to do is fight them one by one and wait for their charge attack. When they charge at you, you sidestep until you are behind them. They can't use their annoying dodge from behind. Also, if you are lucky in the beginning and find a scroll you may even transform yourself into a stronger animal to clear a difficult area. You can also just avoid the enemies to get where you want by climbing mountains around them and I think sneaking also works. Another example would be the famed Dragon Slicer cave with 2 skeletons. Normally, skeletons are tough SOBs BUT there is a camp of hunters not too far away. If you manage to draw them near their camp they can weaken the skeletons for you and you can get the final blow. I also sometimes kill the hunters too if they have low health. Or you can just use a destroy undead scroll (again, if you find one). When you enter the monastery the atmosphere of the place gives you the impression that there are many hidden things in there (besides main quest stuff) and if you explore, you are more often than not correct.Thothistox said:I'm playing through Gothic 2 for the first time right now, and I see what you mean. However, there are drawbacks to this kind of storytelling. Though they are good games, Gothic 1&2 rely on very powerful enemies to block the player from exploring certain areas. I agree with this design to a degree, but it can get ham-handed. Why should a warg, which is not bigger than a wolf, be so strong? Why should the dragon dinosaurs (I don't remember what they're called) be so much stronger than regular dinosaurs? It's clear that the enemies function as corks on the parts of the map the devs don't want you to explore until later. In fact, most of the game is just getting to areas you're either not allowed to see because you haven't done something yet, or because you're not strong enough to get there. For that reason the game isn't nearly a non-linear as it initially seems. What you call "storytelling through gameplay" feels so forced that it might as well be part of narrative, and this is probably why so many devs later opted for this route over the open-world model.
I'm hoping that, since TW3 is open-world, they'll go for something along the lines of Gothic, but they'll allow skilled players to explore much deeper. In Gothic 1&2, skill doesn't count for much.
I also recommend a story mod called Velaya. It is very professional and very much feels like Gothic.


